Commit Graph

9179 Commits

Author SHA1 Message Date
Brecht Van Lommel
91dc459bcc Bugfix: crash with textured drawing in editmode and linked duplicates. 2007-11-28 21:42:27 +00:00
Ton Roosendaal
ce52384e9f Small material assigning feature:
in EditButtons, panel "Links and Materials", there's now a browse button
to directly assign a material to selected faces. It does:

- check if material was already in one of the 'slots' of the object
- if so, then use this as index to assign
- if not, then add a new slot, and assign the new index
2007-11-28 18:43:09 +00:00
Ton Roosendaal
86f3b640ec Blender interface code in Game Engine, who would that have thought!
(this fixes compile error in GE)
2007-11-28 13:33:59 +00:00
Ton Roosendaal
4cdaa3ada2 Previous commit (for ipos) missed python code fixes. Apparently makefiles
for python are broken...
2007-11-28 12:42:36 +00:00
Ton Roosendaal
7154e84ee1 Images now have option to be tagged "convert to premul".
Option available in the Image (properties) panel.
2007-11-28 12:32:25 +00:00
Ton Roosendaal
36f7da7046 Tiny feature, but loadsa code, and big impact for the Blender riggers:
-> Constraint Influence Ipo now can be local, linked to constraint itself

You enable this in the IpoWindow header, with the Action icon to the left
of the Ipo Type menu. The button tooltips give the clue as well.

Tech note: the Ipo now can get directly linked to a constraint, and is
being called during regular pose constraint solving.
Actions (and drivers in actions) are being calculated *before* pose 
constraint solving. Result of actions then is written in bones, which
then solves the entire pose.
This means you can have a driver on both the constraint, as on the action
channel for the constraint! Not that I'm going to debug that easily :)

Additional fix: Joshua added a copy/paste IpoCurve feature, but he broke
the functionality to be able to paste in an empty ipo channel. That now
works again
2007-11-28 12:11:06 +00:00
Campbell Barton
bb77ea8df5 Patch [#7829] "compressfile" parameter for Blender.Set() from JMS 2007-11-27 23:15:51 +00:00
Andrea Weikert
ab2e2ec34b == MSVC 7.1 projectfiles ==
- update for new particle system
- made blenderplayer.exe compile again (DDS library missing)
- exchanged a few float math functions (logf, sinf, cosf, expf, powf) with their double counterparts in CMP_nodes 
  (MSVC chokes on them, because the compiler is not C99 compliant)
2007-11-27 21:48:14 +00:00
Brecht Van Lommel
228416e108 Heat Weighting
==============

Now takes b-bones into account, solving as if each bone segment was
an individual bone, and then adding the weights together.
2007-11-27 21:16:47 +00:00
Campbell Barton
044b78c83b new function object_is_libdata - checks ob->id.lib but also accounts for proxy's.
Object panels were using object_data_is_libdata, which meant linked obdata could not have object settings changed.

curve2tree 
- option to face leaves up or down
- random pitch and roll options
- place 2 leaves on a point for denser leaves
- random seed entry so you can get reproducible results
2007-11-27 19:23:26 +00:00
Brecht Van Lommel
3da97e27c6 Particles
=========

- Fix for child particles disappearing with right mouse drag translation.
- Added partial cache updates for selection, should make it a bit faster.
2007-11-27 17:20:35 +00:00
Brecht Van Lommel
d53f147b7b Particles
=========

- Fix for bug in emission from vertices.
- Fix for undo/redo refresh glitch.
2007-11-27 16:16:47 +00:00
Brecht Van Lommel
64ef57c666 Particles
=========

- Fix crash with the cut tool and child particle drawing.
- Make the "Col" option to use material colors work for
  the path/hair visualisation type.
2007-11-27 14:12:56 +00:00
Brecht Van Lommel
2fa5e8fdc9 Particles
=========

- Fix for bug #7837: circle drawtype + velocity crashed.
- Setting density vertex group didn't do proper refresh.

