Commit Graph

1334 Commits

Author SHA1 Message Date
Ton Roosendaal
b169abb4cf Bug fix #1678
Deformed meshes (by armature for example) didn't get drawn correctly
for vertex paint, weightpaint, UV faceselect. Was OK in 2.34 :)

Additional to that I found out vertex paint doesn't correctly use the
'Area' option, when a mesh was deformed. That was an oldie.

Plus; made tooltips for 'Area' and 'Normals' in Paint Panel clear.
2004-11-05 12:58:12 +00:00
Ton Roosendaal
5ffb4cb338 Bug report #1732
Function "deselect vertex group" didn't use proper code for new edge/face
flags yet.
2004-11-05 10:19:13 +00:00
Ton Roosendaal
82f8a02926 - Added proper undopush for 'apply object'
- Added proper edgeflag test for knife
- Fixed error in 'make face' for cases I again didn't foresee (ordering
  of vertices can be any, need to try 3 cases before rejecting)
2004-11-04 20:00:57 +00:00
Ton Roosendaal
0ad6944283 - MBall displays smooth again in 3d win (coding nice smooth for curves
borkened this... )

- Improved rule for adding face (FKEY); it now checks first for existance
  of 4 connected edges, if that exists a face is created anyway, otherwise
  it does the convex test. Alexander correctly noted that for subsurfs
  non-convex quads should be allowed anyway. Hope this rule satisfies it.
2004-11-04 15:35:24 +00:00
Ton Roosendaal
691302f28d Two fixes;
- The function "convex()" in editmesh_lib() actually did not deliver
a proper test for convex at all. It was checking only if a quad could
be subdivided into 2 trias. Code for adding face (FKEY) used this
call in total confusing manner. That code was there in 1.40 already,
cannot find any clue what it was supposed todo... :)
Recoded convex() to deliver a proper test. FKEY will give warning on
attempt to make convex faces now.

- Added undo-free for editmode undo on file load
2004-11-03 11:25:27 +00:00
Ton Roosendaal
fb27561c49 Potential fix #2 for error in 'flashing UI' while adding Bones.
Also added redraw events for object buttons, to show constraints when
selecting bones
2004-11-02 15:58:36 +00:00
Ton Roosendaal
bad7e33eac Wavk report #1730
Mesh editmode, 'add face' didn't do an undopush
2004-11-01 21:17:42 +00:00
Ton Roosendaal
cae8b8783d - Added initialize to '4' for new tab variable in text window
(prevents crash reported by sgefant!)
- Selection outline for Curve objects didnt draw right after leave
  editmode
- outliner now default when first viewing Oops window (dangerous?)
- Zoom with ctrl+middlemouse works in Oops again
2004-11-01 20:50:42 +00:00
Ton Roosendaal
9a5f98576a Small tweak in dithering; the noise varies around 0.0 now.
Value 'dithering' in buttons can go to '2', for extra noise. 1.0 defaults
to exact 1.0/256.0 noise.
2004-11-01 18:04:18 +00:00
Ton Roosendaal
c66741510c - Fix for #1726, the convex() function is smarter now, checking on valid
trias to test in quad

PLus:

- Add undo-push after 'assign material' in curve editmode, plus redraw
  to reflect material change
- Added tooltips for opengl light buttons in user presets
- Added correct buttons window redraw for armature selecting in
  editmode
2004-11-01 17:03:05 +00:00
Ton Roosendaal
6d672eee9a Last new feature before release; patch provided by Goran Kocov.
In DisplayButtons, Panel "Output", a new slider "Dither" allows to add
random noise dither to rendered output. It works on sky as well as solid
and transparent. Note however that in OSA render, the Unified Render gives
much better results, since that render nicely delivers full scanlines of
high definition color. The old render mode isn't well suited for this
postprocess.

A dither value of '1.0' will exactly add maximum of 1.0/256.0 to the
pixels.

