Commit Graph

49420 Commits

Author SHA1 Message Date
Ton Roosendaal
a07cc9a296 Bug #1957
Blender ALT+Z drawmode didnt support quad lights.
2004-12-04 10:51:04 +00:00
Kester Maddock
ae8102c8d6 Update the physics engine: interpolate between frames so track to/camera actuators work properly. (bug #1816) 2004-12-04 09:51:04 +00:00
Ton Roosendaal
d109dc7685 Two small fixes;
- on exit editmode, displist for subsurf was not made, causing static
  particles to calculate wrong
- static particles were not selectable
2004-12-03 23:22:21 +00:00
Ton Roosendaal
792c5334f8 - added undo pushes for buttons invoking file window in scene buttons
(set directory, backbuf, scene)
- small annoyance; after extrude the transform() didn't react to the
  "midtog" feature (middlemouse constraint)
2004-12-03 22:04:28 +00:00
Ton Roosendaal
1fc26457f4 Bug fix #1952
When rotating camera itself in camera view, and choose local axis rotate,
the camera flipped around. Was due to using viewmat[][] while it changes...

Solved in the simplest elegant way; hope Martin will cope with this in new
transform!
2004-12-03 21:25:56 +00:00
Ton Roosendaal
ded466b0c2 Bug fix #1945
Undo push missing after "ALT/SHIFT+D and ESC".
2004-12-03 20:41:53 +00:00
Ton Roosendaal
73b7d9f80b Fixes in static particles. Result of going over details with Chris Burt,
thanks for that!

- static particles that are being deformed (curve/lattice/armature) now
  display correct in 3d window. Only updates when particle system updates
  normally though
- static particles without "animate" set didn't deform even
- static particles used as duplicators had errors with extreme low "life"
  value for particles. Also, still cases could happen with unrotated duplis
  at the end of a static particle line (with Vect option)
- Added tooltip for "Step" option in particles
2004-12-03 20:22:37 +00:00
Ton Roosendaal
4193f1cd7f Bug fix #1946
Editmode Mesh, edge selectmode, not zbuffer on. Selecting edges didnt give
a small disadvantage to the already selected one, making it hard to select
edges that are extreme close or on top of each other.
2004-12-03 18:04:33 +00:00
Ton Roosendaal
0d9f06cce4 Bug fix #1947
Unified render added sky with alpha=1. Found the way how to fix it, didnt
dare that yesterday. :)
Now sky is rendered with alpha=0, like normal render.

Thanks to the recent reports, a lot of old issues with unified render have
been solved. This is going to be pretty OK!
2004-12-03 17:03:35 +00:00
Ton Roosendaal
7a686d2d7e Bug fix #1948
When using a backbuffer with alpha, but alpha is not premulled, you can
get weird rendering results with halos or lens flare. This was caused by
optimize rule in alpha routine that assumed alpha==0 means color is zero.
Removed for the the halo case.
2004-12-03 16:44:48 +00:00
Ton Roosendaal
25165da42d Fixed the very annoying display of User Settings Menu when Blender window
is wider than 1280 pixels. It now keeps scale at 100% then, without zoom.
2004-12-03 16:32:24 +00:00
Ton Roosendaal
9c9047a641 Fix for #1951
Textbuttons and buttons showing ID names (Objects, etc) were accidentally
also translated. Error since 2.3 recode. :)
2004-12-03 15:28:48 +00:00
Ton Roosendaal
1411f7ed59 Fix for #1700 and #1941
When a font for 3d Text Object doesnt exist anymore, Blender could crash.
Thanks Rob Haarsma for fixing it.
2004-12-03 14:30:32 +00:00
Ton Roosendaal
81702927a8 Bufix for #1940
With material slider "Ray Mir" set non zero, but with toggle "Ray Mirror"
off, Blender accidentally entered a part of raytracing code, screwing up
the alpha value of the result.
2004-12-03 10:16:29 +00:00
Kent Mein
e6489f4a55 Added
#define B_UNLINKIMA            1358

Since it was undefined and causing things not to compile.  Whoever added it
might want to move it but hey its working again for now. ;)

Kent
2004-12-03 02:42:21 +00:00
Ton Roosendaal
4c7bd73741 Fix, reported on irc by K-rich.
Texture buttons didn't allow to unlink the image. Nowhere in Blender this
even is possible or happens... reason for blocks to get "stuck" in file. :)
2004-12-02 22:39:16 +00:00
Ton Roosendaal
541e36fe11 Added new option:
In renderwindow, press AKEY to see the alpha in B&W. Another AKEY shows
normal RGB again. This uses glColorMask, an opengl 1.0 function.
Really needed it for debugging alpha in rendering. :)
2004-12-02 21:22:17 +00:00
Ton Roosendaal
aa92e3e37f Bufix #1942
Halos with Flare option didn't render correct in Unified render, they were
added twice!
Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed.
2004-12-02 21:18:58 +00:00
Ton Roosendaal
47230dbf75 Bug fix #1939
Combining panorama scene and Sequencer effect on scene (like glow) crashed.

