Commit Graph

9272 Commits

Author SHA1 Message Date
Ben Batt
1f35fd7929 = Addendum to UVProject's multiple UV handling - "Override Image" button =
* Added an "Override Image" button to the UVProject modifier; this overrides
  faces' currently assigned image with the one given in the modifier panel.
  This provides some of the functionality previously provided by the "Add UVs"
  button - you still need to add a UV layer manually, but you only need to
  change the image in one place.
* Note that the "Override Image" option uses the bit position previously used
  by the "Add UVs" option, so old files which had "Add UVs" enabled will now
  have "Override Image" enabled.
2007-01-29 16:28:11 +00:00
Ben Batt
2a47217cba = Updating the UVProject modifier to handle multiple UV layers =
* Removed the "Add UVs" option from the UVProject modifier
* Added a UV layer menu to the UVProject modifier
* Refactored the Displace modifier UV layer menu code to allow the UVProject
  modifier to share it
* Added two CustomData functions to facilitate getting layers by name
2007-01-29 15:10:55 +00:00
Ton Roosendaal
2d361fca0d Bugfix #5873
3D texture paint crashed when no Image window was opened... the damn global
variables!
2007-01-29 14:49:15 +00:00
Campbell Barton
5db31cb571 removing redundant scripts because of new features in blender after discussion with LetterRip.
disp_paint.py - Displacement modifier and sculpt mode replace.
uv_paint.py - making can be used to write colors to an image.
animation_empties2armature.py - Was made when BVH importer could not import direct to armature, Resulting animation has visible errors, errors have been known about for a long time and not fixed.
knife.py - Old slow code, No Multi-UV's, We now have a knife tool that has snap!

If anyone wants to maintain these scripts and have them added back in, mail the bf-python ML.

Scripts that are removed can be found here.
http://projects.blender.org/viewcvs/viewcvs.cgi/blender/release/scripts/Attic/?cvsroot=bf-blender
2007-01-29 10:20:21 +00:00
Campbell Barton
803d66a3a5 removed copy_facedata_multilayer from BPyMesh since it changes the selection and flips the faces (needed for solidify) but not for general purpose use. 2007-01-29 06:56:30 +00:00
Campbell Barton
996294e18a fixed own bug indroduced when switching to use f.edge_keys
MultiUV/Color support - all layers are copied to new faces. as well as hole filling faces.
2007-01-29 06:38:30 +00:00
Joshua Leung
73a0e8c75e == IPO Transform Bugfix ==
When scaling in the IPO-editor, axis-clamping was not respected still
(in order to preserve the old behaviour of flipping over the x/y axis).
However, now there is a mirroring tool for IPO curves, so the old
behaviour is no longer needed.This makes things more consistent.
2007-01-29 05:09:14 +00:00
Robert Holcomb
cdefd31397 The channel keyer was not scaling the YCC color space properly for the exec function to make an impact on it. 2007-01-29 04:08:40 +00:00
Stephen Swaney
d89a7388ea Bugfix for #5846 erratic error with in "ob.getData(mesh=1)"
It looks like the changes for bug
  #5000 Changin EditMode in Script wrecks memory
break the python interpreter.

Since this is critical, I have #ifdef'ed those out of
BPY_interface.c and Window.c.  Did not touch Armature.c.
The ifdefs are tagged with /* bug 5000 */

This means bug #5000 is back in play.  Interesting to note
that according to #5846, only scripts run from the script menu
and not via Alt-P were broken.
2007-01-29 01:27:07 +00:00
Robert Holcomb
2133d87d21 Fixed accelerated openGL command list tri-strip generation for geometry. UV coordinates are still off a bit. Fixed bad frame list loading. I'm sleepy and need a snack. 2007-01-29 00:11:18 +00:00
Nicholas Bishop
aa8b917587 == Retopo ==
Added a missing undo push for CKEY in retopo paint.
2007-01-28 21:26:39 +00:00
Willian Padovani Germano
cd2e2d231f Scripts:
- Fixed a few bugs in the ac3d importer, found by Melchior Franz (thanks!). Also automatically turning on ztransp for materials with alpha < 1.0 and then also transp shadows for all imported materials.
2007-01-28 20:03:42 +00:00
Peter Schlaile
f354b9c697 == Sequencer ==
Fixes bug #5858 (Render to dv skips frames. OSX and Linux PPC).
Caused by stupid ffmpeg dv multiplexer. PAL-fix is easy, NTSC needs varying
buffer sizes...
2007-01-28 18:45:53 +00:00
Brecht Van Lommel
47d3624439 Fix for bug #5861:
Minimize stretch incorrectly stitched together UVs.
2007-01-28 18:37:12 +00:00
Martin Poirier
c92fae004a === Transform Snap ===
Replace references to "Gears" in the header by "Grid". This is more consistant with the rest of the UI and even if I like gears better, grid, I think, is what people expect.
2007-01-28 15:41:11 +00:00
Ed Halley
cf04786a8b Removed -mpowerpc -mtune=G4 from several SCons files, so it will work on
either PPC or Intel architectures under OSX.  These options should be
inherited properly from the rest of the OSX SCons build system.
2007-01-28 14:55:57 +00:00
Ben Batt
d34cd388b8 Changed Displace modifier UV layer selection UI code to use a temporary
variable in the DisplaceModifierData structure, rather than a global variable.
This fixes a bug in layer selection when more than one Displace modifier is
applied to an object.
2007-01-28 14:48:38 +00:00
Peter Schlaile
378a28fee4 == Sequencer ==
Bugfix: when ipo-frame-locking is turned off, make the ipo cursor show up
 at the correct position and set CFRA correctly, if changed within IPO.
 (avoids very annoying snapping...)
2007-01-28 13:43:46 +00:00
Ton Roosendaal
d5da8ea1c7 bugfix #5865
IpoWindow: panel properties didn't show the "Visible curves" box values
unless you clicked curve once.
2007-01-28 13:43:22 +00:00
Campbell Barton
5943ad8f65 update to the md2 importer.
* moved from NMesh to Mesh
* made newstyle classes (use less memory)
* optimized mesh creation
* Animation now imports and plays (Bugfix for 5834)
+ other small tweaks