Potential improvements for next releases;
- regular patterns
- dither per color channel
- not only add, but also subtract dither

Also note that this gives best results for print work or stills. Animating it
gives slight visible noise. Also runlength compression wont really work, and
Jpeg needs to be given higher quality too.
2004-11-01 15:21:50 +00:00
Ton Roosendaal
275c5e7ee3 Fix for #1722
Reported was that padplus/padminus doesn't do a zoom in the NLA or Action
windows. Was missing since very beginning! :)
Found conflict with the new NLA strip move up/down, but using the pad
keys for that is a bit too inconsistant. I've now made it using the
PageUp/PageDown and normal plus/minus keys... Hos could check on this
though!
2004-11-01 12:42:03 +00:00
Ton Roosendaal
84b3980b92 Making Curve objects display smooth/solid was nice, but then the Surface
Objects should do that too, right? Bad testing... tsk! :)
2004-11-01 12:11:03 +00:00
Ton Roosendaal
ab36f4a2d2 Select Menu patch, as provided by Campbell Barton, but recoded to make it
a nice separate function, reducing code size to half and keeping it
readable code :)

Functionality; while holding ALT on a mouse-select, a menu will pop up
displaying all Objects that can be potentially selected. Maximum 22
objects will be displayed. When only one object is found it selects it
automatically, otherwise it allows the user to select/activate by the
menu.
2004-11-01 10:59:20 +00:00
Martin Poirier
67ed54a188 Bugfix for #1717 http://projects.blender.org/tracker/index.php?func=detail&aid=1717&group_id=9&atid=125
Scaling with PET with numerical input used a three axis input while it only gave access to one.
Made it use and give access to only one as it should.
2004-10-31 21:45:00 +00:00
Ton Roosendaal
a89a4f531c - Bug #1714; editmode undo error when ESC after extrude (missing undopush)
- Curve Join now moves all curves to 2D (if its 2D)
- FGon extrude keeps FGon flags correctly
- After Append undo-push added
- In almost all Ipo editing commands; undo-push added
- Icons in outliner now all consistant grey
- Zoffs button had to 20 high (hmetal :)
2004-10-31 21:11:03 +00:00
Ton Roosendaal
3e197898f7 Serious omission; select-all also selected hidden vertices/edge/faces
Bad me!
2004-10-31 17:46:04 +00:00
Ton Roosendaal
fdef7d8f1a Fix for #1713
Snap-to on 2D curves could move points out of 2d space...
2004-10-31 14:52:46 +00:00
Ton Roosendaal
12843fc152 Fix for #1715
Old & annoying; error() menu doesnt work while rendering, and is still
called for many occsasions. Error also caused Blender window to screw up.

Now error() just prints during render.
2004-10-31 14:51:35 +00:00
Ton Roosendaal
6c04fe887e Just some nice updates in drawing (extruded) Curve objects;
- display of 'smooth' or 'solid' is correct now
- standard bevel and extrude displays in 'smooth' correctly now (with sharp
  edges where you expect it)
2004-10-31 13:51:36 +00:00
Ton Roosendaal
c00d921739 Three cosmetic changes;
- removed obsolete ">>" from several menu buttons
- removed convert to cardinal/bspline buttons, dont work you know :)
- made sure a HOME event on ActionWindow works on epty window too
2004-10-31 10:52:38 +00:00
Ton Roosendaal
3573252508 Found critical error in using pulldowns and toolbox menus; after returning
from menu code, it left the main window active (for global draw), this
sometimes could screw up drawing calls after... as happens when a command
is executed that draws immediate.

Now the previous window is restored before a menu command is executed
2004-10-30 21:18:53 +00:00
Ton Roosendaal
d292541cac For solid display of curves in editmode; found fix (thnx intrr :) that
hopefully prevents weird results in grabber... error was that the
editNurb was not used for triangulating.

