Commit Graph

1563 Commits

Author SHA1 Message Date
Kester Maddock
eede1399f3 Missed this one! :-( 2004-04-08 12:01:48 +00:00
Ton Roosendaal
039719f3a1 Bug fix 823
Animated metaballs didn't update correctly when changing frame, this when
they were parented (for example) to an object with Ipo.
The fix consists of three things:

- the test_displist() call doesn't remake displist anymore, but frees it.
  this works, because when drawing an mball object it checks for a displist
  and creates one when needed
- the main drawing routine drawview3d() now has a separate loop where first
  all objects are updated with where_is_object(), then they're drawn.
  This effectively solves lag for mballs. Might improve other lags too!
- included in NumPad-9 call to test_displist() too, to force a full upgraded
  3d view
2004-04-08 12:00:58 +00:00
Kester Maddock
27c7048b9f Don't import Blender python module into the gameengine. It causes link problems for blenderplayer.
Added a python function for MT_Vector4s
2004-04-08 11:43:41 +00:00
Kester Maddock
80485c2926 In NaN times I suggested a python function to get the subject of a
Message using a python function of the MessageSensor.

Thats a nice thing if you want complex message handling in one python
script. Just get all messages, check the subject and do what you
want. In the current situation you end up with several MessageSensors
connected to the python script, instead of one Sensor and a smart
script.

Some developer (cant remember who) did implement that function, but
however not the way I wanted (maybe I was not clear enough) ;-) So the
getSubject() function will return whats entered in the "Subject:"
filter field of the MessageSensor. Quite useless IMHO.

So I added a new function getSubjects() which is similar to
getBodies(), in fact I stole the code from there ;-)

I left the getSubject() alone, because of backward compatibility
(never saw someone using that function, but...)


The future:

In conjunction with a wildcard subject: filter field the getSubjects()
function will be even more usefull.

i.e. Player* will filter for PlayerScore, PlayerKill etc.

-- Carsten Wartmann
2004-04-08 11:36:22 +00:00
Kester Maddock
5398f1ba77 Added resolveCombinedVelocities()
Fixed drot actuator.  The rotation matrix was being mutilated by passing a float[9] instead of float[12].
2004-04-08 11:34:50 +00:00
Nathan Letwory
fc080d30d6 Added preliminary support for GamePlayer building with SCons. GPG_ghost and GPC_common are now being built. These will be built by setting BUILD_BLENDER_PLAYER to true in config.opts. BUILD_GAMEENGINE must be set to true, too. 2004-04-08 10:40:12 +00:00
Stephen Swaney
9cabf31ebc fix for bug #1115
This was a problem with the BezTriple type.
Write access to BezTriple via 'pt' member did not work.

Preferred method to access BPy type members, especially for
write access, is via get*/set* methods.

BezTriple.setPoints() will accept x,y coordinates as either
a tuple or a list.

Updated BezTriple section of Ipo module doc.
2004-04-07 22:42:02 +00:00
Ton Roosendaal
a93a6966b7 bug fix 799
Solved by Styken, thanks dude!

the winqreadtextspace() function wants CTRL/ALT events, but also should
accept special characters that are sometimes behind an ALT on certain
keyboards (like [ ] in sweden).

In the old code all ALT events caused ascii to set on zero. Now it
checks first for ispunct() chars.
2004-04-07 21:08:28 +00:00
Ton Roosendaal
6710a87b5a - normals in previewrender showed bumpmap inverted (a bump became a hole)
just added a flip!
2004-04-07 20:45:47 +00:00
Ton Roosendaal
c0d1177ade bug fix #1127
Quads in radiositizer got normals calculated using 3 vertices only. this
can go wrong in occasions... and made blender hang.
Used CalcNormFloat4() instead!
2004-04-07 18:19:30 +00:00
Ton Roosendaal
5c1331f081 bug fix #953
This more of a quality issue... changes now are:

- in (ortho) 3d view, changing window aspect keeps zooming
  level (it zoomed out with extreme portrait aspect)
- pressing 'home' in 3d window now shows all with extreme aspect ratios too
2004-04-07 16:09:22 +00:00
Brecht Van Lommel
1923c6f41b 'Replace Image' did not work in the Image Window, it worked as 'Load Image'.
Patch provided by Carsten Wartmann.

