Age | Commit message (Collapse) | Author |
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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I was careful in selectively rolling back revisions, but if you've committed changes unrelated to BPY mixed with BPY changes, I might have reverted those too, so please double check.
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Lattice.c - removed warning
Mesh.c - (own error) when running me.update(key="...") didnt update the right keyframe.
mesh_cleanup.py - Bugfix from a report by plumiferos that started uncovering all the memory leaks.
Removing NAN verts didnt work with mesh keyframes.
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Data from Armature.c and logic.c still leaks.
Mostly todo with PyList_Append adding a refcount and the bpython api not decrefing.
Also added some features needed to fix a bug in mesh_clean.py (ob.pinShape and ob.activeShape)
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made all libdata hashable - use the object type,name and lib for the hash.
added .tag to libdata so we can test if data's been processed without using dictionaries
added libdataseq.tag (write only) setting the tag flag (which can always be dirty)
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PyObjects type, now only use macro's
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added copy function to lamp, texture and ipo types
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previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
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from gen_utils and BPY_interface
small cleanup, removed unused functions and explicetly cast pointers..
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python types can use.
removed a lot of code duplication when moving to this.
Also removed unused functions GetMaterialByName(), same for Mesh, Object, World etc.
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* Added data.lib attributes to almost all data types, (except for Text3d and NLA)
This is None or the path of the library as a string.
* Main was giving a warning, Include Curve.h rather then CurNurb.h
* Added Library.LinkedLibs(), returns a list of externaly linked libs.
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This isnt needed because the limit is alredy being set by rename_id()
some other minor changed- use None returning maro
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No other BPyModules do this and zero user lattices are kept so this check is not needed.
removed lattice.applyDeform(), this called object_apply_deform, which only gave a message to use modifiers.
changed the example in epydocs to apply the lattice using modifiers.
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- Found several places, where people explicitly casted the frame number
to short.
- Fixed the crash in BPY_interface by adding an empty line (to make it
recompile everywhere, make clean doesn't help...)
For the build system maintainers:
Problem was: The change in makesdna changed the position of the
scriptlink structure. BPY_interface.c somehow didn't get recompiled
(not even after a make clean!!!) which triggered crashes on adding
scriptlinks.
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recalculate, causing a segfault when the curve was selected in the Ipo
window. lattice.insertKey() has similar code. Added calls to
allspace(REMAKEIPO,0) to correct this.
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PyDict_SetItemString() with objects that were not properly decrefed
afterwards. Due to the number of places this was used, I added a
wrapper EXPP_dict_set_item_str() to gen_utils.c to handle it.
This started as a scriptlink bug, due to how many times scripts were
being executed I think it just magnified how bad the memory leak in
BPy was. Animating the blend attached with this bug report would cause
memory to grow by about 3MB for every 280 frames. After the patch,
memory did not appear to grow at all (or at least not noticably using
Unix's ps and top utils).
Since many of the PyDict_SetItemString() calls were in initialization
modules I think my tests executed most of the changed code, but would
appreciate script users really giving feedback.
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what must clearly be a typo ... an 's_z' where an 's_y' should be
-- python Lattice module owner please check!
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User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html
- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)
- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)
- Added a Shape Panel in the Edit buttons with the various options
- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.
- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
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- Pontus Lidman contributed a new module: Blender.Key + access to key objects from NMesh, Lattice and Curve + docs (thanks and sorry for taking so long to check/commit the patch!)
- Allowing EVENT spacehandlers to call the file selector (scriptlinks in general are not allowed, but this special case should be able to). Requested by Paolo Colombo (thanks!)
- tiny doc update (Ken Hughes pointed an error in the space handlers example)
I didn't have time to update the Key module to follow the current bpython design, will do that later and also test it better than I did.
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- new feature, twiddled with lattice resizing to try to maintain
existing vertex changes... much nicer than just resetting the
lattice if you decide you need more detail in the lattice.
- modifiers work with lattices now. yes, that does mean you
can make a chain of lattices effecting each other 8 miles
long.
- some cleanup of softbody code, was rather splintered and call
path was twisted and confusing. reworked main object step
routine to do things in a more obvious and consistent manner
and without duplicate code
- added ob->softflag OB_SB_RESET instead of sbObjectReset
call
- modifier changes reset softbody now
- moved curve_getVertexCos/curve_applyVertexCos into curve.c
- update curve modifier eval to work with virtual modifiers
- update modifier apply to work with curves/surfs
- update make parent to also recalc object data
NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
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to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
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- removed mesh_deform (merge into mesh_modifier)
- switch python lattice_apply function to use object_apply_deform,
this isn't exactly equivalent but the python system shouldn't
have been calling that deep into the kernel anyway.