Also; added drawing the wire as extra in solid display editing curves...
that for unfilled curves as well.
2004-10-30 20:46:10 +00:00
Ton Roosendaal
9968d2b5ba Fix for ALT+B loopselect, in Z-culling selection mode...
Order of drawing had to be flipped
2004-10-30 19:12:34 +00:00
Ton Roosendaal
8aa1948c10 AFAIK... last issue with new Z-culling selection.
Since the new menu system draws in backbuffer, the selectionbuffer then
needs a refresh after. Solved by nicely signalling stuff.
2004-10-30 17:13:10 +00:00
Ton Roosendaal
e1fb446ce7 Feat request intrr, he won a bet with me :)
Colorband sliders now activate automatic on a click closer than 12 pixels
away from it. No more clumsy 'act' button stuff.

BTW: Error in utildefines.h, ABS() was defined incorrect.
2004-10-30 16:11:36 +00:00
Ton Roosendaal
f3a6e55c82 Crease edit (SHIFT+E) didnt use the proper edge selection flag yet.
(Bug 1709)
2004-10-30 14:11:05 +00:00
Ton Roosendaal
d149a79ad1 Wybren report #1709:
Deleting only-faces from fgon still draws wires hidden in editmode.

Added extra: when mesh has no faces, it draws wire in solid view, also
doesn't draw the 'fat' outline for selection.
2004-10-30 13:42:49 +00:00
Ton Roosendaal
c47029a710 Menus like 'edge' or 'game engine framing' could get flipped whilst the
alignment of buttons was still active, resulting in garbish.
2004-10-29 18:47:58 +00:00
Ton Roosendaal
aa223d1812 - Two fixes:
1) Sound window displays 'frs/sec' value correct now (found a 25 hardcoded)

2) LeftMouse click in sliders of IpoWind, NLA, Action allows to make
sliders smaller/larger, for quick zoom. Used to work but disappeared in
early this decade or so :)
2004-10-29 17:21:28 +00:00
Ton Roosendaal
408702009e Finally something new!
- in Solid draw mode, curves without faces draw as wireframe now
- in Solid draw mode, curves without faces don't get fat outline on select
- in Solid draw mode, editing curves shows filled now!
2004-10-29 15:39:01 +00:00
Ton Roosendaal
63d81be035 Fix for #1706 (Wavk again!)
- Undo in texteditor didnt work, event (ALT+U) was swallowed by new undo
  menu (ALT+U too)
- global undo doesnt restore UI's as we know... so undo-ing with a text
  editor active cannot always restore correct text block you were editing.
  As extra service I added that when no restore is possible, it links to
  the first block available.
2004-10-29 15:00:11 +00:00
Ton Roosendaal
f33f2abe39 Two more wavk bugs (help he's pestering me!)
- 1702; edge selection should be evaluated properly before adding face
- 1704; crash in separate, two causes here:
        - separate didnt make selection flags consistant (needed badly
          there because of evil code)
        - after adding quad (Fkey) the face was not selected, but its
          vertices were... that can give bad bad crashes
2004-10-29 14:30:20 +00:00
Ton Roosendaal
3d815c3cf6 Bug 1702
Holding shift, while in extrude transform mode ('n', along normal) popped
the extrusion back to beginning, this due to storage of printing value
in dvec[3]. Simple fix :)
2004-10-29 11:35:13 +00:00
Ton Roosendaal
0439f2ce89 Bug fix #1606
Pulldown menu in action window "View All" didnt work
2004-10-28 22:06:42 +00:00
Ton Roosendaal
ca2b8f00eb Potential fix for #1684
Buttons (editingbuttons) flicker when adding armature bones. Added proper
redraw event extra for buttons menu
2004-10-28 21:50:32 +00:00
Ton Roosendaal
9ac0d58d0e Changed order in evaluation for common_instertkey menu, to enable posemode
key insterting working on unselected armature.
2004-10-28 16:22:42 +00:00
Ton Roosendaal
55478b2616 New 'visible only' select didnt work correct when parts of faces were
hidden. The drawing function needs to return the actual face total, not
the amount that was drawn
2004-10-28 14:13:46 +00:00
Ton Roosendaal
3aa1d9432d Fix for #1666
There's a conflict between global undo and editmode undo.  The first one
reloads a .blend actually, so pointers change all over. The latter still
uses the object pointers for checks. To resolve that the editmode undo
system cleans its stack based on object names, not pointers.