Mesh Deform Modifier
====================

- Make it work for nurbs and curves.
2007-11-27 13:20:51 +00:00
Brecht Van Lommel
da3c35db47 Particles
=========

- Bugfix: synchronize modifier enable with particle enable flag to
  prevent crash.
2007-11-27 12:34:59 +00:00
Brecht Van Lommel
01e2395e05 Particles
=========

- Fix for bug #7840: adding particle system to nurbs, curves crashes.
  Now simply doesn't allow to add a particle system to a non-mesh
  object, the current code does not support it.
- Fix for bug #7834: deleting vertices of an object with a particle
  system crashes. Fixed by disabling particle display for objects in
  editmode.
- Fix for the particle add brush on subsurfed objects.
2007-11-27 11:17:52 +00:00
Brecht Van Lommel
e39b5f790d Particles
=========

- Fix for bug #7832: boids physics crashed.
- Bugfix for child particles not getting orco texture coords.
- Allow smaller strand sizes in blender units.
- Fix for a common but harmless uninitialized value warning in
  valgrind, in the event queue.
2007-11-27 09:59:18 +00:00
Matt Ebb
4c07fb72ec * Don't swap mouse buttons for particle painting - similar thing
was done a while ago in trunk, but this probably never made
it through to particle branch.
2007-11-27 02:13:56 +00:00
Brecht Van Lommel
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
Martin Poirier
121dab1bcd Fixes for some long standing transform bugs.
- [#6112] is this an extrusion bug?

When extruding, x-mirror was giving weird behavior since the extruded vertice could match with their non-extruded counterpart on the other side.

The solution is to disable x-mirror (with a transform context flag, like disabling PET) in that case.

- External constraint setup calls (BIF_*) didn't setup some internal structs properly.

For the user, this resulted in some transform (extrude particularly) showing a full 3d vector in the header instead of a scalar along the constraint axis (this messed up num input a bit too, you could type values in unused axis).
2007-11-26 01:52:48 +00:00
Peter Schlaile
4018dfd28f == Sequencer ==
Added malloc mutex handling. (Sorry, had to patch threads.c a bit,
since otherwise scene tracks will completely screw things up...)
2007-11-25 16:35:33 +00:00
Campbell Barton
a32287ebfb replace macro's with functions for UV editmode checks, this wasn't nice code and broke building on solaris 2007-11-25 13:43:14 +00:00
Campbell Barton
13e73af13e ==Python API==
Added a keyword argument for mesh.pointInside(point, selected_only=True)
This means only selected faces are tested when doing the inside/outside test, disabled by default.
2007-11-24 18:29:33 +00:00
Andrea Weikert
a0658707e1 Bugfix #7804 : Opened file is not registered correctly when started from command line
- treat file passed as parameter the same as if loaded from UI if Blender isn't running in background mode.
- only set relative base as valid if file loaded successfully.
2007-11-24 17:08:40 +00:00
Ton Roosendaal
af26256da4 Bugfix #7802
Fixed very old annoyance in alpha render: when using alpha textures images,
nicely premulled as Blender wants it, you still got dark outlines at the
edges. This because the blender shading pipeline also premultiplies.

Solution: de-premul image texture colors after sampling.
2007-11-23 14:48:26 +00:00
Brecht Van Lommel
885593ca21 Fix for bugs #6709 and #7005:
- SSS not working with negative scale objects.
- Fluids + SSS not always rendering smooth normals correct.
2007-11-23 14:10:05 +00:00
Joshua Leung
45a53c4749 Bugfix #7654: Keyframe translation in (Action/NLA) wasn't working correctly for scaled actions
Scaled action times were getting calculated twice, which meant that translating a keyframe resulted in the keyframe "not following the mouse position".
2007-11-23 11:07:57 +00:00
Campbell Barton
b21df550d3 ==Python API==
made it possible to remove curves from python with "del curve[i]"
mesh_edges2curves.py - remove unused function.
2007-11-22 22:07:41 +00:00
Ton Roosendaal
a8aaec6f21 Bugfix #7573
NLA Window, Strip blending mode "Add" didn't work at all.
It was using very bad quaternion addition. Replaced with proper code.

