- modifier.c: moved a check out of a loop, removed an unneeded var, made a couple cosmetic changes.
- DNA_modifier_types.h: added parentheses to cast and smooth modifier defines that used bit-shifting (like 1<<1, etc.).
Note: realized they were needed when I tried to use "flag &= ~MOD_CAST_Z" in modifier.c. Since MOD_CAST_Z is #defined as 1<<3, ~MOD_CAST_Z ended up as ~1<<3 while I wanted ~(1<<3). There are other places in that header file and others in Blender where it'd be safer to add the parentheses...
- Updated the epydoc documentation for the features added by Ben Batt to the cast modifier; fixed small typo in API_intro.py.
BTW, thanks Ben Batt (artificer) for checking, improving with a couple features and committing these modifiers :).
This patch adds an option to the wave modifier to displace along the normals
of the base mesh, rather than in the local Z direction.
Thanks to Michael Fox (mfoxdoggg) for the patch!
This patch adds vertex group functionality to the wave modifier, allowing the
user to specify a vertex group with which to modulate the wave deformation.
Thanks to Michael Fox (mfoxdoggg) for the patch!
This patch adds two modifiers: Cast and Smooth.
The Cast modifier deforms vertices into a sphere, cylinder or cuboid shape.
The location and orientation of the projection shape can be controlled by a
specified control object.
The Smooth modifier smooths the mesh in a similar way to the Edit mode "Smooth"
button.
Thanks to Willian Padovani Germano (ianwill) for the patch!
This patch makes the X, Y and Z axes of the mirror modifier individually
toggleable, so it is possible to mirror in more than one direction with a
single modifier.
Thanks to Juho Vepsäläinen (bebraw) for the patch!
NOTE: BLENDER_SUBVERSION has been incremented to support translation from old
to new axis specification.
using mface->flag for both.
Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
- edges are generated from verse faces
- no support for lose edge!
- informations about edges aren't sent to verse server (other applications
can't share edges with blender)
- better sending/receiving vertex position
Previous versions of Blender allowed Vertex Groups to be nameless, which
shouldn't be allowed. This caused problems with rigs from previous versions of Blender being loaded in 2.43+ versions, as the new VGroup feature for the
Armature modifier mis-identified these nameless group(s) as being the Vertex Group
to be used. As well as the checks done when renaming VGroups (from another commit), files created prior to and in 2.43 will have all such groups given default
names.
Code notes:
* I've moved the unique_vertexgroup_name function from src to blenkernel like for
constraints
* Formatting in deform.c tidied up a bit
Specular pass was excluded from Shaded drawmode, missing initialize of
new 'exclude passes from result' option. Bug in 2.43 release...
Added warning in code, ShadeInput is initialized here locally, need an API
call for it.
Bone.c - return an empty list rather then None for bone.children bone.getAllChildren()
Draw.c - per button callbacks are now have (event, value) passed
BPyObject.py - function for getting an objects armature, look at both parent and modifier.
editmesh_add.c and BPyAddMesh.py - check for multires
filesel.c, Append/Link had a bug where files linked in, didnt have the LIB_APPEND_TAG unset, and appending these into a new blend file would link instead.
BKE_library.h, library.c - utility functions for flagging listbases flag_all_listbases_ids and and flag_listbase_ids
Nice discovery by Ralf (cheleb): crasher with colorband, caused by NULL
pointer reading. It actually reveiled a weakness in code too, the
buttonswindow context was not set appropriate when buttons window had not
a header...
Possible fix for bug #6208, Blender crashes in sculpt tool
* make_orco_mesh_internal was using the render level rather than the pin level to create orcos
Note that since this bug never caused a crash on my system, I can't confirm that this fixes 6208.
- Dont do anything if no verts or faces are selected (used to zoom into 0,0,0)
- use the centers of dupli objects (should eventually use their bound boxes), much nicer when dealing with many dupli-objects
Existing data is flagged with LIB_APPEND_TAG and all_local only has an option to only operate on un-flagged data.
If you append an object thats linked to a material alredy linked in your scene, the material will not be made local.
So at worst youll need to make local some of the datablocks.
This is fairly simple and though my tests show it to work, do some tests on your own libraries before assuming its problem free.
scripttemplate_mesh_edit wasnt updated with PyAPI changes and moved some functions into generic places.
This (new) constraint limits the location of an object/bone to the range of locations
on a given curve. It works by comparing the location of the owner on one axis, to
the extents of the curve's bounding-box on the same axis, to find the location on
the curve.
Usage Notes:
* 'Ob:' field must point to a valid curve object
* This curve should have 'Path' turned on in order for this constraint to work. You
don't really need to do this as it will be taken care of by the code.
* 'Auto' toggle automically determines which axis should be used for the distance estimations/calculations. It is the default option, but may not work that well for
some cases.
* X/Y/Z toggles can be used to select the axis to use for these calculations. Try
to choose the axis along which the curve stretches out for most.
Python Notes:
Python API access for this constraint is not included in this commit. Will be coming
soon.
The problem was that new ID's that didnt have any naming collisions whould not run sort_alpha_id, which lead to most images not being sorted.
Simple fix is to make sort_alpha_id run on all new ID's. but we need to make sure all data is kept sorted. maybe a check when running in debug mode would help.
* refactor copying and freeing of node->storage by handlerizing them.
- freestoragefunc
- copystoragefunc
- node_util.c/h have generic handlers for these.
When saving files (images), the filewindow was giving relative paths on
a save-over menu.
Also: added in group.c a note about problems with timeoffset.
Note: the intent of the original modification (and these updates) is not to
change how new_id() functions. What has been done is to pull out the code
which calculates a new name for an ID in the case of duplicate, as would
happen when you copy any datablock, into a separate function. This code is
necessary in the new Python Library module, since it otherwise is extremely
difficult to locate a new datablock appended from a library. new_id() calls
this separate function to generate a name for the new ID if necessary, just
as it previously did.
To make the purpose of this new function clearer, I renamed it
check_for_dupid() and added more extensive comments. I repeat, it's not
meant to be a substitute for new_id().
Material, but relinked the active. Was an old confusing annoying actually.
(And not useful, when do you want 2 material indices with same material?)
Now the 'new' duplicates material, if there is an active material.
Works simple; just check for
if(node->exec & NODE_BREAK)
break;
The main process (node processor) sets such a flag, checking for esc
20 times per second. That means you can check for ESC while doing image
processing without much cpu overhead.
Currently only added in blur nodes and defocus. Needs to be added all over,
nice for others... needs careful tests too.
What we now could do is even calling ESC on editing commands or mouseclicks
in composite editor? Could give user feeling of interactive app :) Further,
finished nodes are kept in memory anyway.
curve - added curve_type() to return the curve type
BPyModule & gen_library - works with text3d now, can also make new text3d through bpy.curves.new
Added Draw.Label() so scripts can draw can using freetype.
widgetwizard - use Draw.Label
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)
Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
group but also for dynamic nodes.
Now uses a fixed value instead of a value based on the closest object.
Should eliminate sudden jumps in blur amount from frame to frame when used
in animations.