New feature: Modifier stack
- added Object.modifiers (list of ModifierData elements)
- added DNA_modifier_types.h
o contains type definition for the file data for the various
modifier types
- added BKE_modifier.h
o contains modifierType_get_info (access to modifier type registry)
o structs and defines for runtime modifier usage
- updated mesh_calc_modifiers to evaluate modifier stack (note that
for the time being it also evaluates the old style modifiers so files
should load and work as normal).
- add file handling modifier code (todo: don't replicate on object copy)
- add modifier stack UI code (lives in object panel)
Only real new feature at the moment is that you can apply lattices and
curves *after* a subdivision surface which was never possible before.
Todo:
- DEP graph updating does not work correctly yet, so you generally have
to tab cycle to see results.
- editmode calculation does not use modifier stack.
- bug fixes (there must be a few in there somewhere)
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- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo
argument instead of operating on mesh
- fixed bug where a derived mesh would not be returned in editmode
- removed object_wave, replaced by init_wave_deform and calc_wave_deform
- moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs
with linked objects
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- Mostly this cleans up the #includes and header files in the python project.
- Warning fixes are mostly casting issues and misc fixes. General warning clean up.
- #include Python.h MUST come as the first include to avoid the POSIX redefine warning in the unix makefiles
- fno-strict-aliasing flag added to makefile to fix a unavoidable type punning warning in types.c
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and didn't decref'ed it properly, "leaking" memory.
Commit approved by stivs.
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- bug #2033 reported by Ken Hughes: Vertices of mesh parented to lattice is scaled incorrectly:
https://projects.blender.org/tracker/?func=detail&aid=2033&group_id=9&atid=125
- bug #2211 reported by German Alonso Tamayo (servivo): Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender:
https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125
(#2211's hang was already fixed with previous commit, but this way should work better)
- doc updates (Ken reported missing info about Render slinks, thanks).
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(excuse me for not committing earlier)
Patches by Ken Hughes (thanks for all bug fixes!):
1) Setting a scene's MapOld and MapNew values in python does nothing:
bug #2566 submitted by Dominic Agoro-Ombaka (dmao):
https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125
patch #2571:
https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127
2) Calling the file selector after setting the progress bar crashes Blender:
bug #2418 submitted by Alessandro Garosi (brandano):
https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125
patch #2568:
https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127
3) Menus always generate same event when canceled:
bug #2429 submitted by Campbell Barton:
https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125
patch #2579:
https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127
4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender:
bug #2211 reported by German Alonso Tamayo (servivo):
https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125
patch #2580
#https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127
About bug #2033, I'm still looking at it, committing a small fix now.
=====
Patches by Campbell Barton (thanks!):
#2482: BGL pydocs fix broken links
https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127
#2426: Large text in Draw.Text and Draw.GetStreingWidth
https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127
#2521: scene.getActiveObject()
https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127
#2523: NMesh.GetNames()
https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127
- docs also updated
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other maximums).
Tried to change it everywhere, hopefully I didn't miss any.
Also raised max frame to 30000 (maintainer of that code can safely modify it back since it is in one spot now ;) )
Needed that limit for a marketing video contract, might as well commit it.
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- patch by Jonathan Merritt: new function Blender.Draw.Image() + its doc;
- patch by Campbell Barton: .users attribute for many types;
- tiny internal change in nmesh.hasVertexUV() method.
Thanks to Jonathan and Campbell for the patches and the patience!
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- move static declarations and data definitions out of headers.
the BGL module still need cleaning.
- move declarations out of modules.h and into appropriate .h files.
modules.h still exists as a container for the few modules that
need to #include almost everything.
- all files now have a $Id tag and have been formatted by indent
there are no changes to executable code.
pre-commit versions are tagged with bpy-cleanup-pre-20041007
for the sake of paranoia.
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Run everything thru indent to cleanup spaces vs tabs.
Clean up some of the comments by hand.
BGL.c was not touched due to all that macro wackyness.
There are no functional changes to the code.
Pre-indent versions of source are tagged with
tag bpy-cleanup-20040925 , just in case.
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Add cvs $Id tag to files
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headers
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- enabled all the Lattice methods in Object.c
- added Lattice types to Types.c
- add Lattice initialization to Blender.c
- updated makefile for new lattice file
- added Lattice.c/Lattice.h
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