Commit Graph

6183 Commits

Author SHA1 Message Date
Jiri Hnidek
56bcc1c3bb bug fix:
- added one more countall() function
  - undo works for (de)select all
  - added empty line at the end of editmball.c
  - added some comments
2006-06-27 12:36:09 +00:00
Ton Roosendaal
4d45723dd1 Bugfix #4497
When using Node Shaders, the OpenGL color (solid drawmode) in 3d window
was still using the base Material only. That's a bit counter-intuitive
yes... i've replaced this with a function that checks for the active
material node color. Not perfect, but at least interactive.
2006-06-27 12:19:32 +00:00
Ton Roosendaal
8d2f04ac74 Bugfix #4495
Another old only-shadow material error: spot lights with ray-shadow still
calculated shadow on faces that were pointing away from the lamp.
2006-06-27 12:01:33 +00:00
Brecht Van Lommel
676d5d7b74 Fix for bug #4496
- Toolbox select menu in faceselect mode was calling object mode
  functions.
2006-06-27 11:55:33 +00:00
Ton Roosendaal
ea993ae989 Bugfix #4491
Sequencer: Image/Movie strips were printing in a 120 byte array, whilst
filepaths and names can go up to 240 now.
2006-06-27 11:35:47 +00:00
Ton Roosendaal
d87b12a865 Bugfix #4488
On file load, a Curve deformation was not initialized when it
wasn't in a visible layer.
2006-06-27 10:51:35 +00:00
Ton Roosendaal
2447ce7ee7 Bugfix #4475
Sequencer effect "Glow" did not work for float images (like render result).
Reason: threshold value for glow was still integer range.
2006-06-27 10:28:00 +00:00
Ton Roosendaal
f7c9c99877 Bugfixes from own collection:
- when renderwin exists, but not used for render, the ESC timer check still
  could return ESC event, due to missing flag clearing.
  (For example in sequencer, a scene strip did not update on frame advance)

- option 'single layer' set in combination with render "Do Sequence" didn't
  free the pushed layers.
2006-06-27 09:48:54 +00:00
Jiri Hnidek
605388b449 - Bug fix #1931
metacubes shouldn't disapear, when dx, dy, dz is too big, thanks
   arsouille for pointing at right part of code (it was the oldest bug in
   bug tracker)
2006-06-27 09:37:12 +00:00
Ton Roosendaal
ba7af683ae Version patch for 2.41 saved files that had unsupported passes set.
Settings for unsupported passes are cleared now.
2006-06-27 08:53:39 +00:00
Campbell Barton
b0193d3798 rolling at different views would change speed because the roll detection only realy detects if we're rolling, but not by how much.
Just clamped a max roll angle so you dont notice this.
2006-06-27 06:57:29 +00:00
Campbell Barton
2501386f2b Posemode was missing a "countall" call with pose mode select/deselect all. while adding this I noticed that lattice and metaballs were also missing countall() calls.
Added countall to metaball select, undo, duplicate (all the obvious places) - but its possible coultall() could be added to other functions especialy for metaballs.
2006-06-27 05:56:56 +00:00
Campbell Barton
e0aa1dd295 previous commit to editface made it impossible to leave faceSelect mode of the object was in an unseen layer.
Now you can leave faceSelect/UV mode while the object is hidden but not enter it. This is how editmode works.
Tweak to crease comparison.
2006-06-27 04:30:06 +00:00
Campbell Barton
0a8ac15e67 Added select similar crease to edge select groups. Needed this recently. 2006-06-27 03:56:46 +00:00
Campbell Barton
be2c208077 Fixed a bug where face flags could not be set because of the faces existing flags.
A problem with the current flag seting in Mesh is that Mesh needs to know of all possible flags or setting a flag can raise an error from the faces own unrecognezed flag.
also stopped the active face flag raising an error so pythoners can do face1.flag |= face2.flag without checking for active face flags. if the flag is a part of the arg its removed quietly.
Checked Mesh flags, face modes and edge flags, should all be ok now.
2006-06-27 02:49:55 +00:00
Ton Roosendaal
2670797e8a Plumiferos report:
The new Material "LightGroups" only worked with lamps in visible layers.
Now also lamps from the group that are not visible are included for
rendering, ensuring that a lightgroup always works on that material,
disregarding layer settings (unless lamp is type 'layer lamp').
2006-06-26 17:50:48 +00:00
Ton Roosendaal
1fa9af5dbc Plumiferos report: Ipo for material 'hardness' didn't go beyond 128
(Note; this value is stored in the curve when you make it, so you have
to remove the curve and insert it again...)
2006-06-26 16:57:44 +00:00
Ton Roosendaal
a6d6a35d3c Bugs #4488 and #4431
Sequencer:
Removing feature that allowed live updates of render progress while using
scene strips. In 2.41 and older this also happens invisible, and ESC from
it works now anyway.