Added mesh.key - was missing from docs
2007-01-28 12:33:04 +00:00
Ton Roosendaal
c7718d2bcd - bugfix in Sculpt (irc reported): using a Texture Brush, and then unlink
the texture (in texture buttons) crashed painting. Reason was reading
  a NULL pointer.

- fix for bufix: commit by Ken Hughes accidentally deleted a bugfix
  (yafray render doesn't support bake, and should return)

- tooltip fix
2007-01-28 12:20:07 +00:00
Ton Roosendaal
c45e057062 Plumiferos reported bug:
When weights in Meshes are extremely small (< 0.01) normalizing them
can give overflows, thanks to float precision limit.
This is still unsolved, but for now the limit had to be set smaller...
(reason is that Plumiferos uses mixed lattice and vertex-group deform)

Also: running Blender in debug (-d) will print subversion now.
2007-01-28 11:44:32 +00:00
Robert Holcomb
1aa0077ae0 reverting creator.c to previous version since my earlier commit updated it unintentially 2007-01-28 05:45:58 +00:00
Robert Holcomb
f306efab08 Added type checking to color space splitting nodes and hsv node. Will uncommit pipeline.c and creator.c since committed in error. 2007-01-28 05:34:17 +00:00
Campbell Barton
907d19b93d made Mesh.Get('foo') raise an error when foo dosnt exist rather then returning None (to work like other modules)
also update Metaball.Get() to be less messy - still functions the same.
2007-01-28 04:58:22 +00:00
Campbell Barton
321cafa714 updated this script (one of the most out of date)
basic workings are the same but its generaly more efficient.

The main problem was it could get the data from every object across all scenes!
This means that on framechange, every mesh would be copied into an NMesh just to see the type was a camera.
2007-01-28 03:36:33 +00:00
Campbell Barton
7f5908f95a bug 5857, python 2.3 compat fix + minor changes. 2007-01-28 01:36:21 +00:00
Chris Burt
8b157988a0 ==Tooltip Adjustment==
Minor tweaks to a few of the material buttons tooltips.
2007-01-27 18:47:46 +00:00
Nicholas Bishop
5d4b81b688 == Retopo ==
Fixed bug #5829, Exiting editmode with TAB key toggles RETOPO

* Moved the retopo_mode setting to ToolSettings.
* Renamed the other retopo_mode to the (more accurate) retopo_paint_tool
2007-01-27 18:11:07 +00:00
Ben Batt
901313be99 Removed an unneeded struct declaration committed by mistake in joeedh's
Displace modifier fix.
2007-01-27 17:58:21 +00:00
Nicholas Bishop
3a60699429 == Multires ==
Fixed bug #5820, changing multires in edit mode turns the mesh black

* Added a call to recalc_editnormals when building an editmesh from a multires mesh.
2007-01-27 17:45:23 +00:00
Ben Batt
893e93bb5f Fix for a segfault in the new Displace modifier UV layer selection code:
If the "UV" texture coordinate option is selected while no UV layers exist,
the UV layer name in the modifier is blank. This is not a problem while no UV
layers exist, but if a UV layer is added the modifier code attempts to use
UV coordinates without handling the missing layer name correctly, leading to a
segfault. This only occurs when the modifier stack is recalculated before a
modifier UI redraw, as the UI redraw updates the layer name.

This fix handles a missing UV layer name by setting it to the active UV layer.
2007-01-27 13:33:56 +00:00
Ton Roosendaal
735b426344 Two fixes:
- when rendering a scene, all composite trees of other trees should get
  signalled the render output changed. This only happened with a composite
  active in render.