Found two other issues;

- on click in sequencer, the image output window didn't redraw correct, but
  only when a render window was opened. Caused by missing 'activate' call
- added a pause in dragging-frame loop to make it idle friendly
2004-12-02 18:12:18 +00:00
Ton Roosendaal
64620dd650 Reported on IRC, Wavez:
Objects with negative scale draw TFaces front/back inverted in FaceSelect
mode. Added same solution as 2 releases before for Solid draw mode.
2004-12-02 16:08:49 +00:00
Ton Roosendaal
8896a50807 Selection on faces now includes the facedots in solid/visible-only mode. 2004-12-02 16:01:15 +00:00
Ton Roosendaal
a7e250e85c Bug fix #1937
In unified render, halos can give black/colored overflows. Found it this
happens with halos that are behind the camera clipping range. Halo clip
just had some weird code for panorama corrections...

In the provided .blend of report found 3 more glitches;

- after render particle system with Material Ipo, values for material were
  not restored correctly
- Meshes with particles didn't draw axis (draw extra) on correct location
- Same as above, axis didn't draw in selected color.
2004-12-02 14:52:40 +00:00
Ton Roosendaal
38f9dc057a Bug fix #1935
Using header view3d pulldown for "align active camera to view" didn't clear
the abused modifier value correctly. Learn from this:

incorrect: G.qual &= ~LR_CTRLKEY|LR_ALTKEY;
correct:   G.qual &= ~(LR_CTRLKEY|LR_ALTKEY);
2004-12-02 12:37:08 +00:00
Stephen Swaney
70c386cddf bugfix: #1930 Mathutils.Euler constructor fails to initialize class variables
Euler object was holding pointer to bad memory.
Euler now owns internal array memory and frees it in destructor.
2004-12-01 23:09:59 +00:00
Ton Roosendaal
8fc85d9c8f Three little fixes as reported by Campbell;
- Mesh editmode; SHIFT+F fill didnt set default vertex color
- Parented spotlight had wrong (black) dashed line to parent when selected
- Constraint line draw while transform wasn't reset, causing sometimes to
  draw when using the (ugly) G.moving flag...
2004-12-01 22:35:42 +00:00
Ton Roosendaal
fdf3b12682 Fixed old annoyance in Blender;
With mouse cursor over a screen-edge (between windows) none of the hotkeys
worked. Now it checks for the global list of keys, including screen-switch,
quit, frame change, Fkeys, load/save, undo/redo, etc.
2004-12-01 20:10:08 +00:00
Ton Roosendaal
63d38ede15 Bug fix #1922
Gauss filtered render now supports using Part render too.
Solved by increasing part sizes with 1 pixel around, but only with gauss
set.
2004-12-01 19:46:58 +00:00
Ton Roosendaal
f2a265f0c5 Buf fix #1928
Bug in Unified render with Edge outline option. Appeared to be lack of
setting buffer pointers at NULL after a render. Bad one, oldie. :)
2004-12-01 16:47:26 +00:00
Ton Roosendaal
2f79bdd872 Bug #1924
In PoseMode, selecting multiple bones and transform() it crashes.
Found out the bones were not even counted at all! Bug since 2.25...
2004-12-01 15:57:33 +00:00
Ton Roosendaal
d7c8ff725a Bug #1909
When choosing "render engine" in Scene Buttons, the newly added or removed
Panels didn't invoke a re-alignment event yet.
Also added code that inserts new panels as good as possible on their
previous locations. This works reliable for 1 new panel, not for more, this
because a Panel only stores its old location, not the locations of all
Panels in a given configuration. Consider that minor issue...
2004-12-01 12:39:14 +00:00
Kester Maddock
10e64fe4b4 Only do event processing for ipo actuators on frames. 2004-12-01 08:43:58 +00:00
Kester Maddock
d098d94372 Make objects lit by default if there is a light in the scene, and no other face information exists for that object. 2004-12-01 08:43:02 +00:00
Kester Maddock
8b9de908bb .scr patch (from Raymond Penners)
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost

- Any blenderplayer.exe (with the patch applied) can be renamed into
something.scr, and it will behave as a Windows screen saver.
(Right-click the .scr file, and select "Install". Then, it will appear
in the screen saver properties dialog part of the display settings,
including small preview et al).

- The screen saving functionality does not affect the executable when
it is NOT named .scr

- The screen saver automatically exits when the mouse/keyboard is
moved/pressed. There is no more need to wrap blenderplayer.exe into a
bat file and use python quit controllers, or whatever else is
suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html

- It has been currently been tested to work Windows XP
2004-12-01 08:35:38 +00:00
Ton Roosendaal
40f1dfe380 Bugfix #1915
In unified render, AO with option "Sky" could give black dots, caused by
an overflow due to division by zero (was clipped away in normal render).
2004-11-30 22:46:13 +00:00
Ton Roosendaal
1534066d5b - Bug fix #1913
Lasso select on objects didnt work with multiple views, due to lack of
calculation of screencoords.

