Commit Graph

6369 Commits

Author SHA1 Message Date
Ton Roosendaal
a6b0c136bb Bugfix #4770
When adding a new node in a group, the call to refresh input/output
sockets was called after a compositing update was executed.
Just moved this call 2 lines up.

This also uncommits the fix from Joilnen, the stack pointers in the node
system are *per definition* set. If NULL, it's an indication something
else is wrong.
2006-07-23 09:10:05 +00:00
Ton Roosendaal
a01e81cf7d Bugfix #4699
Missing dependency graph update on establishing a new relationship between
a static particle system and a curve guide, with the pulldown button in the
"Fields and Deflection" panel.
2006-07-23 08:49:19 +00:00
Joilnen Leite
9868544a41 fix for bug #4770
.
2006-07-23 02:56:45 +00:00
Ton Roosendaal
9254c07f6e IRC bugfix (thanks samo!):
The Material buttons copy/paste options (icons) didn't work for node trees.
Code was forgetting to free memory properly.
2006-07-22 17:11:36 +00:00
Campbell Barton
bd8cd6a38c noticed my BVH test import blender was 30meg+ turns out to be
python new action function (M_NLA_NewAction) was making actions with 2 users, so that acrions would never de-allocated,

alloc_libblock alredy assigns a user, so just dont assign another from M_NLA_NewAction.
2006-07-22 14:22:03 +00:00
Ton Roosendaal
bfd9f8e196 Bugfix #4747
Using "Deselect all" pulldown in Node Editor crashed when no nodetree is
visible.

Bugfix #4753

Hotkey SHIFT+P in buttons window started game engine, which it should not.
2006-07-21 11:52:41 +00:00
Nils Thuerey
12a1fc374e - fixed manual viscosity bug (#4733)
- added some more free/copy checks for bug 4094, but
  still not enough
2006-07-20 15:27:55 +00:00
Ton Roosendaal
cebb1f9465 Bugfix #4734
code provided by Stephane Soppera: ImageWindow and Node previews now draw
in correct premul-alpha, eliminating bad black lines in alpha areas.
2006-07-20 11:01:49 +00:00
Ton Roosendaal
0128c401b9 Bugfix #4741
Ancient issue; when you press keypad-0, it should assign the active camera
object to a scene, but this did not happen when that camera was already
assigned to the active 3d view. A rare case, causing 'error no camera' on
a render.
2006-07-20 10:36:55 +00:00
Campbell Barton
60f3a33855 Added a note explaining the poseMatrix space and how to get the worldspace location. 2006-07-20 06:50:23 +00:00
Ton Roosendaal
49bbb326b1 Bugfix #4736
Composite: the Translate Node only worked in some cases (pixel processor
call), and not for:

- filter
- seperate rgba
- conversion of buffer types (value to rgba etc)

Blur still doesn't either, but that code is too optimized to add quick.
Will put on todo for checking on better unification of translations.
2006-07-19 19:46:42 +00:00
Ton Roosendaal
d2f8f51556 Removed leftover SDL include from render module. 2006-07-19 15:39:36 +00:00
Ken Hughes
b85c3fb1de ===Python API===
Bugfix #4728: passing an interator sequence to me.faces.delete() caused a
crash; check explicitly for lists or tuples.
2006-07-19 14:35:22 +00:00
Ton Roosendaal
f4737af504 Bugfix #4724
Actually a bug since dark ages... the code that tries to find the view
correction (zoom) factor for grabbing stored result in a global. With
multiple 3d windows open, with different views, that could result in
wrong correction. Just made the factor a local property in View3D.
2006-07-19 11:28:48 +00:00
Erwin Coumans
fe43c5e6f0 use 'fixedtime/enable all frames' from the blend file 2006-07-19 06:39:11 +00:00
Erwin Coumans
e61189b3c8 accidently replaced initGamePlayerPythonScripting with initGamePythonScripting, causing the gameplayer to crash on all platforms (lack of PyInitialize()... 2006-07-19 05:12:59 +00:00
Ken Hughes
e194ccce5e ===Python API===
Bugfix: using Image.GetCurrent() and image.save() on the "Render Result"
image could result in a segfault since image->ibuf was NULL.  This change
forces ibuf to be created if necessary.

