Commit Graph

1528 Commits

Author SHA1 Message Date
Brecht Van Lommel
bce1190874 New icons for the sticky / face select state in the UV editor / Image Window.
The png file containing the icons, 'blenderbuttons', was updated to contain
these new icons. It now also contains the icons from the 2.30 ui makeover.
The file had not been updated since then.
2004-04-05 12:42:23 +00:00
Ton Roosendaal
bcb7e33813 - bugfix #1013
When you try to SHIFT+F1 Link a file, but accidentally choose the current
file, the error handling didn't immediately close the file. That can give
problems with saving over with CTRL+W.
Fix is that filesel.c now prevents selecting the current file.
2004-04-05 11:25:25 +00:00
Joseph Gilbert
381605be7d - documentation for armature/bone methods update 2004-04-05 04:17:46 +00:00
Joseph Gilbert
136b66c19f - getBones() fixed - returns all armature bones including children 2004-04-05 04:17:01 +00:00
Martin Poirier
09b19aead2 Revert the changes I did in solve_constraints.
The real bug is in the matrices blending function which doesn't handle non-uniform scaling correctly.
I've minimized the occurence of the bug by calling the blending function only when the influence is smaller than one (woah, optimisation AND bug fix!)
This should make the bug disappear approximatly 90% of the time since people don't use influence all that often (also, this only applies to constraint that are alone, not using influence IPOs to switch between two constraints).

I'd solve the blending function bug, but I haven't had much time to dig into it really.


Incidently, by reverting to the previous code, this solves bug #1069 http://projects.blender.org/tracker/index.php?func=detail&aid=1069&group_id=9&atid=125
2004-04-04 17:23:51 +00:00
Martin Poirier
9bb2ad02ad Fix for bug #1109 FollowPath not working with motion blur
http://projects.blender.org/tracker/index.php?func=detail&aid=1109&group_id=9&atid=125
2004-04-04 16:20:49 +00:00
Chris Want
05707df10c Making the SDL CD stuff link right. 2004-04-04 15:33:18 +00:00
Roel Spruit
96e5e1d5f0 - Added source\blender\python to MSVC 6 debug target include path for KX_Ketsji
- Added vertex_loop_select to bif_editmesh.h (gave a warning)
- Re-added "Get Same Uv" feature. this selects all faces that have the same uv-texture as the active face. it's placed in the Select headermenu while in faceselect mode.
2004-04-04 11:34:43 +00:00
Joseph Gilbert
32b0677d96 - added support for adding/parenting bones to armatures
- fixed getArmatureIpo compiling error
2004-04-04 08:34:43 +00:00
Chris Want
3b680da036 Making noise.c more palatable on irix. 2004-04-04 01:36:16 +00:00
Michel Selten
141b7673c9 Python API update. Again by Anders Nilsson.
* Addition to the Object module.
  obj.getActionIpos(). This method will return a dict with all ipo keys.
  Only works when the Object is an armature.
2004-04-03 20:24:46 +00:00
Ton Roosendaal
22a62a285c - bug fix #1086
using backbuffer, and having an odd number of lines in image, skipped the
  last one to fill in backbuffer...
  An oldie!
2004-04-03 17:11:14 +00:00
Daniel Dunbar
900f997208 - moved dm_menu var to declaration section
- no need for it to be static
2004-04-03 16:26:45 +00:00
Stephen Swaney
4a2efa7acf add missing comma 2004-04-03 15:10:17 +00:00
Ton Roosendaal
e331b395b0 and the sconscriptstructthingemabobs! 2004-04-03 14:07:30 +00:00
Ton Roosendaal
07cd0ac910 - oh, the new C file! 2004-04-03 14:01:13 +00:00
Ton Roosendaal
0ae03d1626 Eesho's patch for new noise textures!
Basically this provides three new things:

1. Choice of a list of noise-base functions, which can be used by the
   current Clouds, Marble, Wood textures as well.
2. Three new texture types: Musgrave, Voronoi and DistortedNoise
3. Python access to noise functions (not for render!)

All of this together makes Blender's builtin procedural textures a LOT
more powerful. Here again, a full webpage should be made to show off all
possibilities, and explain some of the more scientific names for settings.

A good read on Musgrave textures can be found here:
http://www.ypoart.com/Downloads/Musgrave.htm
About Voronoi:
http://www.ypoart.com/Downloads/Worley.htm
I can't find official DistortedNoise docs easily... maybe its something
Eeshlo created himself.

I've spent some time to change the patch Eeshlo provided. Worth noting:
- created main texture "Musgrave" with 5 sub choices (instead of 5 new
  main textures)
- added for all new textures the option to scale (zoom in out)
- added patch in do_versions to initialize variables

I hope the Python team will check on the Noise.c API. And include in docs!
2004-04-03 13:59:27 +00:00
Kester Maddock
164463e200 #define some constants for physics engines in DNA world types. 2004-04-03 00:04:44 +00:00
Chris Want
34ecd03f7d Changed the physics menu to expect a pointer to an int for
&wrld->physicsEngine instead of a pointer to a short.

car: please rebuild and test.

