Commit Graph

4623 Commits

Author SHA1 Message Date
Joseph Gilbert
9664b7924f - accidentally removed a macro for returning Py_None for python 2.3 2005-11-22 19:34:28 +00:00
Joseph Gilbert
fe29a3c64b A few more python 2.4 macros to covert to 2.3 compatible code. 2005-11-22 19:23:26 +00:00
Joseph Gilbert
d9a4559335 Little bit of testing code snuck in there. 2005-11-22 19:14:10 +00:00
Joseph Gilbert
3489fdcd06 Fix for a python boolean macro that shouldn't be there. 2005-11-22 19:12:46 +00:00
Kent Mein
00f266c651 This is a modified version of patch #2995
To enable dynamic tiff support.
I had to fix some of the logic in the fileselect box for icons,
I also expanded the patch to look in various default locations for
a dynamic libtiff.so/libtiff.dll
and look at the env variable BF_TIFF_LIB if it can't find it automatically.
If unable to load the library it prints a message about setting BF_TIFF_LIB
to the console.

I haven't been able to test it on a lot of platforms but hopefully it
will just work ;)  I added the files to scons but have not had a chance to
test that as well.

Kent
2005-11-22 18:50:03 +00:00
Joseph Gilbert
b63e26e109 Added some equvalency tests for the other math objects
* ==, != are defined for matrix, quat, euler.
2005-11-22 17:59:49 +00:00
Ton Roosendaal
6c619b235c Another bugreport, this time Basse: in NLA a position could sometimes be
set whilst the actual time was 1 frame after the strip. Appeared to be
a rounding error that didnt show in OSX.

Previously I added a threshold, to make sure strips are included when the
current frame is exactly on the end. That threshold now is smaller, and
I also made the fmod() to be done only on repeating strips.
2005-11-22 17:58:10 +00:00
Ton Roosendaal
17c26f4ccb Matt bugreport; stride bone caused character to float away while moving
a key in action window.

- Found bad constructed loop, it was redrawing and recalculating things
  even when key didnt move
- Depsgraph should also recalc object itself

Same code appeared in NLA editor, both fixed.
2005-11-22 16:35:21 +00:00
Ton Roosendaal
425fb98a05 Crasher bug from andy: loading a file with "No UI" crashes when that file
has no camera, and current project has camera view.
Found out the new camera decoration code needs prevention from reading
data from non-camera objects too.
2005-11-22 16:14:07 +00:00
Ton Roosendaal
dd57ec03a1 Removed clipping conventions for setting prefsize in Blender. Meaning, for
dual monitors you can start blender on a negative starting size too, like
blender -p -1280 0 1920 1280
2005-11-22 15:58:09 +00:00
Matt Ebb
3cd17c637a * LSCM live transform is finally here!
This is a combined effort from Jens, Ton who finished the code here on my machine, and myself putting in the little menu toggle and committing :).

Turn it on and off in the UV/Image window menu UVs -> LSCM Live Transform. It recalculates the LSCM within the transform loop when you're transforming pinned vertices, so it gives realtime feedback - a real time saver! Note: this is much more powerful than proportional edit, since it's properly calculating LSCM using the correct edge angles, etc.

I recorded a quicky demo video here: http://orange.blender.org/wp-content/themes/orange/images/media/lscm_live.mov (quicktime animation codec)
2005-11-22 15:00:32 +00:00
Toni Alatalo
af2042d219 new attempt at the pyboolean macro, 'cause that style did not work in one line if/elses - this one is from the py 2.4 boolops headers. 2005-11-22 11:25:23 +00:00
Toni Alatalo
3caeea233d trying to fix new armature compile probs on macs (w/ py 2.3 probably) by adding the 2.4 macros for returning python booleans. 2005-11-22 11:18:34 +00:00
Ton Roosendaal
71e47b31c6 Bugfix #2841
Ancient issue with Image bumpmap & orientation... this report was about
UV textures, which flipped bump direction when UV coordinates rotate.
So... time to dive deeper into it, and I found a very bad old construction
in the way image textures handled bump normals. Instead of using the
correct dx,dy vectors it was calculating the boundbox for it, and applied
it as such (loosing negative direction for the dx or dy that way).

Anyhoo! To make a long story short; the weird "correct Nor Map" option
now can be removed... but requires careful testing!

