Commit Graph

873 Commits

Author SHA1 Message Date
Ton Roosendaal
9d889a94b7 Bugfix as provided by 'stealth apprentice' on the bf-comitters list.
Function get_constraint_target() should catch the case when a constraint
has unknown type, to prevent a pointer to become unitialized.
2006-01-13 12:14:13 +00:00
Brecht Van Lommel
bb1ce1c3ec Subsurf UV crasher fix - thanks Malefico and Matthew for test files. 2006-01-13 06:56:32 +00:00
Joseph Gilbert
5f0232f68f *pose code for python
- adds object.getPose
- ability to manipulate poses /posebones
- fixes a overflow bug in matrix sequence accessor
- adds code to get vec/roll from mat3
- few internal fixes to NLA
- ability to set bone matrices
2006-01-11 19:40:06 +00:00
Brecht Van Lommel
b3eef4f9f1 MSVC compile error fix for subsurf UV. 2006-01-10 12:25:07 +00:00
Brecht Van Lommel
dd7e0b6bfe Apply Subsurf to UV's.
This fixes most of the UV distortion issues with subsurf. Near seams
however there might still be some distortion, but this should at least
not be worse than before. Subsurf UV is enabled by default on new meshes,
and can be enabled in the modifier panel for existing ones.

Before and after:
http://users.pandora.be/blendix/notsmooth.png
http://users.pandora.be/blendix/smooth.png
2006-01-10 11:36:57 +00:00
Kent Mein
17598faca1 Another small gameengine build tweak. Included a missing header directory.
I also provided a fix for tiff images.  (It was appending tif even if
it was already in the name, now it does it correctly)
(no more image.tif.tif)

Kent
2006-01-09 02:23:04 +00:00
Willian Padovani Germano
b1c6fe7337 Bug #3658 reported by Daniel Holtz (thanks):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=3658&group_id=9

Running scripts from command line in bg mode:
blender -b -P myscript.py
crashes Blender 2.40.

The problem is in add_text() in text.c: G.scene can be NULL at this
point (in bg mode). Added a check:

line 323:
	if (G.scene) /* can be NULL (bg mode) */
		BLI_convertstringcode(str, G.sce, G.scene->r.cfra);

The text being added with add_text() in this particular case is the
script filename specified at the command prompt, so it should be ok to skip
BLI_convertstringcode. Feel free to disagree, though.
2006-01-06 20:15:18 +00:00
Nathan Letwory
b0d0c87a1f #3706 (patch tracker)
- Adds missing ipos for texture
   * color, contrast, brightness
- Adds IKey menu in the texture subcontext

#3711 (bug tracker)
- report and patch for missing blend types Halo and Radial

Patches by Levon Hudson
2006-01-06 13:33:20 +00:00
Nathan Letwory
50e26b7637 Todo #2574
Setchain: it allows you to chain sets. It checks for loops when trying
to assign new scene, and will notify if changing set would create a loop.
2006-01-06 12:37:45 +00:00
Erwin Coumans
2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00
Nils Thuerey
9fe4592a7e Three minor fixes:
- removed debugging output from fluidsim export
- directores with "+" are now valid for fluidsim data
- simulation now always uses frame 1 to endframe, so changing start frame settings should work again
2006-01-05 15:49:27 +00:00
Ken Hughes
9b419bb4be Fix boolean modifier crash; if boolean code cannot do the operation on the
meshes, print an error dialog and delete the modifier object.
2006-01-01 15:41:20 +00:00
Ton Roosendaal
0802a953d1 Release code (in Blender) to 2.40
And: first bugfix as found by doing regression files; bowl.blend did not
play realtime due to depsgraph omission.
2005-12-20 15:21:57 +00:00
Ton Roosendaal
b4d7f5c581 Inserted a sanity check in the boolean modifier (not the Wkey, but the
modifier buttons). Prevents crashing on input of meshes with less than 4
faces.
2005-12-19 17:21:55 +00:00
Nils Thuerey
6f422a749a - yet another minor fluidsim fix - when using a start frame != 1
the scene is now exported at that time, still
  numbering and reading the files from zero to noFrames
2005-12-18 16:49:50 +00:00
Ton Roosendaal
564ca3cede Commit with fix for ActionStrip "Hold" missed two crucial features;
- if repeat is set on exact integer values, it jumped to first position
- code was missing the action start offset
2005-12-14 14:10:04 +00:00
Ton Roosendaal
d1cc4b7a15 Orange reported fix: Stride bone offset was blending with any strip, even
when strips had no stride set... causing using multiple strips not to work
for stride.
2005-12-13 20:16:10 +00:00
Ton Roosendaal
985b43adc2 Bugfix #3580
Apparently python allows to create Key blocks without proper *from pointer
back to the owner of the Key. The Key unfortunately wasn't mean to be a
dynamic block linkable to any Mesh...