Two reasons:
- it is quite annoying, especially on quit renders
- new 'render to window' conflicts too much with the sequencer window
  option that shows previews (in code as well as functional!)
2006-06-26 14:57:56 +00:00
Peter Schlaile
d6e7eb27ed == Frameserver ==
Set SO_REUSEADDR on server-socket, since otherwise, frameserver will barf on
second start.
2006-06-26 13:22:55 +00:00
Ton Roosendaal
dbc7dbb2b9 Bugfix #4457
When faces (like in cubes) have exactly 90 degrees angles with other
faces, the check for a vertex-normal flip became random, caused by the
infamous bad floating point resolution.
Solved with including FLT_EPSILON in the check.

Also: minor optimize for readability and removed dutch function name
(contrpuntnorm -> check_vnormal)
2006-06-26 13:19:04 +00:00
Campbell Barton
17929dcab8 prev commit broke canceling a fly, works again. 2006-06-26 12:18:15 +00:00
Ton Roosendaal
1aab013bcc Bugfix #4483
Fix for bugfix! The code added to solve Driver lag should not be called
when Bones in Armature are drivers (only when Objects are drivers).
2006-06-26 11:29:33 +00:00
Ton Roosendaal
3ffdc5a83b Bugfix #4480
Material Node trees needed support in IpoWindow still, it was only showing
the Ipo for the (defunct) base material. Now it follows the active Node.
2006-06-26 11:01:09 +00:00
Campbell Barton
e5818d46ef Made fly mode use the camera when in camera view rather then jumping out of camera view for the actua flying as it did before. 2006-06-26 10:53:06 +00:00
Peter Schlaile
f0604cffb7 == FFMPEG ==
Made internal ffmpeg-libraries link by explicitly specifying the archive-files.
(Thanks GSR for pointing this out)

Otherwise, blender always links to the system-libs.
2006-06-26 09:18:30 +00:00
Ton Roosendaal
098c73f441 Bugfix #4471
Using Weight/Vertex Paint, the current color was not reset, causing Object
name or axes to draw in random colors.
2006-06-26 08:16:16 +00:00
Campbell Barton
43c5590d7a Change the order of "if flag" checking so that weightpaint and vertex paint modes catch the UKey for undo before face select.
I was having to switch out of face select to undo then go back into face select mode.
FaseSelect+WeightPaint is very usefull, while wait painting its very unlikely youd want to be UV mapping faces.
Also Made all space.c's c++ comments into C style.
2006-06-26 06:59:59 +00:00
Campbell Barton
d5246c43de Object_join Was raising exceptions about being in background mode when it wasnt, this seems to fix it. memory corruption is an unlikely resion because its the first check. 2006-06-26 04:26:51 +00:00
Campbell Barton
1e9ce63b40 Fixed a bug where loose edges would raise an error when the FGON value was unset.
also added LOOSE to the EdgeFlags dict.
2006-06-26 04:14:12 +00:00
Alfredo de Greef
cbf7e5cd0f ...Forgot to actually draw the image when xml export was used.
Another erroneous assumption based on my Ogl problems...
2006-06-26 02:46:34 +00:00
Campbell Barton
a6fc975d49 join could crash blender in background mode or if the mesh was not in the current scene. added exceptions for both and notes in the EpyDocs. 2006-06-26 02:43:15 +00:00
Peter Schlaile
63a1f2515e ==FFMPEG==
forgot to commit nan_definition changes
2006-06-25 19:02:38 +00:00
Ton Roosendaal
f1bd7928ba Bugfix, Campbell irc report; the 'error no camera' didn't halt actual
rendering completely. Making ESC (push window) work confusing or even
save images in Anim (and crash).
2006-06-25 17:37:31 +00:00
Ton Roosendaal
399e31187f Bug 4474
When using the Object buttons (F7) menu to parent an object, a check was
missing if object might have been library data.
2006-06-25 17:31:13 +00:00
Ton Roosendaal
fa8c779c2d Displacement didn't react correct for stencilling. Our confusing system
has both geometry-normal displace as texture-normal displace. The first
didn't get stencilled.
2006-06-25 16:54:06 +00:00
Ton Roosendaal
dd064b5990 Patch from Ed Halley to ensure transmissivity values get the right
defaults.
2006-06-25 15:46:03 +00:00
Ton Roosendaal
1fa183c27e Fix #4472
Material option "Only shadow" didn't work 100% anymore since shadowbuffer
returns 0.0 (shadow) on backfacing normals.

