Commit Graph

14667 Commits

Author SHA1 Message Date
Martin Poirier
9bb9859753 draft for arc iterators to unify code.
Just moving code to work home, nothing to see here.
2008-11-19 20:01:13 +00:00
Martin Poirier
9ba822c4d7 Fix leak on exit (it's not a real fix, still uses silly global mem) 2008-11-17 23:02:53 +00:00
Martin Poirier
c08d374df2 merging trunk 17457:17485 2008-11-17 22:19:05 +00:00
Martin Poirier
826c6d935d QuatOne was so wrong is would make Hamilton cry.
Thankfully, very little code used it, the only exception being the retarget code in etch-a-ton.
2008-11-17 22:13:45 +00:00
Martin Poirier
2d0a005aaa Template retarget now works with normal conversion (not in Quick mode that is). 2008-11-17 21:11:12 +00:00
Martin Poirier
497c9b4ce7 Use grease pencil manhattan distance threshold for strokes. 2008-11-17 21:03:41 +00:00
Martin Poirier
139f6bb1aa New option for roll correction.
Calculate new roll based on the angle to the normal of the joint (cross produce of the two bones).

This works best in some cases but not in others, so it's an option for now.

I'll have to see if I can iron the left over kinks, then it can be made the default (with Align to view an added option).
2008-11-17 20:38:04 +00:00
Campbell Barton
3a1cfa5015 Added BF_PROFILE_LINKFLAGS, Compiling with BF_PROFILE=1 was also throwing a python error. 2008-11-17 10:43:12 +00:00
Martin Poirier
0bee65b624 Fix compilation on OS X
Patch by dfelinto
2008-11-17 00:54:45 +00:00
Remigiusz Fiedler
3a44c76246 DXF-Importer: updated version v1.12 - 2008.11.16 by migius
- remove try_finally: cause not supported in python <2.5
 - add Bezier curves bevel radius support (default 1.0)
2008-11-16 23:52:29 +00:00
Hamed Zaghaghi
da1738377f 17973Patch by dfelinto, and also fixed a bug in 2d-filters 2008-11-15 12:10:16 +00:00
Martin Poirier
d2023e070c Pkey toggle sketching panel
(it used to do select parent, but that's already done with [ and ] for children, no need for a second key).
2008-11-14 17:33:15 +00:00
Martin Poirier
6eda50f8d9 Merging trunk 17342:17457 2008-11-14 16:09:23 +00:00
Martin Poirier
59ac45dd12 Reset max cost to FLT_MAX (this fixes a bug with early culling)
Optimization when number of buckets == number of joints
2008-11-14 15:46:51 +00:00
Martin Poirier
9c30c74bd5 Stroke conversion wasn't quite ok with unaligned armatures.
Last bugfix before sleep I swear.
2008-11-14 03:52:04 +00:00
Campbell Barton
7cce946de7 copy over pthread dll to the install dir with cross compiling,
eventually should copy more libs but for now this makes blenderlite work 
- (used for automatic blender builds on graphicall)
2008-11-14 03:21:06 +00:00
Martin Poirier
7401c57fb3 Transform Roll Fixes for editbone. Special case for rotation, we don't need to guess in those case and the result is better if we use the real rotation. 2008-11-14 03:13:40 +00:00
Joshua Leung
fece3f5e97 Bugfix:
Grease Pencil crashed after duplicating a screen-area, and deleting a layer from the original screen-area. The duplication code was not reassigning some pointers.
2008-11-14 02:13:10 +00:00
Campbell Barton
ff0c599c4b update for compiling cross compiling win32 on linux, had a lot of trouble with makesdna, the only way I could build and link was as a
win32 binary.
Still unable to link blender.exe
and run with wine.
2008-11-13 23:12:38 +00:00
Martin Poirier
dc4ef17eea ==Armature==
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.

Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)

Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.

It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.

NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
2008-11-13 22:35:40 +00:00
Martin Poirier
e76f7e7930 Normal Orientation on EditBones uses roll for Z axis. 2008-11-13 21:44:32 +00:00
Martin Poirier
3d6be3536f Fix saving and loading of the template variable (it incorrectedly counted as a user). 2008-11-13 18:57:10 +00:00
Robin Allen
c838ee9592 Removed support for nested texture trees, minor ui enhancements 2008-11-13 09:57:11 +00:00
Campbell Barton
934b21f5d9 for scons on linux and other *nux systems
only install locale data if international is enabled, only install fonts if freetype is enabled.
2008-11-13 02:18:35 +00:00
Campbell Barton
a35345f8ba 2 utility functions added for projection painting.
* BLI_linklist_index() - to get an items index in a  LinkList
* BLI_memarena_use_malloc() - BLI_memarena_use_calloc alredy existed but there was no way to switch back to malloc.

