Commit Graph

16327 Commits

Author SHA1 Message Date
Joshua Leung
4935f0b231 Constraints on bones working in 'local' mode, now obey the Enforce
value for constraints. Only Copy Rotation used to do so.

Note: only enforce values of 0.0 or 1.0 are useful/totally predictable
2006-12-14 22:58:22 +00:00
Matt Ebb
4b99060cc3 * reverted and tweaked UV calculation menu after IRC discussion with Cam 2006-12-14 10:43:13 +00:00
Campbell Barton
c5fba51131 object_apply_def - use new BPy Object API funcs, no error in localview
off_export - minor changes
uv_archimap - cleanup. slightly slower but less duplicate code
uv_from_adjacent - nothing

BPY_menus - renamed py slot UvCalculation to UVCalculation to be consistant
2006-12-14 03:43:02 +00:00
Joshua Leung
7a216f68fd == Action Editor ==
When the active action in the action editor is the active strip in the
NLA editor, translating (GKEY) the selected keys now shows the
'visual' time instead of the action's local time in the header.
2006-12-14 00:08:49 +00:00
Kent Mein
699a3a0c23 Reverting IMAnames_to_pupstring to IDnames_to_pupstring
until Ton changes it to whatever he was thinking ;)

Kent
2006-12-13 15:37:59 +00:00
Ton Roosendaal
ae7fcb58bc Armature Proxy bugfix: synchronizing the pose went wrong when the proxy
had new dependencies added internally (like constraints), changing the
evaluation order for pose channels. My optimized code didn't like it, so
now it falls back to a reliable slower method.

Bug showed as totally messed up characters for proxies...

Also: increased range for 3D Window properties clip-start/end, this is
still a bad construct though...
2006-12-13 08:50:11 +00:00
Campbell Barton
1031caafc1 python multi UV support -
active index was incorrect, removing layers after they had non was crashing blender, now raise an error.
2006-12-13 03:21:14 +00:00
Campbell Barton
228bebfaa8 name changes from theeths suggestions
totUvLayers -> totalUVLayers
addUvLayers -> addUVLayers
2006-12-13 02:55:49 +00:00
Nicholas Bishop
487b147235 Fixed bug #5402, retopo paint lines don't follow zoom level of 3d viewport. Retopo paint is now specific to one view (the first view you click in after activating retopo paint.) 2006-12-13 00:54:16 +00:00
Campbell Barton
080a5d5664 exposed CustomData_get_active_layer_index in BKE_customdata.h (needed by python to get the active layer)
added python api stuff to deal with Color and UV/Image layers.

me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int

me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()


Variable names may need changing.
2006-12-13 00:50:02 +00:00
Ton Roosendaal
655f101ef7 Bugfix: restriction buttons didn't draw correct when outliner view was
'all scenes' or 'groups'. Caused by optizing drawing.
2006-12-12 22:03:09 +00:00
Campbell Barton
824f391c75 mesh_edges2curves - edge key optimize and made use of scn.objects rather then Object.New()..
Object.py - passIndex mistake
2006-12-12 21:38:04 +00:00
Brecht Van Lommel
80ee52e444 Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-12 21:29:09 +00:00
Campbell Barton
47adee414c added ob.passIndex to bpy, changed passIndex tooltip to a better one ton suggested. 2006-12-12 21:01:43 +00:00
Ton Roosendaal
dd88a8ca0f Bugfix: usage of 2 unitialized variables (again!). I should set gcc to use
O2 by default... without O2 it doesnt warn me for it.

This should fix errors in Material Node and "Vector Math" node.
2006-12-12 20:24:12 +00:00
Ton Roosendaal
12c0fb9312 Bugfix: Object "restrict render" option was missing in vectorblur
Plumiferos request: Made individual duplicated group objects still check on
the restriction flag, *after* the group-duplicator itself was checked for.
So it works both. (Matt; was urgent feature, hope you're OK? These options
showed in outliner for groups anyway :).
2006-12-12 16:47:18 +00:00
Ton Roosendaal
925caea404 Argh, bugfix to survive non-existing window types made top bar go
away.
2006-12-12 14:05:44 +00:00
Erwin Coumans
87e67afd9b some fixes in a recent contribution, added return values and check for valid pointer, to avoid crashes. 2006-12-12 13:24:45 +00:00
Jacques Beuarain
ed6da1709f CMake: Oops. Fix Info.plist problem from recent changes in bundling steps. 2006-12-12 12:43:02 +00:00
Ton Roosendaal
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
Campbell Barton
97b6a65c74 Added a new Python slot "UvCalculate", moved Archimap and "UVs from adjacent" into it.
Removed 1/2 1/4 1/8 uv mapping options.
made re-evaluating the py-scripts dir use the wait cursor (could take a while at times)
2006-12-12 04:18:45 +00:00
Nicholas Bishop
237e7417e7 Fixed bug #5403, sculpt - alpha brush sizing shows fade even if fade is disabled 2006-12-12 02:36:21 +00:00
Chris Want
95c3e8041c Kludge to ensure that the BPY_*.[od] files are deleted during
"make clean".
2006-12-12 01:30:24 +00:00
Ton Roosendaal
b597093994 Bugfix #5406
If Material has "Shadow" off, it didn't skip AO correctly. Effect was it
showed AO colors from other materials on same scanline.
2006-12-11 19:20:10 +00:00
Ken Hughes
675ab02726 Python API
----------

Fix some typos in the documentation.
2006-12-11 17:13:56 +00:00
Ton Roosendaal
a919981d60 Bugfix #5401
Material Nodes still have undefined output to the passes. Currently only
the active Material node gives pass info. Bug was that check for active
was wrong, giving stripes because of hanging variables.
I'll work soon on providing all pass options in the Material nodes. This
fix at least correctly provides passes for active material, and clears
memory of pass info in advance.