- Bug fix #1914
Hooks didn't update 'parent' when snapping to grid a Hook. Solved it for
snap to cursor too.
2004-11-30 22:32:52 +00:00
Kent Mein
e7bd591842 Removed an unused variable and the autoconf config.h stuff.
(was hunting down why audio isn't working on solaris and figured
I'd clean up the warning)

Kent
2004-11-30 19:10:43 +00:00
Ton Roosendaal
d9e4a8580e On report from IRC: expand/shrink selection (CTRL + numpad-plus/minus) did
not work with edge/face selection modes correctly yet.
2004-11-30 13:06:00 +00:00
Willian Padovani Germano
6d9c02be4c Scripts:
- Fixes by Jean-Michel Soler: mod_ai2obj.py, mod_svg2obj.py;
- Fixes by Campbell Barton: obj_import.py;
- Small fix to mod_meshtools.py (fixes bug #1605: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1605&group_id=9);
- Updates by Jean-Baptiste (Jiba) to his blender2cal3d.py;
- Updates to all his import / export scripts (added doc data) by Anthony D'Agostino;
- Update to off_import: support for uv data, by Arne Schmitz.

BPython:
- Removed Object.get and .getSelected (deprecated long ago, we use .Get and .GetSelected) -- fixes #1861: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1861&group_id=9
- Applied patch by Michael Reimpell: quat.c - fix for wrong initialization with newQuaternionObject; Mathutils documentation improvements.
- Stani reported a wrong return msg in IpoCurve.Get (that is unimplemented).

Thanks to all coders mentioned above!
2004-11-30 02:27:46 +00:00
Ton Roosendaal
a54cde872d Fixed fgon issues;
- removed rule restricting to co-planar fgons; isn't useful anyway. Now
  allows to fgonize the entire surface of a tube :)
- Hide/Reveil fgons cleared fgon flags
- Reveil ended with wrong selection status for verts/edges... solved with
  correctly using EM_select_edge and EM_select_face
2004-11-29 12:57:35 +00:00
Ton Roosendaal
e2d4750f41 Bug reported by Wavez;
Leftmouse select option doesn't work with "Emulate 3 button mouse" option.
The latter maps middle mouse to ALT+leftmouse, frustrating loop select for
example.

Add tooltip to say this, made option to disable automatic on load (version
check) and made buttons redraw to show option being disabled.

Note; wrapping middle mouse to ALT+RMB will frustrate 1 button mices... the
current code for leftmouse-select is a hack at best, better do this good
when we have proper event handlers system.
2004-11-29 12:15:25 +00:00
Alfredo de Greef
9ba60811b5 bug #1897: Added check to make sure plugin actually loaded correctly. 2004-11-29 05:33:32 +00:00
Ton Roosendaal
45cd17b584 Ack, previous commit (4 hr ago) cancelled out recalculating lookop tables
for Gaussian filter.
2004-11-28 23:11:41 +00:00
Ton Roosendaal
c079987dfe Improved rule for selecting objects in solid view, the old method skipped
selection when clicked object was already active (didnt deselect others,
nor select active when it was not selected).
2004-11-28 22:29:28 +00:00
Ton Roosendaal
f11c448cab Fixed something that annoyed me for ages;
In Object mode, Solid drawing, selection was just always not what you
wanted, the rules for wireframe (cycling) can't be used then.

New rule is;
- it always selects the frontmost visible item (wires in solid too), unless
  - frontmost is active already, then it picks the 2nd
  - mouse didnt move 2 pixels while selecting, then it starts cycling

Works nice :)
2004-11-28 19:48:53 +00:00
Ton Roosendaal
12795fede8 Bug fix #1903
Bug in Nurb Surface orco, causing illegal pointer to be set, and crash.
Another oldie, pre-2.25!
2004-11-28 18:35:40 +00:00
Ton Roosendaal
ac9f9298fd Fix for #1902
For composting sky behind alpha, a gamma corrected alpha_under was used,
but Blender didnt make the gamma tables unless OSA was set.
Old bug!

Changed; while rendering with "Backbuf" that doesn't exist, blender still
renders, but without backfbuf now. It used to stop render and return, with
only a print in console... confusing.
2004-11-28 18:14:57 +00:00
Ton Roosendaal
a7630c6faa Fix for unified rendering;
Gaussian sampling/rendering now supported too!
Also corrected gamma corrected adding of colors, which gives better alpha
and blending with sky than normal render does. The latter I could check
once too...
2004-11-28 14:28:55 +00:00
Jean-Luc Peurière
aa6484db87 cleaning commit
shut the warnings GCC was producing for Os X
2004-11-28 12:14:27 +00:00
Ton Roosendaal
8e9d54ced0 Not really bug, but fix for report in tracker;
Added more support for lasso select; it now does:
- UV FaceSelect
- Editmode curve, surface, lattice

Missing: MBall and Armature; these make use of opengl selection still.
2004-11-28 11:32:55 +00:00
Ton Roosendaal
20cd56e4af Bug fix #1842, "black scanlines appear in render on windows".
Thanks to Brecht & Valgrind, found 2 cases for unitialized variables in
the render code. Both were for 2D texture input (Window and Sticky) which
didn't initalize a the third coordinate. Goes fine for 2D textures, but not
for 3d ones :)
2004-11-28 10:31:18 +00:00