This patch sets the from pointer on any call to do_mesh_key, which is safe
to do anyway. I made a note to get rid of that convention once, but at
least now we got non-crashing blenders. :)

(In bugreport noted that we need to check Python code for it too!)
2005-12-13 15:07:21 +00:00
Ton Roosendaal
f27350174a Bug #3562
Strips with a repeat fraction (like 3.51) should also "hold" on the
fraction of .51 when indicated so.
Patch provided by Roland Hess, but cleaned up (exisiting) mess a bit too.
2005-12-12 21:56:32 +00:00
Stephen Swaney
d32b100464 bugfix: #3420 Indent/Unindent in text editor not undoable
contributed by Mr. TextEditor - themyers.  Thanks!
2005-12-12 18:35:15 +00:00
Ken Hughes
1e589f59d0 -- Bugfix #3520: Text with extrusion and/or bevelling would would disappear
when edit mode was entered.
2005-12-09 14:30:51 +00:00
Ken Hughes
2d19c4f208 -- Bugfix 3543: call to test_index_face() in decimateModifier_applyModifier()
was passing pointer to the wrong face, which led to eekadoodle later in
   EditMode.
2005-12-06 00:02:55 +00:00
Ton Roosendaal
f98a5a8036 Bugfix #3514
Once an Object Ipo position was inserted, the object couldn't be moved when
a particle system was tied to it. Needed code to copy object settings,
before the particle animation was done.
2005-12-05 13:44:22 +00:00
Ton Roosendaal
a2d66cbff8 Hrms... setting the undosteps to zero then should also work! :) 2005-12-05 11:52:30 +00:00
Ton Roosendaal
4fb1bcaa15 Bugfix #3507
Global Undo didn't use the 'undo steps' value in the user presets yet...
even whilst button mentioned 'editmode undo' there, an easy fix to add.
2005-12-05 11:46:40 +00:00
Nils Thuerey
e49998807c - fixed output behaviour (now behaves just like render output,
thus directories in the path are created using RE_make_existing_file
  in fluidsim.c)
- changed default output to be '//fluidsimdata/...'
- hopefully fixed bugs #3466 and #3470 (orco texture coords caused
  problems when the fluidsim mesh was bigger than the original one,
  one no other deformations were used - new deformedVerts are now
  allocated in this case in DerivedMesh.c)
2005-12-03 17:45:35 +00:00
Ken Hughes
6ba27d69b0 -- Bugfix #3524: theEditMesh structure was not being initialized correctly. 2005-12-02 18:00:38 +00:00
Ton Roosendaal
d369a44dde Orange bugreport; disabling (with small icon button) a deforming modifier
for EditMode, the CrazySpace correction still worked. Made it check for
the modifier mode flag.
2005-11-30 20:22:27 +00:00
Ton Roosendaal
ec2644fe5c Bugfix - own repertoire :)
- Curves without bevel or extrude didn't calculate the Z value for
  softbody when the "3d" option for curves was off.
- Typo in softbody.c, for switch of // comments to /* */
2005-11-30 18:58:10 +00:00
Ton Roosendaal
0140c36df9 Cleanup & preparation commit for getting Armatures/Poses/Actions working
in the game engine again.

