Commit Graph

47594 Commits

Author SHA1 Message Date
Ton Roosendaal
28303c80e7 Bug fix 1982
Three buttons, showing float values, had only precision of 2 digits.
Made it three.
2004-12-07 18:14:03 +00:00
Ton Roosendaal
bc76f088bb Bugfix #1981
Pad-minus key didn't work in typemode transform().
Very easy, just flipping an && with || :)
2004-12-07 18:06:13 +00:00
Ton Roosendaal
0e7ac575c0 Sneak in little feature for texture editing pleasure;
- New channel for "Map to" added, "Warp"
- Use the slider next to the option to set amount of influence the texture
  will have on the coordinates of the next texture.
- Warp uses for this the same values as for Normal or Displacement mapping
- Warp remains active for all channels, until replaced (or zeroed).
2004-12-07 17:46:14 +00:00
Ton Roosendaal
d0cdf2bd4b More tweaks related to bump mapping quality;
While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.

NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.

For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.

Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
2004-12-07 14:46:48 +00:00
Alfredo de Greef
198ce177a3 Added support for normalmaps. 2004-12-07 05:31:17 +00:00
Ton Roosendaal
23b14eccec Bug fix #1978
Stencil in World didn't work with RGB textures (like what returns from
colorbands).
2004-12-06 19:14:53 +00:00
Ton Roosendaal
e4d428b539 Tweaked support for normalmaps to be OK.
http://www.blender3d.org/cms/Normal_Mapping.491.0.html

main changes:
- The "Map Input" in Blender for normals was negated
- Range for Z in normal map is Z (0-1) to Blue (0-255)
2004-12-06 18:05:42 +00:00
Ton Roosendaal
049adae624 Bug #1970
Objects being vertex-parented to a mesh, which in turn was being deformed
by a curve or lattice, were never update correctly.
Whilst this is a typical issue for our beloved new Dependency Graph, I
consider it worth at least solving for now. An issue since Blender 1.0
you know. :)

Solution is only working for this specific case; vertex-parent to deformed
object.
2004-12-06 12:24:10 +00:00
Kester Maddock
5590c179f5 Fix the case when the physics system starves the logic & renderer of CPU time. If this happens, we reduce physics precision to maintain some framerate. 2004-12-06 11:15:50 +00:00
Kester Maddock
e54f51c462 Fix numerical precision issue in physics. Dividing by a number too close to zero would make the impulse response normal large hence the jittering. 2004-12-06 11:10:41 +00:00
Kester Maddock
85a8203cbc Set the default physics tic rate to 90 Hz 2004-12-06 11:01:42 +00:00
Kester Maddock
88e435a52a Don't try to interpolate from prop ipo actuators 2004-12-06 10:58:38 +00:00
Ton Roosendaal
74256b8b7d Bug fix #1972
AKEY didn't toggle open/close outliner. It'll be back temporal, until
definitely defined what to do with selections in it.
2004-12-06 09:57:01 +00:00
Ton Roosendaal
947b99b0ce Outliner crash reported bu K-rich;
- with outliner visible
- alt+d (linked dupli) an armature
2004-12-05 23:24:43 +00:00
Ton Roosendaal
1e811c7886 Bugfix: normal mapping for textures wasn't rotated back to view space,
causing weird results on camera moves or object rotations.

Added: support for "normal maps". See for example:
http://members.shaw.ca/jimht03/normal.html

The Image panel in Texture buttons has new option "Normal Map" for it.
When this is used, normals are read straight from RGB values, and blended
with the current normal.
2004-12-05 21:49:13 +00:00
Ton Roosendaal
0b24f20a79 Bugfix/feat request... in textured view mode the Build Effect didnt show. 2004-12-05 21:46:30 +00:00
Ton Roosendaal
6c52311ee4 Reported on IRC;
Converting subsurf to mesh didn't display new Mesh object in correct wire,
when susurf was optimal.
2004-12-05 12:05:28 +00:00
Willian Padovani Germano
a368426d26 BPython, two bug fixes:
- #1911: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1911&group_id=9
    BOOL properties were returning True always, small mistake in logic.c's getData method.
- #1944: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1944&group_id=9
    G.vd was not being checked against NULL in Window.ViewLayer, causing a crash when this function was called from a command line script.  Now it returns an error in such cases.
- small doc updates, tiny minor change in Object.c.
2004-12-05 04:01:57 +00:00
Alfredo de Greef
263479dfba Added support for the extra texture channels. 2004-12-05 03:51:01 +00:00
Kester Maddock
ef971de66d Fix Action & IPO actuators: (Bugs #1921 & #1920) 2004-12-05 02:50:57 +00:00
Ton Roosendaal
aad31875d7 Special bf-committers request; Lamp/World/Material now each have 10
channels to link texture to.

The amount of code changes seems large, but is mostly getting rind of
hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX.

Further did some fixes;
- Ipo for Lamp showed too many mapping channels
- Texture MapTo buttons for lamp missed the slider to blend texture color
- Lamp texture mapping "View" only worked for Spot, now it uses lamp-
  view vector for all types. (Nice for projections!)
2004-12-04 21:49:02 +00:00
Ton Roosendaal
8d4782f729 Was on my todo; with option "load No UI" the CTRL+X (start over) didnt
load UI either.

(editmesh commit is error in previous commit, but caused no harm)
2004-12-04 17:52:44 +00:00
Ton Roosendaal
bebeecef78 Bug fix #1955
Another tweak in the convex formula, replaced a ">" with ">=" for detecting
optimal projection of face in 2d. Solves issue reveiled in Bevel tool,
where it could happen that a face wasn't created.
2004-12-04 14:29:57 +00:00
Ton Roosendaal
fb57058f9f Bug fix #1954
Edge render for wire in unified was total mess! Code there apparently never
even tested. Gave wrong rendering and potential crashes.
2004-12-04 12:02:19 +00:00
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