Commit Graph

49420 Commits

Author SHA1 Message Date
Ton Roosendaal
1a49bf0c37 Bug #1721
Crash reported on combo of append object, do global undo, and re-append
same object. Appears to be an open filehandle...
2004-10-31 20:18:14 +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
Willian Padovani Germano
13e7525152 BPython -- a few fixes:
-- fixed bug #1689:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1689&group_id=9

Reported by Tom Musgrove (thanks), the problem was that Window.QHandle was not passing events to windows that had id's below the current active window.  It was a stupid mistake (mine), the code was iterating from curarea instead of from the first area in the areabase list.

-- fixed bug #1568:
http://projects.blender.org/tracker/index.php?func=detail&aid=1568&group_id=9&atid=125

Stephen investigated the problem, reported by Gabriel Beloin, and left hints in the bug report, thanks :).  I also implemented what he suggested, now Effect.Get('objname') returns a list with all objname's effects and as before, Get('objname, position') returns the effect at position 'position'.  Ref doc already updated.

-- Allowed menu registration lines to appear commented out -- Python comments: '#', of course -- (suggested by Michael Reimpell) in scripts:
Some Python doc tools need the doc strings between triple double-quotes, so to avoid conflicts scripts writers can now comment out the registration code, it should work anyway.  Michael also provided a patch for this a few days ago, too (thanks), but to keep changes at a minimum because of proximity to a release I didn't use it.
2004-10-31 04:09:19 +00:00
Ton Roosendaal
e82d208b1c ESC during scanfill (triangulate) delivers corrupted memory
(well, not on OSX to be noticed :). Discovered thanks to adding filling
of curves in Solid display, and bugreport of intrr that ESC in grabbing
curve gives weird corruption.
2004-10-30 22:53:27 +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
02b2fc5ec8 Added warning in makesdna to check for total struct sizes.
Found error in wipe struct, which was even constructed terrible weird :)
2004-10-30 12:06:22 +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
Kent Mein
bd9ac7d6ec Added an #ifndef PRINT
to get rid of this: "../../blenlib/BLI_blenlib.h", line 332: warning: macro redefined: PRINT

I know pathetic but hey...

Kent
2004-10-29 13:30:34 +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
6321adf0d1 bug fix 1698
- border render + backbuf crashed (!)
- escape from border render didn't put half-rendered result in final pic
2004-10-28 21:21:24 +00:00
Ton Roosendaal
1b293777b8 Brought back overkill of displist creation for armatures and deform...
Got some testfiles that I cannot get to work quickly, better do this
after release (again)
2004-10-28 21:12:26 +00:00
Chris Want
8c0b126bc2 Related to gameplayer png bug: cygwin needs to find the zlib library
too. (Thanks Richie)
2004-10-28 17:29:03 +00:00
Ton Roosendaal
e2f33871be Duplicator object which is being deformed now gives deformed duplicates
too. Feat request & discovered by S68. :)
2004-10-28 17:22:10 +00:00
Ton Roosendaal
f7e899a194 Render with backbuffer, using border, crashed... was commit of many months
ago by self. Tsk!
2004-10-28 16:56:23 +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
9326a6cf51 Report 1659
Delete object, after selecting it in Oops (not outliner!) crashed blender.
2004-10-28 14:47:53 +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
53da078c56 Fix for #1691
Using octree resolution 512 easily could overflow fixed sized array that
holds all node branches. Had to jack that up...
2004-10-27 09:59:25 +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
369c5f03c9 Fix for #1679
When rendering from localview, the lamp layers were not evaluated properly
for "Layer" option in Lamps. This because localview uses layers 24-31. :)

Fix is simple; just not use localview layers for lamp while render.
2004-10-27 08:41:51 +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
ae76eaf9cb Fix in Makefile for added png library 2004-10-26 21:33:47 +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
Kent Mein
06cb471269 Fix so it compiles on my machine....
Changed:
        row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
        row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];

Thanks emil....

Kent
2004-10-26 13:04:27 +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
Nathan Letwory
85c889108d add necessary include paths for scons needed after fix for screenshot. NOTE: GPC_Canvas.cpp doesn't compile with msvc7 currently! 2004-10-25 15:52:54 +00:00
Kester Maddock
e4d22a8021 Tweek the stereo settings: allow negative eye separation. 2004-10-24 23:50:44 +00:00
Kester Maddock
e398ad2c0e Do a complete physics timestep each step instead of some per frame 2004-10-24 23:48:04 +00:00