- the Mix node "A" option only works in Composite, as accidentally visible
  for shader trees.
2007-01-27 10:08:16 +00:00
Campbell Barton
8f075f9518 minor tweaks from testing scripts. correction in my last commit. 2007-01-27 04:58:09 +00:00
Campbell Barton
853785782e Updated docs not to use Object.New() in examples, use scn.objects.*
Bugfix from ZanQdo, MOT files wouldent load in lightwave. also made some minor improvements.
2007-01-27 02:15:14 +00:00
Nicholas Bishop
c7b50435da == Multires ==
* Switching levels in editmode should flush selection changes so that face selection is drawn correctly.
2007-01-26 23:35:37 +00:00
Joseph Eagar
4494b829b0 =Displace modifier fix=
This commit fixes displace modifier to propery support arbitrary uv
layers.  This seemed like a fairly big usability bug,
as displace modifiers would use the active UV layer (and thus could change when
you changed the active layer).  The modifier UI code now uses a menu for browsing
the uv layers, however only the uv layer name is actually stored, so that 
adding/deleting layers won't mess up displace modifiers.  

Whenever a displace modifier has an invalid UV name (for whatever reason) the 
UV name is set to the active layer.  This is checked both in the UI code and 
in the modifier exec code, so all bases are covered. For deleting a layer, this 
required upgrading the layer delete code in the UI to properly preserve the 
active layer, to prevent unwanted behaviour. I hope this is an ok solution.

Brecht, Ben you might want to look over and make sure I didn't break anything.  I don't
think I did, I tested as thouroughly as I could.
2007-01-26 21:06:49 +00:00
Ken Hughes
40d49dec02 Bugfix for render baking: preserve AO and Ray trace settings when doing
Ambient Occlusion, and check that world is enabled.
2007-01-26 20:35:57 +00:00
Ton Roosendaal
d1e40bc6be Bugfix (own collection)
Composite: some cases gave memory errors (not freed mem).
The code that tried to be smart in finding nodes to skip, caused that
stack buffers were not freed propertly.
2007-01-26 19:17:20 +00:00
Nicholas Bishop
1dbbbe4077 == Interface ==
* Cleaned up the sculpt and multires palettes a bit to make them work correctly with the Rounded theme.
* Moved the DelLower/DelHigher buttons above the Level slider; necessary for some reason to render the rounded corners correctly.

One error is still visible, the Size slider in the Sculpt palette has an incorrectly-rounded corner below the Airbrush button, no idea why.
2007-01-26 18:52:34 +00:00
Campbell Barton
d79669ad9e added edge split access to modifiers API
Also renamed Type to Types to match with the rest of the API. Type is still there but removed from docs.
2007-01-26 15:43:11 +00:00
Ton Roosendaal
064bcdbb31 Bugfix #5827
Preview render in buttons was not refreshed when changes in a material
happened, without preview visible. (like editbuttons, active mat index).

Now on re-entering material buttons, a re-render happens in these cases.
2007-01-26 15:34:32 +00:00
Joseph Eagar
ff78aacec8 =FSAA fix=
This commit gets rid of the #ifdef WIN32 I did for the FSAA code.
However it still manually defines the constant (if it's not already defined)
for FSAA, as I'm not sure which platforms have glext.h and I don't want to risk
breaking platforms before release.

Joe
2007-01-26 14:30:43 +00:00
Chris Burt
b8586ff39d Second part of blur-node fix to accept x and y offsets in images passed
from translate node. Once again courtesy of joeedh (Joe Eagar). Should be
noted that there are other nodes which seem not to respect these offsets
as well. Will investigate further.
2007-01-26 12:39:55 +00:00
Campbell Barton
bc6fc72209 * nmesh to mesh
* fixed errors with Null materials
* faster material exporting
* export with modifiers applied
* faces with invalid material indicies work now (maybe should be delt with in the Py API)
* removed per vert col code since all colors are pre face now.
2007-01-26 10:37:18 +00:00
Campbell Barton
624030165b fixed some errors, small usability enhancements. 2007-01-26 07:32:29 +00:00
Campbell Barton
7239784b17 added option "morph target" since many people complain that verts are re-ordered with some options enabled. 2007-01-26 07:01:30 +00:00
Campbell Barton
0decfd140b fixed an obscure bug in obj import (possibly in Mesh.c) that made adding edges as faces mess up.
export obj now dosnt remove double UV's, its too slow.

updated version numbers to 243 and other minor changes.
2007-01-26 06:02:21 +00:00
Chris Burt
c1bf780dd7 joeedh (Joe Eagar) found a problem with blur node where image offsets
from translate node (and others I assume) were not preserved. I commit
because his node_composite.c is tainted with pynode stuff. Thanks Joe!
2007-01-26 00:24:49 +00:00
Joseph Eagar
61c8471ebd =FSAA fix=
This commit fixes problems with FSAA (full-screen video card antialiasing) with selection.
It turns off FSAA for the backbuffered select drawing function.

Since opengl's extension system is incomphrehensible to me (at least not without committing glew), I've
basically done a little hack that detects if the value we need for glDisable (MULTISAMPLE_ARB) is defined,
and if not defines it.  Also, this commit only works on windows, because glx sadly seems to not support
arb_multisample at all, and in all likelihood neither does osx.

Joe
2007-01-25 22:47:47 +00:00