All files in source/gameengine/ I've committed below have a comment like
/* XXX note .... */
where something needs to be done. This is pretty straightforward for Erwin,
who has been notified in person too about this. :)
2005-11-29 12:45:18 +00:00
Ton Roosendaal
acd06aebc1 Depsgraph fix for editing linked Objects with the other instances being
in other layers (or hidden with local view).

In my search for the absolute minimum of recalculations, changes are only
flushed when they're visible. On changing layers, the tags then are just
set again (for everything that potentially moves) to ensure proper state.

However, it didn't work proper for linked Mesh objects that changed in
editmode, the Derivedmesh callback then accessed memory out of bounds.

The current dependency code was more designed for animation systems...
updating display data should work too, but might need some more tests!

(Thanks Andrea for clear error sample!)
2005-11-27 20:49:25 +00:00
Ton Roosendaal
ebb00c1ce5 Bug #3479
Cyclic paths (or curve guides) were not drawn in Solid View when not
selected.
2005-11-27 18:54:23 +00:00
Ton Roosendaal
dff7bebab8 Bugfix #3478
Using a Curve object as a forcefield (not as Guide) crashed Blender.
Needed an additional check in code.
2005-11-27 18:17:02 +00:00
Ton Roosendaal
cb82936a98 Bugfix #3477
Bug in VortexField caused in some situations the particles or strands to
disappear completely. Non initialized variable...
2005-11-27 17:27:32 +00:00
Brecht Van Lommel
0e0cafcada "UV Test Grid" option in Image Window > Image menu > New, to generate
a colored grid instead of a blank image, for quickly spotting distortion
in UV maps.
2005-11-27 16:21:25 +00:00
Ton Roosendaal
a494a76e9e Finishing touch for hair strand shadows;
- raytracing code now uses cylinder-line intersect for strands. It used
  to intersect with the screen-aligned strand quads, giving too many
  misses for tracing.
  Note; mirror for hair is still not well supported!

- added in Materials a choice for whether a material is Traceable for
  raytracing or whether it is part of Shadow buffers. This way you can
  exclude hair strands from raytracing, but still get shadowbuffers for it.
2005-11-27 12:19:12 +00:00
Ton Roosendaal
986745abcc Bugfix (tracker #3456, elysiun forum).
The new colorband code still had floating point issue... how much a
< or <= can differ eh!
2005-11-24 16:54:55 +00:00
Ton Roosendaal
bb0445c722 Bugfix #3437 #3438
- Mirror modifier showed particles on wrong half.
  Note: particles don't do modifiers yet (apart from using subsurf coords)
- Boolean modifier copy didn't copy the 'operation' type.
2005-11-23 19:19:44 +00:00
Jean-Luc Peurière
16ec668047 added bad level call stub for sluidsim 2005-11-23 14:42:17 +00:00
Nils Thuerey
5c56ca1180 - changed DerivedMesh integration, the fluidsim meshes now
replace the original one. so modifiers now work with them
  (apply modifier, or edit mode still work on original mesh).
  this should fix the three fluidsim bugs in the tracker.
- fixed stupid makesdna problem (writing "char string[160+80]" isnt
  a good idea :)
- changed GUI a bit, now displays an estimate of the required memory,
  there's still a problem with redrawing (currently relies on a call
  to the derived mesh generation)
- the fluidsim struct changed to store the bounding box,
  and the current loaded surface mesh
- temporary simulation files are now removed if env. var.
  BLENDER_DELETEELBEEMFILES is not set or zero
- fluidsimSettingsFree now gets properly called when freeing an object
2005-11-23 12:49:22 +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
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
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
256b878b50 Colorband input for ramp shaders need to be clamped for (0-1)... 2005-11-21 15:21:55 +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
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
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
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