In previous code I tried something smart to prevent undo stacks being
reused when you delete an object, and add new object with same name.
That didn't go OK in all cases... so I accept this little quirk for now
(rename object still works though, wont clean the undo stack)
2004-10-28 12:38:50 +00:00
Ton Roosendaal
e82543da88 Fix for report #1671
When you load sound in sequencer, most buttons for the sound where not
displayed (game engine usage only). But half of these buttons are useful
for renaming file paths or make relative paths. Just brought back the
entire panel, with clear info in tooltip what settings apply engine only
2004-10-28 11:03:16 +00:00
Ton Roosendaal
ad7a437653 Bug #1690
Crash on large mesh while vertex painting. Was combo of using shorts
(signed) and just a too low limit (64k).
Now it uses integer for main lookup table and max is 512k. Still an
artificial limit, but this wont crash when you exceed faces, just give
nice warning :)
2004-10-27 10:39:49 +00:00
Ton Roosendaal
0512a1032c Bug #1686
Subsurf, optimal; the outline-selected-draw now uses a normal wireframe
(not optimal) giving a nicer outline.
2004-10-27 09:25:55 +00:00
Ton Roosendaal
9719dc63e2 bug #1681
Using a too short string for a file path (plugin) caused crash
2004-10-27 08:48:49 +00:00
Ton Roosendaal
b7a7e5912a Put back frontbuffer drawing for link-lines, used in the logic editor.
No quick & nice method can be found to prevent using frontbuffer for now.
2004-10-27 07:41:44 +00:00
Ton Roosendaal
d6b2f3574a Bug #1670
Just one simple report, 4-5 hours work...
reported was that selecting in action+nla window is slightly off. Quite
annoying. It appeared to be a wrong usage of View2D facilities, causing
part rewrite of a lot of stuff here. Mainly did it as excercise, to get
better understanding of all of this. Would need some testing though!

PLus; fixed crash while using "single user" menu with Ipos in Object.
2004-10-26 21:10:58 +00:00
Ton Roosendaal
b724cc58b2 Added glBlendFunc() in draw menu, but that's zealotic... anyhoo, who knows
it solves issues with transp menus
2004-10-26 18:47:54 +00:00
Ton Roosendaal
15e1671ec5 Enabling transparent pulldown/popup menus in Blender. Speed of drawing is
not affected when using standard (alpha=255) settings.

Only the backdrop for menus and unselected items can be transparent, the
highighted (active) item remains solid colored.

Just fun eyecandy tho :) but the recode of menu enables this easily.
2004-10-26 12:52:20 +00:00
Alfredo de Greef
c245379175 Bugfixes:
Blender hemilight shadow flag now ignored (reported by varuag).
Texture axes were not exported for procedural textures.
Duplicate armatures were not handled correctly (reported by richie).
Triangle uv-coord splitting (reported by anael, richie & Alvaro).

Additions:
Material 'TexFace' mode now works too, as in Blender it functions as an extra
first texture channel, replacing the base color.

The new noise functions for procedural textures are now supported in yafray,
but is  not quite completed yet, still undergoing changes.
(needs yafray from cvs).

The 'power' button has been renamed to 'EmitPwr', since it controls background,
arealight (including lamp with radius) & material emit power.
This button can now be used with the 'SkyDome' method as well to control
background lighting.
To control indirect lighting power, a button called 'GI pwr' has been added,
only use this when really necessary, first try modifying 'EmitPwr' instead.

Removed:
The 'gradient' button. This includes the python code to set
this parameter as well.
2004-10-26 00:52:12 +00:00
Kester Maddock
657eff7ed7 Port stereo stuff from tuhopuu2: anaglyph, vinterlace 2004-10-24 11:03:18 +00:00
Ton Roosendaal
070d01dd68 Two fixes!
- undo system didn't work in editmode AT ALL!!! (stupid me)
- Lattice deform on non-subsurfed objects did not update
2004-10-22 14:03:20 +00:00