NOTE: the Image API needs additional methods/attributes for image.save() to
really do anything useful.  The image type, quality, etc., don't seem to be
gettable/settable so the resulting image file may not be in the format the
user would like.
2006-07-18 21:02:15 +00:00
Ton Roosendaal
5e58b2762c Second part of bugfix #4715
Re-replaced glFinish back to glFlush, should fix display updates?
2006-07-18 16:49:33 +00:00
Ton Roosendaal
31870bf9a8 Bugfix #4715
After inserting border in entire image, the display update was missing.
2006-07-18 16:42:39 +00:00
Ton Roosendaal
afbe9a7e78 Silly crasher fix:
- set material to "use nodes"
- don't add a material-node yet, but set "Halo" on. Crash!

Added a missing NULL pointer check.
2006-07-18 09:56:14 +00:00
Ken Hughes
a33bd50108 ===Python API===
Bugfix #4690: BonesDict_repr() had a string overflow for really complicated
armatures.  Added a string length check and terminate before overflowing.
2006-07-14 14:48:45 +00:00
Ton Roosendaal
a7b3203e31 New Particle option for Fluids did not work on rendering animation yet.
N_T: the implementation of this feature isn't 100% nice, it currently does
a full recalc on each redraw, and it doesn't work properly unless it is
recalculated for each frame.
2006-07-14 13:44:23 +00:00
Peter Schlaile
cb09f5cda8 == Frameserver ==
Serious bugfix: Make it work on windows (including ESC-Handling)
closes Bug #4477.
2006-07-14 13:32:29 +00:00
Peter Schlaile
224987b0fc == Frameserver ==
(serious) bugfix: make escape handling work in frameserver.
2006-07-13 19:36:38 +00:00
Andrea Weikert
11f70391d2 - fix for [ #4678 ] ALL Blender versions crashes when pasting empty windows clipboard!
quickly sneaked in last minute before release ;)
2006-07-13 17:13:31 +00:00
Ton Roosendaal
5ee3d1da10 The mother of all commits! Bumping version up to 2.42, and new splash. 2006-07-13 16:53:52 +00:00
Ton Roosendaal
7692b9f21f Bugfix #4687
Repeat Image texture was broken... the repeat value for Y was accidentally
multiplied twice, typo... had to change a 1 into 2 :)

Error introduced in 2.41 btw, 2.40 and older were OK.
2006-07-13 15:41:36 +00:00
Ton Roosendaal
ec9b952582 Bugfix #4683
Render non-osa, with mblur, did not jitter the zbuffering, so it did not
result in basic AA for non moving parts.

Note to self: this now works on < 2.42 level again: it doesn't use
the correct subsampling, which can cause slight errors in rendering image
textures.
2006-07-13 14:02:27 +00:00
Ton Roosendaal
3503ad47dc fix #4675
Button "use nodes" was showing up when no material was visible in buttons.
2006-07-13 13:19:27 +00:00
Ton Roosendaal
464f3bd966 Three more valgrind discoveries:
- readfile.c, version patch for new toolsettings used a malloc, using
  unitialized variables
- despgraph, another malloc changed to calloc
- timer code for render ESC: unitialized variable in struct
2006-07-13 11:36:26 +00:00
Ton Roosendaal
3bc73506ea Thanks Brecht && Valgrind!
Octree filling code used an unitialized vector. Only when a quad once was
rendered it was filled with a value, explaining the weirdness we suffer...
2006-07-13 10:55:25 +00:00
Ton Roosendaal
2899d1da35 Paranoia commit to eliminate threads issues or uninitialized var stuff.
- thread render stores per thread and per lamp the last intersected
  shadow face
- the Isect struct, for intersections, could use a couple of extra
  zeros on start.
2006-07-13 10:26:36 +00:00
D.J. Capelis
6ba882630d Patch by fab31 not to clobber SDL audio environment variables if they're
already set.
2006-07-12 20:01:48 +00:00
Ton Roosendaal
7aaa8c720c Removed the isnan() fix for silly people who type in NAN in a button!
Apparently not supported in Windows compiler, and although it has _isnan()
I've got no time to code wrappers for it, and #ifdefs here is plain bad
code.