also added texnodes to cmake
2008-11-12 22:35:58 +00:00
Andrea Weikert
8449f0d776 == MSVC projectfiles ==
update for texture nodes
2008-11-12 21:03:42 +00:00
Andrea Weikert
ae3bb90975 fix bad level call in texture nodes
BIF_preview_changed wasn't needed after all.
2008-11-12 21:02:45 +00:00
Robin Allen
bc53b942fe Added stubs to fix linker errors in texnodes 2008-11-12 20:11:54 +00:00
Martin Poirier
913fd3c730 Sensible defaults with do_version
Auto names for name templating. When turned on, N will be incremented everytime (after a stroke has been converted) and S will be set to "l" or "r" (or "L or "R" if it already contains a capital L or R) depending on which side of the X axis the stroke started on. Experimental, there might be some bugs left.
2008-11-12 19:16:46 +00:00
Ton Roosendaal
0509409c6b Bah, two more files! 2008-11-12 19:14:46 +00:00
Ton Roosendaal
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
Nathan Letwory
3fd3a13efc set default path to the version that creates a working binary of Blender, when building with mingw. Now there is no need to do extra copying/config changing 2008-11-12 16:04:14 +00:00
Nathan Letwory
999f312d62 Change the LCG_DIR usage to BF_name_LIBPATH where possible. FFMPEG can't be done like that yet, needs some extra thought to handle differences between vc and mingw setup 2008-11-12 07:48:53 +00:00
Nathan Letwory
b8fb31e236 Remove BGE defines from highest level and define only there where needed. This prevents scons from doing complete rebuilds when toggling BGE related options. 2008-11-11 22:48:47 +00:00
Nathan Letwory
7e4db234ce previous commits showed that the absolute path problem was even deeper. This should fix yet again some of the problems with giving them to BF_BUILDDIR 2008-11-11 21:37:53 +00:00
Nathan Letwory
418ee26c0e spaces -> tabs 2008-11-11 20:47:45 +00:00
Nathan Letwory
7850320ed2 fix for another place where absolute paths for BF_BUILDDIR where a problem (generating results in the wrong place) 2008-11-11 20:46:46 +00:00
Nathan Letwory
7f3b158030 fix problem with giving absolute paths to BF_BUILDDIR 2008-11-11 20:26:53 +00:00
Nathan Letwory
2961cdcdea Fix typo that prevented CC_WARN from being added to build commands 2008-11-11 20:01:45 +00:00
Benoit Bolsee
6b86f835f8 MSVC90 project files: Tune projects build order to allow error-free build from clean state. 2008-11-11 16:48:34 +00:00
Campbell Barton
483136c8e4 Adjusted scons files so disabling quicktime, python and sdl also removes their includes when building.
writefile.c had usless include.
2008-11-11 14:14:22 +00:00
Campbell Barton
5161c2ee3a attempt to make executing an external command work with python 2.4 & 2.5, it seems that only py 2.6 wanted list args for subprocess.Popen 2008-11-11 08:21:09 +00:00
Campbell Barton
db67426dbf fix for [#17959] NURBS Circle: pie-shaped deformation, sticking to object origin 2008-11-11 05:03:03 +00:00
Campbell Barton
13fe65cf46 removed some warnings 2008-11-11 04:42:15 +00:00
Martin Poirier
8b32ad784b Median center didn't use TD_NOCENTER properly, making it work incorrectly with hinge bones (and with chain rotations). 2008-11-11 03:12:31 +00:00
Campbell Barton
a00e63a542 bicubic_interpolation function was re-calculating a variable it didnt need to - (was calling 32 pow()'s per pixel, now only 8 - approx 3-4x speedup on my system). 2008-11-11 01:13:05 +00:00
Benoit Bolsee
773824bbea VideoTexture: support VideoTexture in blenderplayer 2008-11-10 22:17:40 +00:00
Martin Poirier
3c69864540 Chain rotations for objects and pose bones (for teamto)
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.

Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
2008-11-10 21:23:54 +00:00
Benoit Bolsee
61a83d2fba Add MSVC90 project files - part 3. Extern and Intern projects are merged in projectfiles_vc9\blender\blender.sln solution, you just need to open that solution to compile everything with VS2008. 2008-11-10 21:22:22 +00:00
Martin Poirier
5443d2d86b Dual Links for control bones: Control bones that start and end on specific joints will do the same after retarget.
Template Renaming: Fix renaming to handle contraints properly

Template Renaming with Action constraints video available online: http://vimeo.com/2206779 and http://blenderartists.org/~theeth/bf/etch-a-ton/retarget_fingers_action.ogv
2008-11-10 19:43:11 +00:00