For devs; new is the function QuatMulFac(quat, factor) which allows to
multiply a rotation with a value (make it rotate more or less)
2007-11-22 20:25:59 +00:00
Campbell Barton
a038363124 mesh_wire.py - gave an error with no faces,
wizard_curve2tree.py - didnt work with no bevel object
Curve.py - ext1, ext2 didnt reference the interface names.
2007-11-22 16:30:14 +00:00
Campbell Barton
0d6d89a27b wizard_curve2tree - mistake while debugging.
buttons_shading.c - short names for world settings were not needed.
2007-11-22 14:10:51 +00:00
Campbell Barton
e64a44266c SetPivot, patch from malefico, #7785 also added GetPivot 2007-11-22 10:10:57 +00:00
Joshua Leung
313553b1ed == Armature Path Drawing Tweak ==
Peach Request: Bone path lines are now drawn using two colours to show the parts of the path before and after the current frame. Those before the current frame are drawn darker, while those after are drawn in a blue colour.
2007-11-22 00:58:57 +00:00
Joshua Leung
cfb5eb1b8f Patch #7794: X-Axis Mirror Support for Various Operations in Armature EditMode
Patch by: Teppo Kansala (teppoka)

This patch adds X-Axis Mirror support for the following tools:
- Delete Bone (X)
- Recalculate Bone Roll Angles... (Ctrl-N)
- Duplicate Bone (Shift-D)
- Clear Parent... (Alt-P)
- Move Bone To Layer (M)
2007-11-21 23:22:56 +00:00
Campbell Barton
307ad085fc wizard_curve2tree.py - always use active object (local view was messing up the context)
Mesh.c - mesh.faces.extend([..., smooth=True]) - smooth keyword argument, in a number of places was looping through all faces just to smooth them.
mesh_skin.py - smooth by default
2007-11-21 11:53:30 +00:00
Joshua Leung
00762be141 Patch #7779: Make the 'Hold' option work with NLA action modifiers
Patch by: Matt Ebb (broken)

Currently in Blender, NLA action modifiers can work in very wacky and mysterious ways.

If an action is being modified with a path deform, when it reaches the end of that strip, it will snap back to the original un-modified location, regardless of whether the strip 'Hold' option is on. It's very frustrating to work with, and causes all sorts of problems - if you use a path to make a character walk from point A to point B, you generally want him to stay at point B, and not jump somewhere completely different, just because the strip ended.

This patch fixes this behaviour, and makes it much more sensible and predictable. There is a chance that this will break old files that were reliant on the old broken behaviour though, but I think it's definitely worthwhile to fix this problem.

Check the demo file in Blender 2.45 vs one with this patch applied - you can see the difference in behaviour.

Demo File Link (attachment in original tracker post):
https://projects.blender.org/tracker/download.php/9/127/7779/4856/wheelsetup2.zip
2007-11-21 04:49:13 +00:00
Joshua Leung
b276050a08 == Auto-Keyframing - 'Only Needed' Improvements ==
The 'Only Needed' option for Auto-Keyframing now works better with a few of the different transform options. 

Rotating/Scaling using a pivot point that is not the center of the Object/Bone (3d-cursor, active), also inserts location keyframes if the location also changes. If "Only Centers" option is activated, then only location keyframes are inserted.
2007-11-21 04:08:00 +00:00
Ton Roosendaal
b7e0da6c3a Another feature request from the animation dept:
Relative shapekeys now allow to define the Shape it is relative to!
(It used to be relative with respect to the first key, which is still
default).