Nice todo for Campbell one of these days after release!
2006-07-12 15:28:37 +00:00
Ton Roosendaal
b9f4efe1c7 Camera pointer declaration in middle of code.... tsk! 2006-07-12 14:51:30 +00:00
Stephen Swaney
aa42dc28f1 more spell checking. 2006-07-12 14:27:13 +00:00
Ton Roosendaal
841b5027aa Code cleaning: mixing short and floats in multiplying while building
octree.... might give issues, so made it all float.
2006-07-12 12:06:27 +00:00
Ton Roosendaal
500a68f0ad - ray.c: a string was assinged to stats drawing, but not cleared. could
create buffer overflows in string drawing
- removed static variable from renderwin.c. No fix, just nicer code.
2006-07-12 10:48:05 +00:00
Stephen Swaney
fec1ebaca3 A little spell-checkage.
Some return types changed from PyNone ( a C name ) to None.
2006-07-12 01:36:07 +00:00
Campbell Barton
b54d5809c4 Added some notes on mesh materials and object getData(mesh=1) 2006-07-11 15:02:14 +00:00
Ton Roosendaal
fede9f9be3 Bugfix #4663
Play option: if you set output to render to .avi, but in the same
directory also individual files exist, it always played the files, not
the movie.

Now it checks for the Output type, and plays back a movie or frames, as
indicated.
2006-07-11 11:54:59 +00:00
Ton Roosendaal
f9461c8435 Bugfix #4669
Negative scaled Objects get a OB_NEG_SCALE flag, to indicate to OpenGL
to invert lighting for solid drawing.
Works nice, but when you use Group-duplicators, the negative scale of
the duplicator should be taken into account as well.
2006-07-11 11:34:05 +00:00
Ton Roosendaal
d941fd7d6e Bug + patch #4655
- Added "Shift+P" note in 3d window menu for preview panel
- Added Preview, passepartout in spacebar toolbox
- Info pulldown "Render" -> "Render buttons" did cycle, should not.
2006-07-11 09:07:19 +00:00
Ton Roosendaal
a8ad9880f4 Bugfix #4661
Apparently the atof() function allows to convert a NAN string input to a
NAN float value.
That we don't want when you input values in our sliders! :)
2006-07-11 08:56:46 +00:00
Ton Roosendaal
1ce8f352bc Oops! Only OSX has the OpenEXR in cvs now, makefile did it for Linux too. 2006-07-10 16:01:47 +00:00
Ton Roosendaal
1cd74bab99 Bugfix #4652
Using TAB to type values in button sequences, didn't execute button
callbacks on the 2nd and and 3rd etc. Error could be noticed in the
Node Editor, Mapping node. That one didn't pass on changes to shading code.
2006-07-10 14:49:20 +00:00
Ton Roosendaal
39764b0eff Bugfix, own collection
Restored lost functionality in Play (animation) window. On scrubbing with
LMB it should print the curent frame, making it quite more useful.
(Windows platform; it already changed title of window to this info).
2006-07-10 13:50:46 +00:00
Campbell Barton
c0ad762211 fixed comparison eith edge angle. 2006-07-10 11:11:17 +00:00
Campbell Barton
06095778c1 when weight+vertex paint modes were mixed, weight paint was used but the paint menu was for vertex paint - a bit confusing, order fixed. 2006-07-09 15:10:07 +00:00
Willian Padovani Germano
6bd0091a08 BPython:
-local matrices again, previous commit had matrix multiplication with
inverted order.
2006-07-09 14:49:53 +00:00