Commit Graph

16327 Commits

Author SHA1 Message Date
Mal Duffin
51b56a4d3f GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.

It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).

I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.

It's great to have another GE coder on the team!
2007-09-29 18:51:01 +00:00
Geoffrey Bantle
ae40a1d86e -> Active face wasn't getting set properly on editmode exit
Active face was being set for the editmesh instead of the mesh on editmode
exit. Fixed.
2007-09-29 05:49:51 +00:00
Joshua Leung
1ea472a903 Bugfix:
For transform in UV/Image editor (and soon, the IPO editor), transformations on 'local' axes (i.e. GXX, or GYY) won't work. Therefore, I've disabled this for those cases.

Note: A small part of the IPO editor transform-code port is in this commit too.
2007-09-29 03:52:25 +00:00
Daniel Genrich
6a72fecca7 Some additional wind problems (hopefully) fixed, added force fields, reported by Rui Paulo Sanguinheira Diogo 2007-09-28 11:06:13 +00:00
Ken Hughes
6fd43fd68a Python API
----------
* changed a few hardcoded low frame limits in wave modifier to use MAXFRAMEF
2007-09-27 23:42:21 +00:00
Joshua Leung
b8deeb934a Bugfix #7419:
Adding missing NULL checks for the Geometry Targets feature for Constraints.
2007-09-27 23:36:17 +00:00
Matt Ebb
41e79c054d * changed a few hardcoded low frame limits in wave modifier to use MAXFRAMEF 2007-09-27 23:33:19 +00:00
Campbell Barton
18bd726f0b bugfix from 11860, the derived mesh was getting free'd twice (crashed
editmode + linked-dupes + texture-drawtype)

Also fixed own bug with face mode setting (wasnt checking for texface)
2007-09-27 20:41:56 +00:00
Martin Poirier
0345b3b221 Improve consistency in editmesh tmp unions.
EditVert had "float *fp" while the others had "float p".
changed to "float p" and made all code using the float pointer use the already existing tmp.p (void*) instead.
2007-09-27 17:45:53 +00:00
Campbell Barton
8c2ebc2dec glitches with UV tools fixed - P was grabbing, snap cursor to selection
didnt work, and constants for black and white were reversed (not user 
visible error)
2007-09-27 16:47:08 +00:00
Matt Ebb
379d7827ae * Fix for typo in AA curve commit. Thanks Stephan K for the notice! 2007-09-26 13:40:38 +00:00
Daniel Genrich
311694e7a5 Merge with blender svn -> svn merge -r 12064:12150 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2007-09-26 10:28:30 +00:00
Campbell Barton
7d7fcdc033 mistake in my last commit - reversed black/white UV line draw 2007-09-26 07:35:04 +00:00
Joshua Leung
7cf9c31272 == Clamp To Constraint ==
Now there's an option for the owner to follow the path of the target cyclically. Previously, if the owner moved past the extents of the side of the bounding-box used for the calculations, the object was placed on the curve at the nearest extent. 

This option is only really useful if the curve itself is cyclic, although you can still use it otherwise. To enable, just turn on the cyclic option.
2007-09-26 07:33:31 +00:00
Matt Ebb
1aef5641b3 * Made the UV editor dashed lines a little less overbearing 2007-09-26 06:49:16 +00:00
Campbell Barton
c2331e06cb re-arranged buttons from matts suggestions. removed some unused vars and added some constants to replaced magick numbers for draw types. 2007-09-26 06:46:08 +00:00
Campbell Barton
cac6bb259e mistake when setting the active vert color (was setting the color value outside the range of the value) 2007-09-25 14:39:04 +00:00
Joshua Leung
98c87f16cd Track-To Constraint - Bugfix:
Now this should work nicely again. Somehow I thought I'd committed this change already, but anyways, here it is.
2007-09-25 09:12:02 +00:00
Campbell Barton
ea32119d0b snap transform for UV editing, missing the draw circle at the moment. 2007-09-25 07:42:55 +00:00
Matt Ebb
7658066fe9 * Use nice AA lines for curve ui control 2007-09-25 06:36:02 +00:00
Joshua Leung
2d429e1d54 == Armature Animation Fixes ==
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag.