The reason for this feature is that keys don't always add together
well when they're all derived from the same base shape. A clear
example is hard to make... will wait for someone posting it. :)
2007-11-20 16:58:25 +00:00
Ton Roosendaal
0ec5942521 Tiny group-proxy update:
When you make proxy, the group-update tags should be set OK. 

Symptom: you could not move proxy around until you set keys 
in bones and advance frame.
2007-11-20 15:01:44 +00:00
Campbell Barton
7733696b24 draw image path and size stats in the sequencer again (removed when making single images act differently)
sequencer marker selection didn't work like the marker view.
2007-11-20 14:09:34 +00:00
Andrea Weikert
7ade814141 Bugfix #7510: Doesn't save .blend file name with [
* Added Windows specific implementation for fnmatch taken from GNU/MINGW/MSYS C library
* behaviour should now be the same as under Linux and other OSs
* changed filename for fnmatch.h to ensure we include the correct one if we link with the included implementation
* tested compile with MSVC 7.1 and gcc(MinGW-5.1.3) on Windows.
2007-11-19 20:13:14 +00:00
Campbell Barton
a92173d479 ==Python API==
removing vertex groups was broken, the function being called was for editmode, this would remove the vertex group but apply the weights from the removed group to the next vertex group.
2007-11-19 19:00:28 +00:00
Ton Roosendaal
1199744188 Revamp of multi modifier option!
- error fix: overall weight group value was used inverted
- added "Inv" button to make weight group work inverted
- added bigger, more clear Multi Modifier button
2007-11-19 18:00:48 +00:00
Campbell Barton
0b0542c785 typo in Text3d, weightpaint_invert wasnt working properly 2007-11-19 10:49:12 +00:00
Peter Schlaile
00ca12c34d == Sequencer ==
Well, added unnecessary pad variables after a fight with makesdna...
2007-11-18 17:44:48 +00:00
Peter Schlaile
dc6ac56d31 General cleanup in sequencer:
- Seperated StripData into
  StripData
  TStripData
  where StripData holds only image-filenames and TStripData holds
  the working information needed for ImBuf caching.
  => Large drop in memory usage, if you used a lot of movie and meta strips.
  => Fixed bugs in "duplicate" on the way (imbufs where copied around without
     taking reference counting seriously...)
  => Code is much cleaner now
- Added defines for TStripData->ok
  Finally figured out, what the magic values ment and named them properly :)
- Got rid of Sequence->curelem.
  Reason: very bad idea(tm) for multi threading with more than one render
  thread. Still not there, but this was a real show stopper on the way.
2007-11-18 17:39:30 +00:00
Brecht Van Lommel
6d5396fc65 Fix for multimodifier commit breaking game engine compile. 2007-11-17 21:12:25 +00:00
Campbell Barton
6ce8374990 Selecting an image in editmode now adds UV's if they are not there (before assigning the image) 2007-11-17 14:21:53 +00:00
Ton Roosendaal
7accd3a662 Long outstanding feature request: "Multi Modifier"
This allows to mix between the result of 2 modifiers, with both
using the same input state. This is useful for having a mesh deform
and armature deform working together.

However! This functionality could have been presented better...
this is actually Node editor stuff!

Now it works by adding a "MM" button, next to the "overall vgroup"
option. If MM is pressed, the input of this modifier is the same as
the input of the previous modifier.
Only the armature modifier has this option now...
2007-11-16 15:46:59 +00:00
Campbell Barton
ad700ba24f * wizard_curve2tree.py - Automatic alpha blended, textured image joins using material textures and UV layers. Also added some detail options and made it easier to get low poly results.
* Mesh.c bugfix, "mesh.verts = None" didn't set the mesh->mselect pointer to NULL, wizard_curve2tree so would crash when in editmode.
* Texture.py - MTex.uvlayer doc was missing
* buttons_shading.c - Stencil tooltip was stupid.
2007-11-16 14:47:31 +00:00