Also: outliner view "current scene" did not show render layers.
ALso: outliner click on renderlayer now activates it (for UI)
Also: zbuffer for transparent was not initialized to 'infinity' correctly
2006-12-11 11:33:03 +00:00
Joshua Leung
66bbe3c737 Added missing menu entry for marker editing - Select/Deselect All Markers 2006-12-11 08:59:05 +00:00
Campbell Barton
9c3cacd283 added the flag group_exclusive to material
added restrictDraw/Select/Render to objects in python
updated group and scene docs for last commit
made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now)
fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182
2006-12-11 08:57:39 +00:00
Nicholas Bishop
b42d1fe544 Face properties were being propagated from the second highest level downwards, rather than than from the level beneath the current one. 2006-12-11 04:02:29 +00:00
Joshua Leung
c41e0e205f A little bit of code cleanup:
* Moved BEZSELECTED macro to blendef.h as it is used in several files
* Removed other duplicated macros
2006-12-11 03:47:15 +00:00
Campbell Barton
b69fdd21ba renamed objects.add() and .remove() to .link() and .unlink() for scene and group objects to be less pythonic and more like blender.
for scn.objects.new() a optional second argument can be used to spesify the name.

We still need a way to add a new Empty (some constant)
2006-12-11 03:23:17 +00:00
Nicholas Bishop
c4a15783ae Re-added the BKey hotkeys to sculpt mode 2006-12-11 02:45:41 +00:00
Nicholas Bishop
c0823d1de6 Do a better job of propagating face data in multires, including flags and materials 2006-12-11 01:54:34 +00:00
Ken Hughes
3d2dfe8631 Python API
----------

Bugfix #5398: setting object layers from background render caused "bad call
to addqueue: 0 (18, 1)" messages to be sent to the console.  Add a check in
addqueue_ext() for G.background first before printing.
2006-12-11 01:44:59 +00:00
Brecht Van Lommel
e314b7a43d Cleaned up radiosity mesh adding code, was using ugly pointer tricks. 2006-12-10 23:39:20 +00:00
Tom Musgrove
027025b1f6 =bad level calls=
added

antialias_tagbuf

and

iibuf_sample

to stubs so that we can compile the gameengine again - ton please check when you wake up...
2006-12-10 23:31:17 +00:00
Ton Roosendaal
089e87ccea Composite & Pass render goodies:
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased

As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html

For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.

Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.
2006-12-10 20:30:15 +00:00
Nicholas Bishop
b003221c7a Fixed bug #5353, retopo paint - changing in and out of full screen double frees 2006-12-10 19:09:19 +00:00
Nicholas Bishop
fddd9fad46 The fade togglebutton should show for the Default, untextured brush. 2006-12-10 18:34:14 +00:00
Jacques Beuarain
78f7fc41e4 CMake: Fix postbuild step in Unix Makefiles because cp return error code
for CVS dir.
2006-12-10 17:38:38 +00:00
Jacques Beuarain
6cbe9b8ac4 CMake: Copy packaging files for Unix in post-build and fill in missing files for other platforms as well (plugins, text etc.) 2006-12-10 17:09:48 +00:00
Jacques Beuarain
db0b953706 CMake: Copy .blender structure and necessary dlls for Windows builds as part of the postbuild to target directories. 2006-12-10 14:49:28 +00:00
Ton Roosendaal
6451c2b156 Bugfix #5399
Irregular Shadow Buffer: doesn't support wire shadow, but also should not
crash then!
Note that ISB works with real face coverage, not zbuffering faces at all.
For wires to work in this method, we have to introduce a wire thickness,
but that will give endpoint condition troubles.
2006-12-10 13:20:57 +00:00
Joshua Leung
c9b23feaf5 Bugfix: (2nd part of bug #5393)
Action Channel 'protecting' now works for the NLA editor. Action
channels in the active action that are 'protected' cannot get
transformed, duplicated, or deleted in the NLA editor.
2006-12-10 05:52:51 +00:00
Joshua Leung
b17ac64640 Hotkeys for Mirror operations are now correct. Shift M not Ctrl M. 2006-12-10 05:11:50 +00:00
Nicholas Bishop
c66b56b6e0 Fixed bug #5390, smooth brush ignores verts on outer edge
The fix is to allow smoothing for edge verts, but only use other edge verts in
the calculation.
2006-12-10 05:05:48 +00:00
Joshua Leung
ab150e8512 == NLA Editor ==
Strips under an object's strip in the NLA editor can now get collapsed,
like items in the Outliner.

Once an object's strips have been collapsed, it is still possible to add
strips to that object; Other operations will not be possible.
2006-12-10 02:57:17 +00:00
Ton Roosendaal
877688129a Bugfix #5383
Raytraced transparent: silly error in commit of dec 5, forgot one multiply
in the code, which made transparency look very much different.
2006-12-09 15:21:00 +00:00
Ken Hughes
ba36ef9f3f Python API
----------

Bugfix #5373: creating a curve or text object using Object.New() without
linking any data to the object would later cause a segfault when ob->data
was later dereferenced.  This problem will be fixed (hopefully soon) in the
API when new objects are created with data and linked to scenes all in one
step, but for now check for curves that ob->data is defined before using,
otherwise print an error message to the console and skip the object.
2006-12-09 06:17:14 +00:00
Nicholas Bishop
178b5e11d2 Grab brush shouldn't show strength slider 2006-12-09 01:10:21 +00:00