What's new/fixed:
* Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change.
* On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too)

Notes:
- Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo. 
- These tags only get removed on frame-changes or inserting new keyframes.
2007-09-25 05:04:34 +00:00
Campbell Barton
4ad6ac1cad store snapping in the scene, (theeth's suggestion) 2007-09-25 04:11:57 +00:00
Campbell Barton
2c0db4d707 made active vert/edge/face draw properly with modifiers applied and made their theme default white.
removed active face draw in Face/UV (which is now paint mask mode) mode.
2007-09-25 03:31:12 +00:00
Matt Ebb
3a5db1c40c * Changed the "Not allowed" error message in the Scene set chooser to
something a little more meaningful
2007-09-25 01:33:29 +00:00
Joshua Leung
fe99ea0518 Copy Rot. Constraint - Bugfix:
I've removed the quaternion-based rotation copying that I added during the recode as it was causing artifacts on some rigs.
2007-09-25 00:15:21 +00:00
Joshua Leung
e2c82e15b6 This commit might fix some compile errors reported by jms on MSVC 8.0.
error C2036 : http://msdn2.microsoft.com/en-us/library/1kay26wa(vs.71).aspx
2007-09-25 00:05:53 +00:00
Matt Ebb
f7cd7bc1b9 * Adaptive QMC ray shadow sampling wasn't working with transparent shadows - fixed. 2007-09-24 13:17:42 +00:00
Martin Poirier
d888a6e0da fix typo that broke compilation 2007-09-24 12:25:13 +00:00
Joshua Leung
4809597775 == NLA Editor ==
Added some features to the NLA Editor that had previously only been added for the Action Editor.

* It is now possible to choose whether timing is displayed in Frames or Seconds like in many of the other Animation Editors. Use Ctrl-T or the View menu to change this.

* Autosnap behaviour from Action Editor is now also available for the NLA Editor. It was partially done in the previous commit (for transform). Use the new combo-box on the NLA Editor header (like the one on the Action Editor header) to set this.


* editaction.c: silenced a compiler warning from the previous commit related to a function which is no longer needed.
2007-09-24 12:14:36 +00:00
Joshua Leung
c4860afba3 == Action and NLA Editor Transform ==
I've refactored the Action and NLA Editor Transform tools to use the Transform System instead of setting up their own transform loops. This should have happened ages ago, but no-one got around to doing so. 

* There are still a few bugs left to iron out of a few features, but on the whole it should work as well as it used to. These are: the values which get displayed when working with NLA-scaled actions may not all be correct yet; and the Time-Slide tool in the Action Editor is currently kindof broken.

* One of the main benefits of this work, is that it is now possible to use Numeric Input during Transforms.

* Also, a bug that meant that it was not possible to negatively scale keyframes in the Action Editor has been resolved.
2007-09-24 11:29:25 +00:00
Campbell Barton
1fde6d4570 Made the remaining UV py scripts work with editmesh now.
DrawShadow option didnt check the final derived mesh had CD_MTFACE's can would crash when enabled with mirror modifier.
2007-09-24 09:40:09 +00:00
Matt Ebb
adef239fc0 * Changed the "Make Links -> To Scene..." menu to use a columned
popup menu - more manageable when you've got a lot of scenes.

Also changed an error message from using a popup menu to the proper
error() function with icon etc.
2007-09-24 03:03:43 +00:00
Matt Ebb
091d1e15a9 * Change/fix to texture comp node
Previously if the texture node was not connected directly as the 
second input to a node like Mix, the size of the generated image 
was initialised to 140x140, which is not that useful. It now is 
initialised to the size of the render result if it exists, and if 
not, the size of the scene render sizeX/sizeY.

This alleviates bug #7068, which is caused by the displace node 
trying to get pixels from a texture node, where the texture node 
doesn't contain pixels to cover the entire image (only 140x140) 
but it's not really a bulletproof solution...
2007-09-24 02:18:00 +00:00
Campbell Barton
0b24ca19ff bugfix - running scriptlinks did not initialize the armature weakref dict, thanks for finding caedes!
this bug is in 2.45 but can work around by setting it manually
---
import sys as pysys
try:
	pysys.modules['__main__'].__arm_weakrefs
except:
	pysys.modules['__main__'].__arm_weakrefs = {}
---

changed how draw modes work - when displaying textured meshes in editmode, only draw selected edges when "Edge Draw" is not enabled. this makes it easy to see the texture/mapping without edges getting in the way.
This means editmode can draw like UV/Face mode did when "Draw Edges" was disabled.