Here's renders from file I got from env, 239 means old and 240 is this cvs.

http://www.blender.org/bf/dino239.jpg
http://www.blender.org/bf/dino240.jpg

http://www.blender.org/bf/dino239a.jpg
http://www.blender.org/bf/dino240a.jpg

Note the much finer detail, and the more consistant normals direction.
No, go render testing dudes!
2005-11-21 22:47:23 +00:00
Joseph Gilbert
280375ab2c - editng options for armature added to AramtureType 2005-11-21 22:21:46 +00:00
Joseph Gilbert
838fb77159 - drawtypes added to ArmatureType
* uses module constants added to Armature.c
2005-11-21 21:26:09 +00:00
Joseph Gilbert
ac80b4ba11 * added some display options to the ArmatureType class 2005-11-21 20:54:29 +00:00
Joseph Gilbert
4d7ca2931c * adds deformation properties to armatureType 2005-11-21 20:22:08 +00:00
Joseph Gilbert
d5f1fc13b7 * [ #3376 ] Blender.Mathutils.Matrix().toQuat() broken
- a 0-degree rotation gives a abitrary axis of 1,0,0 not 0,0,0
2005-11-21 19:42:20 +00:00
Ton Roosendaal
5fa3d74d3c Bugfix #3153
Subdivide didn't correctly calculate new UV or vertexcolor yet.
2005-11-21 17:48:20 +00:00
Ton Roosendaal
125eaed808 Fix #3064
Assigning a Hook in Mesh editmode to new created vertices crashed on
exit editmode.
2005-11-21 17:06:16 +00:00
Ton Roosendaal
1568ebcd5f Bugfix #3346
Decimate modifier wasn't resistant to decimating below 3 vertices. It now
detects so, and doesn't add a face or edges then.
2005-11-21 16:21:03 +00:00
Ton Roosendaal
aedaba8223 Bugfix #3434
The OpenGL preview anim render calculated the camera matrix before
calling the animation updates, causing a lag when camera was parented.
2005-11-21 15:59:01 +00:00
Joseph Gilbert
9607fac3a5 A few more doc updates 2005-11-21 15:44:59 +00:00
Joseph Gilbert
0e62c58b08 Some updates to armature documentation. 2005-11-21 15:36:36 +00:00
Ton Roosendaal
256b878b50 Colorband input for ramp shaders need to be clamped for (0-1)... 2005-11-21 15:21:55 +00:00
Ton Roosendaal
8480731e96 Rui Campos found a glitch in drawing particles, these were accidentally
still drawing all (zero sized) particles with "disp" option set to <100.

Fast graphics card show the issue less evident, but especially with a
giant amount of particles (100k) very much noticable. Thanks!
2005-11-21 15:08:02 +00:00
Ton Roosendaal
fb352bd8da Bugfix #3431
Too strict checking in depsgraph code missed a dependency case; this
specifically when objects have own motion (ipo) and are being deformed
by a parent.
This worked, unless the parent also had own motion (ipo or constraint)...

Also: the DAG_add_relation() added multiple relationships for object pairs,
now they "Or" the relationship description flag. Makes it a tad faster
again :)
2005-11-21 12:14:13 +00:00
Ton Roosendaal
d3bb02013f Bugfix #3426
Object duplicators didn't draw when not selected. Was one 'else' to many in
the code!

Also noticed that duplicators couldn't be transformed when they have Ipos,
was an improper call to do_ipo in duplicator code... also made sure the
transformation info in the object is stored/restored before duplicating.
2005-11-21 11:30:53 +00:00
Ton Roosendaal
d34ab0755e Bugfix #3430
Using Proportional edit on a Lattice with option "Outside" crashed.
Was caused by not checking for the hide flag while counting amount
of transformed elements in Lattice.
2005-11-21 11:15:46 +00:00
Ton Roosendaal
ddba16a752 Bugfix #3422
When using 'protection flags' for XYZ rotations, inserting keys in
Poses resulted in wrong interpolations (doing -270 degrees instead of
+90 for example). This caused by converting quaternion to euler and
back...
Solved it by correcting the quaternion in the end for the rotation
sign of the original quaternion.

NOTE: Pose animators should be aware that inserting rotations keys of
180 degrees or larger will still make the key rotate along the shortest
path.
2005-11-21 10:45:58 +00:00
Ton Roosendaal
93338b894a New textbutton didn't accept buttons with Object names (or Mesh, etc), the
socalled ID-pointer buttons.
It appeared that the but->pos, for cursor, was calculated wrong. :)
2005-11-20 23:06:52 +00:00
Ton Roosendaal
5c7ec20421 Bugfix #3423
Extrude faces assigned arbitrary colors to the new faces when an edge
shared 2 faces with different colors. Now only assigns colors for the
selected faces.
2005-11-20 22:12:18 +00:00
Ton Roosendaal
449ac1b296 TAB cycling in number/text buttons. Was in tuhopuu too, but code needed
a good revision :)

This now cycles through all number/text buttons in a Panel. At the moment
it skips buttons with tab completion (object names, bones, constraints)
Press SHIFT+TAB to cycle backwards (any modifier will do btw).
2005-11-20 21:29:09 +00:00
Ken Hughes
e7d69ae297 -- change lastused in struct Image from long to int (caused problems with
SDNA on 64-bit platforms)
2005-11-20 20:19:48 +00:00
Matt Ebb
ef0f60b8f8 * Updated the lamp buttons to force redraw when changing the Spot Blur slider 2005-11-20 20:19:27 +00:00
Ken Hughes
44c581644a -- fix indentation to make epydoc happy 2005-11-20 18:41:41 +00:00
Martin Poirier
9ef8c198b2 Transform:
As discussed during meeting, made double key press go for Local when Global was selected.