Kester: please check the entries/values in the physics menu (they
differ from the values in tuhopuu).
2004-04-02 22:18:36 +00:00
Michel Selten
ce9a3d0b46 Bug fix provided by Anders Nilssen.
TotIpo was never meant to be exposed in the Ipocurve object. It's a variable
to store the number of IPOs.
2004-04-02 20:26:58 +00:00
Michel Selten
7707bceec3 Anders Nilsson has promissed me to provide some updated Python API docs :)
Python API documentation updates for the Object and Ipo modules.
Provided by Anders Nilsson (breakin)
2004-04-02 19:53:53 +00:00
Kent Mein
a234885db8 Lowered optimization for solaris gcc to -O1
this is for bug # 1052  Basically the higher optimization causes
blender to choke on the provided blend file.

Kent
2004-04-02 19:37:20 +00:00
Michel Selten
7cc4d7525d Python API fixes. Provided by Anders Nilsson (breakin)
* Typo fixed in IpoCurve_getInterpolation.
  'Bonstant' was used, while 'Constant' is what we want.
* IpoCurve.getName now also returns curve names for action-IPOs.

* Update to the Object module:
  Added obj.getTimeOffset() and obj.setTimeOffset() methods

Anders Nilsson has promissed me to provide some updated Python API docs :)
2004-04-02 18:38:38 +00:00
Kester Maddock
8e5fd5bba3 Added blender python module to game engine.
Updated Scons & Makefile
2004-04-02 13:21:04 +00:00
Kester Maddock
594040f769 Allow C++ linkage for the python module. 2004-04-02 13:18:54 +00:00
Kester Maddock
51830fa0e2 Speed up the physics engine by cutting down on the number of fix pass iterations. 2004-04-02 12:35:48 +00:00
Ton Roosendaal
e5749a632e - disabled 'ray shadow' option from UI and render for Hemi lights.
reason is that raytrace code doesnt like shadow on backfacing faces
  at all. the hemi light is omni-directional, and would need a shadow
  calculation to mimic this as well. the new 'Ambient Occlusion' patch
  will make that possible.
2004-04-01 13:27:24 +00:00
Brecht Van Lommel
d7f3f66728 New UV editor / Image Window features:
- Draw Faces in the UV editor
- Draw Faces, selected in the UV editor, in the 3D view
- Draw Shadow Mesh in the UV editor (for faces unselected in the 3D view)
- Select Linked UVs (LKEY)
- Unlink Selection (Alt+LKEY)
- Stick (Local) UVs to Mesh Vertex on selection
- Active Face Select
- Reload Image
- Show / Hide Faces in the UV editor (H, Shift+H, Alt+H)
- Proportional Editing (O, Shift+O)
- Stitch, Limit Stitch UVs (snap by mesh vertex)
- Weld / Align UVs (WKEY)
- UVs Snap to Pixels on/off switch
- RMB in Texture Paint or Vertex Paint mode picks color
- Select Inverse in Faceselect mode

I hope these are all the features that were commited. The new UV Mapping
panel (and code) will follow later.
2004-04-01 12:55:12 +00:00
Kester Maddock
fd470d9623 * Only load needed extensions (ie none.)
* Fix bug in version query.
* First commit!
2004-03-31 12:20:02 +00:00
Stephen Swaney
79ecc08b89 more housekeeping. move static declarations and definititions out of .h files.
tidy up initializers and  c++ style comments.
2004-03-31 07:40:08 +00:00
Willian Padovani Germano
fa0196b8f9 BPython:
- tentative fix for scripts with CR/LF endings and split lines:
    in 2.32, the ac3d and vrml2 exporters, for example, had lines
    split with '\\\\' and so gave syntax errors when executed on Win
    platforms, because the scripts bundled with Win binaries had dos
    line endings.

- Chris Keith has written code to execute Python scripts from the
  command-line, with '-P ' switch: "blender -P filename":
    a Blender.Quit function was also added, so Blender can quit after
    running the script (end the script with Blender.Quit()), but there's
    still work to be done in this part, including adding more functions,
    to load / save .blend files and to run scripts.  More testing and
    discussions are necessary.

Thanks Chris, for both your contributions and your patience, since I
wasn't available to check / commit this for a while.
2004-03-31 04:18:39 +00:00
Kent Mein
2b27a909f0 Fixed the fix I did earlyer. (Move var declaration up in the function
to where it should be)  Darn SGI ;)

Kent
2004-03-30 14:41:08 +00:00
Kent Mein
137e82f0e6 Added iris zsize=2 support. Provided by Melchior Franz.
Kent
2004-03-30 14:33:02 +00:00
Nathan Letwory
514edaa6bb Fixes bug #948 (http://projects.blender.org/tracker/index.php?func=detail&aid=948&group_id=9&atid=125)
Fixed Blender crashing on f3 with tooltip showing and renderwin active.