Added extra test in code to solve this.
2006-06-25 15:32:42 +00:00
Campbell Barton
a966a72cd6 Many buttons assumed G.vd existed. found all? buttons that cheashed Blender and made them test for G.vd 2006-06-25 13:58:42 +00:00
Ton Roosendaal
223ec5074d Bugfix #4467
- Button "relative key" was still there in Mesh Panel (is in Shape now)
- Button "Slurph" also moved to Shape panel, and gave it a tooltip.

(Slurph with value 10 will make the first vertex of a Mesh go 10 frames
earlier than the last vertex. Nice effect for making flexible stuff)
2006-06-25 12:44:45 +00:00
Ton Roosendaal
72b501beb6 Bugfix #4466 (half)
Object 'active shape' was only 1 byte in object. OK. Let's sacrifice another
byte for that then!
2006-06-25 12:30:33 +00:00
Ton Roosendaal
713711b8be Bugfix #4463
Render Pipeline: the error "No camera" wrongly popped up when rendering a
scene that has only compositing inside (can skip 3d rendering).
2006-06-25 12:16:05 +00:00
Ton Roosendaal
7e081266a9 Bugfix #4460
Compositor:
The option to re-render a single node, didn't free memory if nodes were in
use showing exactly same RenderLayer.
2006-06-25 12:00:34 +00:00
Ton Roosendaal
eacb3c4b45 Bugfix #4454
Lens flare: error in counting visibility per halo-flare in the to-be
cropped area of tiles. Halos now don't render in the 2 pixels exta outline
per tile, which is only used by faces anyway.
2006-06-25 10:52:13 +00:00
Ton Roosendaal
46d3f1efb3 Found one more case for drawing GL_FLOAT in preview render system.
Removed that for ATI issues too...
2006-06-25 10:11:53 +00:00
Ton Roosendaal
b45dc08d39 Bugfix #4449
The "Edge settings" menu in Scene buttons still was displaying old Unified
render options.
2006-06-25 10:08:26 +00:00
Ton Roosendaal
3364a53854 Dunno how... maybe during Orange merging, but these files should have been
removed from CVS too!
2006-06-25 10:02:18 +00:00
Ton Roosendaal
21fdfc1a64 Bugfix #4444
Material buttons: the Node Panel should draw the active node UI, but it
didn't use the correct width value to draw buttons, causing for example
the "Normal" widget to draw out of bounds.
2006-06-25 09:47:38 +00:00
Brecht Van Lommel
68a5ac9f15 Fix for bug #4461:
- In weight paint mode, with the vertex paint flag also set, vertex
  paint would get the mouse events instead of weight paint.
2006-06-25 09:40:01 +00:00
Ton Roosendaal
93f2eb4487 Bugfix #4443
Mblur render without OSA set, still did render OSA.
2006-06-25 09:18:55 +00:00
Ton Roosendaal
3d59428183 Fix #4441
Ancient issue; when you make a path cyclic, inserting new points resulted
in wrong interpolation. Reason: the knots array was then created with the
wrong tag 'endpoint U'.
2006-06-25 08:20:45 +00:00