Two lines of code! ;)
2005-11-20 16:01:56 +00:00
Ton Roosendaal
874c7d7831 Added pointercheck to oops code that evaluates color. Thanks campbell! 2005-11-20 15:54:45 +00:00
Ken Hughes
d040d2012c -- removed GetParticlesLoc() function, which was replaced by
getParticlesLoc() method
2005-11-20 15:12:06 +00:00
Ton Roosendaal
c52170b4ed Patch provided by Alfredo de Greef
This adds Radiance HDR image file support. So now at least we can save
the 'fbuf' (4x32 bits float colors) in Blender.
It doesn't change anything for internal support in imbuf for floa colors,
so when reading .hdr files it still converts it to 32 bits RGBA.

As an extra I've added that saving images with F3 now also adds the
optional extension, when the F10 "Extensions" option is set.

One important note; I don't know the proper license for the code, it was
provided without... will await feedback from Alfredo about it. For now
I've added the standard Blender GPL header.
2005-11-20 14:32:07 +00:00
Ton Roosendaal
36a9ae9415 Fix in my commit of nov 3, found issue while testing regression stuff.
-> Scene set was not drawn in greyish wire anymore

Also made sure all colors as used for scene set and dupli's now use a
proper call to the ThemeColors, so it blends between choosen wire color
and background color.
2005-11-20 13:43:08 +00:00
Jiri Hnidek
691a155047 - Ctrl left/right arrow ... jumps between special characters (not only
between / and \. I hope, that list of special character is complete.
2005-11-20 13:17:28 +00:00
Ton Roosendaal
8927ed4e25 Patch provided by Campbell Barton
Oops drawing speedup:

* Doesent draw splines that are totaly out of the view (big speedup)
* Changes the spline resolution based on its size on the screen (smaller
  speedup)
* Draws highlighted lines ontop of unhighlighted lines, makes it easy to see
  where selected data links to.
* Text changes size with zoom.
* Text draws better at small sizes.
2005-11-20 12:47:13 +00:00
Ton Roosendaal
b310216a47 Patch provided by Stephan Kassemeyer.
This fixes an error in the striding system, which was by default correcting
path position backwards in time, which could give errors when a stride bone
moves in the beginning of a path faster than the path moves. (Can you
follow that? cool!)

The patch checks for this case, it corrects by default forwards in time,
unless we're at the end of a path. As bonus this fix will also ensure the
character stays on the path closer.
2005-11-20 12:41:00 +00:00
Ton Roosendaal
77332fa698 Patch by Matt Ebb: upgraded usablitiy of text button.
Textbuttons now allow a selection too (like any textbutton in other UIs).
By default, on activating a textbutton, the entire button text is selected
when you enter the button. A single arrowkey or LMB click reveils the
cursor then. Here's more user notes:

LMB click: If inside the button, places the text cursor at the clicked
position. If outside the button, confirms/finishes editing

LMB drag: Selects the text between the start and end point of the drag.

Backspace: Deletes selected text, or backspaces a character

Shift Backspace: Deletes all, as before.

Delete: Deletes selected text or forward deletes a character

Shift LeftArrow: Extends the selection left

Shift RightArrow: Extends the selection right

LeftArrow: If there's a selection, move the cursor to the left edge of the
selection, otherwise move the cursor left a character.

RightArrow: If there's a selection, move the cursor to the right edge of
the selection, otherwise move the cursor right a character.

UpArrow/Home: Move the cursor to the beginning of the line

DownArrow/End: Move the cursor to the end of the line

Ctrl Left arrow and Ctrl Right arrow to jump between directory separators
2005-11-20 10:04:45 +00:00
Ken Hughes
a86b0af575 -- added an optional "cage" parameter to mesh.getFromObject() to allow
getting cage vertices from geometry objects
2005-11-20 01:07:54 +00:00
Jens Ole Wund
b6c5b24f4f no code changes (i hope)
review of lyrics/epics to replace '//' comments by /*ones*/
+ adaptive step size in a nutshell  comment
2005-11-19 21:35:06 +00:00
Jens Ole Wund
54c032440f bug: scaled lattice softbodies ( and the new ones ) shrinked/blew up to original size under SB dynamics
had a shadow in memory there was an issue ..
yes, spring calculation should care for scaling in object matrix
so here it is

note: for meshes the bp array is abused for caching -->
only 1 matrix multiplication compared to 2 per spring
2005-11-19 20:02:30 +00:00
Ton Roosendaal
f439f3a517 Code cleanup: using defines in texture.c for whether a function returns
intensity, color and/or normal.
Patch provided by Guillermo, thanks!
2005-11-19 18:24:32 +00:00