Searching for the source of this problem it became apparent that on win32 the UI kept being responsive to mousemovement events, even with Blender not being the active application. This commit fixes this too.
2004-03-30 08:54:02 +00:00
Chris Want
c2a691a94e Support for the STL (stereolithography) file format. Reads the ASCII and
binary subformats, and writes the binary subformat. Read is done with
usual F1, write is done in the menu 'File->Export Selected->STL'. Writes
meshes only, writing the 'displistmesh' if subsurf is on. The 'magic'
to determine whether it is reading the binary or ASCII subformat
could use a little work, but makes the correct choice most of the time.
2004-03-30 03:10:34 +00:00
Kent Mein
53b9bc5990 Bug fix for #977
Removes the creation of a password table for Non Windows machines
and instead calls getpwuid Was a lot slower before,
 on systems with many users.

fix provided by Ryan Hayward (rhayward)

Kent
2004-03-29 18:39:48 +00:00
Daniel Dunbar
5d8a0fe8bc - change <bpy_types.h> to "bpy_types.h" 2004-03-29 13:59:55 +00:00
Daniel Dunbar
6d8c0dc72c - fix use of unitialized variable in v2d scrolling (mousewheel code) 2004-03-29 13:50:21 +00:00
Stephen Swaney
f3feb77918 General housekeeping and cleanup. Move static declarations and
data definitions from .h files into corresponding .c files.
Blame zr for this since he's the one who pointed out that our
bpy headers were a mish-mash of stuff that belonged in the .c files!

In a nutshell, the headers should contain the declarations necessary
to use a module or class.  The implementation files ( .c in this case )
should contain statements that allocate storage ( definitions in
the C sense ) and executable code.

When used at file scope, the keyword 'static' means "don't tell
anyone else about this".  Since headers describe a public
interface, static declarations and definitions belong in the
implementation files.

The net result of all this is that after stuff has moved out
into the .c files, the .h files are empty or mostly empty.
I didn't delete them since there seem to be some public
declarations and because I did not want to cause too much
disruption at one time. Time enough for that later!
2004-03-29 08:16:18 +00:00
Chris Want
0a6d0e62e1 A fix for the MIPSPro 7.4 compiler ... please let me know if there
are problems with 7.3.
2004-03-28 22:37:56 +00:00
Chris Want
8476097a01 Disable compilation of the game engine for irix.
I don't want to do this, but the new Open GL extension stuff won't
compile under Irix, and the glext.h from sgi only works under
linux/windows (Kester: can you look into a work around for this?)
2004-03-28 22:36:28 +00:00
Chris Want
07067e1a95 I had misspelled a macro name. 2004-03-28 22:33:21 +00:00
Brecht Van Lommel
bbb94cd3df Fixed bug #963: UV editor wrong center
When using "From Window" unwrapping in a 3d view (that isn't square), the UV
coords would not be centered in the UV editor, even if the object was centered
in the 3d view.

Fixed two warnings (type definition defaulted to int for a variable that
should have been a float).
2004-03-28 22:13:25 +00:00
Chris Want
2cd00774cd Makefile support for solid -- assumes solid and qhull are in the lib
dir, i.e., ../lib/your_platform/{solid|qhull}.
2004-03-28 21:56:00 +00:00
Daniel Dunbar
9206a1eba6 - replaced G.{edve,eded,edvl} with G.editMesh, atm just a structure to
hold the three lists, nothing major, but gives a place to hang data
    off of and a single "mesh" structure to pass around for editing
    functions.
2004-03-28 08:46:35 +00:00
Ton Roosendaal
d29d7030b6 - bug #979
the non-flat quad detecting routine apparently didn't do anything
  anymore! I've fixed it now with more comments, so people are warned
  not to mesh with this... er... mess!
2004-03-27 18:27:55 +00:00
Ton Roosendaal
d3670aa4be - bug fix #996
Apparently the reorganize of code in this c file, to merge the converter
  routines for normal Mesh and subsurfed Mesh, cancelled out the fix I did
  before to make sure Material option Wire correctly takes the OPTIM mode
  into account.
  Error was that it always rendered in OPTIM wire for subsurf, regardless
  setting for subsurf.
2004-03-27 11:32:25 +00:00
Stephen Swaney
34693b400d fix warnings about implicit declaration of sprintf before Mom finds out. 2004-03-26 01:12:45 +00:00
Nathan Letwory
89ebf84b41 [GameEngine] As Kester Maddock pointed out to me, I had left one small, but important patch out. Now 2.25 blends are read correctly. 2004-03-25 18:17:40 +00:00
Ton Roosendaal
50cee47be0 - typo in 'saave as videoscape'/ :) 2004-03-25 16:13:32 +00:00