Got rid of a 'unused variable' warning too.
2004-04-07 15:13:06 +00:00
Ton Roosendaal
774297226b Bug #928
Logic buttons have not been Panelized (will be difficult, dont try!) so
the 'Home' and automatic view-limits didn't work it anymore.
This caused logic blocks not being accessible by scrolling window.

Fixed by updating the code that sets view limits.
2004-04-07 14:05:53 +00:00
Ton Roosendaal
69f2ff45cb bug fix 1064
Credits go to blendix! Well done!

Reported were errors in using procedural textures on "Map input" UV type.
It was due to un-initialized uv[2] members, which were actually still
used by texture.c for some coord flip magic.
2004-04-07 12:55:45 +00:00
Ton Roosendaal
d748c8c382 Bug fix #1073
CTRL+SHIFT+A (apply lattice deform) on a Bezier Curve object was not
implemented yet. Added this.

Little sidenote: when curves are 2D the result will remain 2D, disregarding
deformation in 3rd dimension.
2004-04-07 12:46:50 +00:00
Ton Roosendaal
4edae3b2c5 Bug fix #1093
When editing a Curve object, type Poly, some code still thought it was
a Nurbs instead, doing nasty stuff with knots arrays.
Also fixed redraw events for buttons while editing Curve, this wasn't
done properly at all, causing the UI showing non-existant data...
2004-04-07 11:35:11 +00:00
Stephen Swaney
c1e33eb1e7 fix for bug 1110.
Updated epydoc.  Function name is BezTriple.getTriple().
Set prototype to NOARGS in source.
2004-04-06 21:13:12 +00:00
Ton Roosendaal
d2f95ea72e bug fix 1009
Arrow keys to select items were flipped for button type MENU.
2004-04-06 20:31:11 +00:00
Ton Roosendaal
c8fadc65dc Bug #1003
Using Nkey in 3d window, you could create a parent-loop, which hangs
Blender.
Added here that it checks loops, as for normal CTRL+P parenting.
2004-04-06 19:16:14 +00:00
Ton Roosendaal
f2c7434c78 bug #1004
Error in tooltip; too tiny to even mention!
2004-04-06 18:15:16 +00:00
Kent Mein
e85d8cd7d4 Going through some really old bf-committers email and Casey Corn
brought up the following "fixes":

removed these prototypes since they were not used anymore:
void cspace(struct ImBuf *ibuf, float mat[][4]);
void freezbufImBuf(struct ImBuf * ibuf);
void IMB_init_movie_pointers(void);

Renamed IMB_addzbufImBuf prototype so it maches the actual
function: addzbufImBuf

Kent
2004-04-06 16:12:56 +00:00
Ton Roosendaal
9fe0410706 Bug report #1007
Missing option in menus: 'make duplis real'. Added it in both Object
pulldown as in toolbox now.
2004-04-06 15:16:06 +00:00
Brecht Van Lommel
78c613e7f2 Fixed bug #1007:
With extra Wire and Bounds (Cylinder, Cone or Sphere) drawing enabled in the
Object Buttons, the Wire was drawn incorrectly.
2004-04-06 14:37:25 +00:00
Jiri Hnidek
7165b928ef Panel "MetaBall" in button window is now available for every MetaBall (not only for base MetaBall) 2004-04-06 14:14:18 +00:00
Jiri Hnidek
cdaff37c61 Fixed bug [ #1101 ] Duplivert Limit for Metaball
No limits for count of MetaElems (1024 in past).
2004-04-06 13:51:59 +00:00
Ton Roosendaal
d1c9c5c319 bugfix #1119
When using MotionBlur, the rendered coordinates were not correctly
adjusted, causing visual artifacts using the new AO, but it was also
visible for normal ray-shadow, which didn't become anti-aliased in
Mblur render.