Also made the active vert/edge/face color themeable, still need to set the default to somthing other then pink.
2007-09-23 22:02:18 +00:00
Campbell Barton
0096d180b9 Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot

some tooltips didnt make much sense, edited a few.
2007-09-23 18:27:01 +00:00
Daniel Genrich
b4fb141ea5 In the middle of switching to own collision detection, WIP commit (don't expect anything to work, but compile) 2007-09-23 17:40:44 +00:00
Peter Schlaile
ba6a09f31d == Sequencer / FFMPEG ==
Confused RGBA32 with RGBA.
2007-09-23 17:26:22 +00:00
Campbell Barton
ae59f0aa8f drawimage wasnt updating when shadow mesh was enabled
transform manipulator was shown in sculpt mode which is inconsistant sicne G key dosnt work and other painting modes have this disabled. - thanks theeth for finding this.
2007-09-23 15:10:41 +00:00
Peter Schlaile
37a8e56bf0 == Sequencer / FFMPEG ==
Updating to latest FFMPEG version.
2007-09-23 14:05:22 +00:00
Peter Schlaile
fd44aa2204 == Sequencer / FFMPEG ==
Updated FFMPEG to latest version.

Since we now use swscaler, things should be a lot faster!

Please check on Big-Endian, if this still works!
2007-09-23 14:04:23 +00:00
Peter Schlaile
9e4978b3de == Sequencer / FFMPEG ==
Updated FFMPEG to latest version. (And fixed some Tab-codes, that Emacs
didn't like in OPENEXR-related lines)
2007-09-23 14:02:25 +00:00
Andrea Weikert
70edf4e293 fixing some compile problems with MSVC7.1/scons
* stupid misplacement of declaration
* replacing fmodf with fmod (fmodf not available with MSVC7.1 when compiling C-code)
* appending CXXFLAGS to CCFLAGS in tools/Blender.py to avoid linking errors with runtime library (/MT not set) 
  - jesterKing, could you please check if that's ok?
2007-09-23 13:52:08 +00:00
Campbell Barton
5f64888137 added lasso selection for UV coords 2007-09-23 13:00:35 +00:00
Campbell Barton
3e40c994bb missing null check 2007-09-23 10:38:09 +00:00
Nicholas Bishop
df051fbc13 == Retopo ==
Changed some of the retopo functions to use doubles instead of shorts; this makes the transformation more accurate if the view is zoomed out far enough to have multiple vertices appear at the same pixel location.
2007-09-23 06:02:58 +00:00
Campbell Barton
da8aa3c9d2 new snap tool in UV mode "Selection -> Adjacent Unselected"
(functionality from recently removed python script: uvcalc_from_adjacent.py)

This is useful when adding faces in areas that are alredy UV mapped, this can be used to snap the selected face to the existing face's UV's.
2007-09-22 19:28:36 +00:00
Campbell Barton
aee06ac0d0 added an active face for the mesh editmode and normal mesh - this is needed because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.

This has 2 commands to get and set, so the variable is not accessed directly.

all "UV Calculate" scripts work now

last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.

uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
2007-09-22 17:54:13 +00:00
Campbell Barton
d5b186ba6b made draw shadow work as it used to (I didnt understand at first that this was to draw the subsurfed UV faces)
this is really slow, its unuseable on suzanne subdivided twice on my computer with 2.45 and trunk, this could be sped up however it would need to be subsurf spesific.
2007-09-22 15:32:08 +00:00
Campbell Barton
5d2bf66e79 fix for some button overlap problems 2007-09-22 08:34:40 +00:00
Campbell Barton
0ed3e0bb4f made sticky UV editing options more accessible by adding them to a popup in the header.
Changed how the sticky setting is stored in DNA - (as a char rather then 2 flags).
replaced the UV/FACE icon with another needed for the sticky menu.
removed 2 unused icons.

commented the UV transform panel since it only had 2 buttons in it.

depgraph update calls needed to be added to Ctrl+V/E/F menu's because some commands were crashing.
2007-09-22 06:58:40 +00:00