Solved it with 2 globals now, to pass on blur offset to renderloop.
Leave it that way... the entire method used to jitter/AA/blur stuff
needs revision.
2004-04-06 11:21:44 +00:00
Joseph Gilbert
3c28f2f917 - Armature documentation update 2004-04-06 01:01:34 +00:00
Joseph Gilbert
2410de683f - quaternion support for bone type
- get/set bone weighting
2004-04-06 01:01:11 +00:00
Ton Roosendaal
2a90de0348 Eeshlo AO patch, revised
- Ambient Occlusion is a more sophisticated ambient trick, which takes
  nearby faces into account by firing a hemisphere of shadow-rays
  around. AKA 'dirt shader'.
- Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
  settings to the World menu, and let the Material->ambient value control
  the amount it contributes
- currently, the AO value is added/subtracted/mixed with the 'diffuse'
  factor while shading, before it is multiplied with Material color

Buttons are in new Panel 'Amb Occ" in F8 menu. Note:

- "Dist:" by shortening the length of rays you get subtler effects and it
  renders faster too
- "DistF:" the attennuation factor gives control over how the 'shadow'
  spreads out.

Further it's just raytracing, so tends to be slooooow.... :)
Here same tricks as for other raytraced scenes apply, especially try to
keep the environment as small as possible (exclude faces from Octree by
giving them no Material Traceable).

I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'
- other sampling patterns? I tried dithering, which was so-so
- method of controlling final 'samples' in F10? Might be useful for other
  oversampling too (area light) to have it reacting to a percentage or so..
2004-04-05 21:04:13 +00:00
Brecht Van Lommel
e4ce73c99e Fixed bug #1006:
In Faceselect Mode, in the Face menu, Copy Vertexcolors, Copy UVs & Textures
and Copy Drawmode did not work.

Also fixed some menu entries redrawing the logic buttons window instead of the
edit buttons window.
2004-04-05 19:50:58 +00:00
Kent Mein
0c22680f1b Code cleanups. I removed a couple of unused vars.
changed sprintf (var, "blahhh %"); to      sprintf(var, "blahhh %%");
and initilized a questionable variable to NULL.


drawd should be looked at to see if there is ever a time it might not
be initalized and if so what would be a good default? 1?
I left this one, but if I had to guess I'd initalize it to 1.

Kent
2004-04-05 18:06:00 +00:00
Brecht Van Lommel
7ba91ad2da New UV Calculation panel and code. The uv mapping function was split up into
multiple functions and partially recoded. Because now all the uv mapping
settings are accessible throught the panel, no popus will be shown when
pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder
and From Window to Shpere became obsolete, as you can set this in the new
panel.

The panel contains buttons for all the existing uv mapping modes, and the
following settings:

- Cube size: For Cubical unwrapping.

- Radius: Radius for Cylindrical unwrapping.

- View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere.
Respectively means you are in front of the Cylinder/Sphere, look through the
Cylinder, or use the object rotation to determine how the cylinder is
positioned (old Cylindrical unwrapping).

- Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar
you are looking.

- No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top,
draw all edges, without depth test.

All credits for this part (and also at least half of the other UV editor
improvements) go to Jens Ole Wund aka "bjornmose".
2004-04-05 17:08:00 +00:00
Kent Mein
9802db019d Rick Kimball's patch Basically it checks to make sure the unix platforms
were able to find a user before copying that user as the owner.

Kent
2004-04-05 17:07:06 +00:00
Stephen Swaney
bc060ca26f remove 6 trillion warnings about missing initializers. 2004-04-05 16:50:08 +00:00
Brecht Van Lommel
46527011d2 Added hotkeys for sticky / face select in UV editor:
Sticky UVs: Ctrl+C
Local Stikcy UVs: Shift+C
Active Face Select: C

Constrained Scaling / Grabbing in the UV editor. Press XKEY or YKEY to scale
or move only in X or Y direction. XKEY and YKEY previously did mirroring while
scaling. Now mirroring can be done using the MKEY.

Grab, Rotate, Scale, Weld / Align and Mirror were added to a new Transform
sub-menu of the UVs menu.
2004-04-05 13:22:55 +00:00
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