6029ec60daForgot to add correct naming for subdiv bones.
Ton Roosendaal
2005-09-06 12:51:02 +00:00
63cd6b2179Quick added; editmode bone subdivision (Wkey only). Doesn't do mirrored yet. Need commit so I can access it on the compu in Orange studio :)
Ton Roosendaal
2005-09-06 09:47:30 +00:00
167d2ebc12Fix truetype (freetype2) font loading
Alexander Ewering
2005-09-04 09:30:57 +00:00
484315332c- added NewBooleanMeshDLM bad level call
Daniel Dunbar
2005-09-03 18:10:13 +00:00
a77e3482f2Saturday morning first cup of coffee hack (yeah, its a late morning)
Daniel Dunbar
2005-09-03 17:22:29 +00:00
e0c7d270d9- assorted minor warning fixes
Daniel Dunbar
2005-09-03 16:20:33 +00:00
fdc1fd1e9cFix for bug #2974: Circle select in uv editor crashed when an image was assigned but not loaded.
Brecht Van Lommel
2005-09-03 13:28:14 +00:00
517e526e9eBug fix#2788
Ton Roosendaal
2005-09-03 12:35:13 +00:00
cd9a35f1c6Bug fix#2985
Ton Roosendaal
2005-09-03 12:14:59 +00:00
c238d21c18Bugfix #2977
Ton Roosendaal
2005-09-03 11:20:16 +00:00
fd7d224d4cBug fix#2972
Ton Roosendaal
2005-09-03 10:50:21 +00:00
b787bc2829Auto-Fgon Feature for subdivide
Johnny Matthews
2005-09-02 16:31:03 +00:00
1472a7aacdAdding back in the "Big Purple Dot" to indicate which edge the non-proportional Edgeslide is using for distance
Johnny Matthews
2005-09-01 18:40:16 +00:00
0535d26e6d- Changed xz limit drawing to use same formulas as the limiting in the IK module -- the previous method could be off pretty far. - Added drawing of transparent surface for it, instead of just the border. - Added "stretch IK", allowing bones not only to rotate, but also scale. The "Stretch" value below the DoF buttons is used to enabled this.
Brecht Van Lommel
2005-08-31 22:09:44 +00:00
c005095ea8Re-enabled freetype font rendering :-)
Alexander Ewering
2005-08-31 19:07:06 +00:00
5d1972cb4e- mesh_strip_loose_faces was completely wrong, dunno what I was on...
Daniel Dunbar
2005-08-31 04:04:28 +00:00
2ead4feddfUpdate to .NET project files - added edgehash stuff - added new IK solver stuff (rebuild /intern)
Joseph Gilbert
2005-08-30 22:11:31 +00:00
c9eb15714cNonproportional mode for loopcut
Johnny Matthews
2005-08-30 20:33:35 +00:00
3b96d6584fForce redraw on Edgeslide Cancel (RMB and ESC)
Johnny Matthews
2005-08-30 18:09:07 +00:00
3c4491de2fBug #2962
Ton Roosendaal
2005-08-29 18:03:03 +00:00
fa63c6a7e1First version of visualizing the DoF (french degrees!) for Pose-bones. It now only draws the limits for X and Z rotations (Y is bone axis itself).
Ton Roosendaal
2005-08-29 17:02:24 +00:00
a07394ef2cMore text object fancyness, and fixes:
Alexander Ewering
2005-08-29 12:46:07 +00:00
c921ee25ccBugfix; rotation limits for < 3 DOF bones were using wrong reference rotation, causing incorrect limits if there was already a pose transform.
Brecht Van Lommel
2005-08-29 12:06:23 +00:00
30be6f0e67updated MSVC 6 Project file for IKSolver.
Simon Clitherow
2005-08-29 10:19:59 +00:00
5dd3bfdb18MEM_freeN() and MEM_mallocN() should not have been redeclared in this file.
Chris Want
2005-08-29 02:47:55 +00:00
796e4d33e0Errors in buttons defining DoF for bones; needed a redraw and fixed typo in min/max detection for buttons.
Ton Roosendaal
2005-08-28 17:52:34 +00:00
ae28d7bcfcPose depgraph error... skipped a bone for proper IK sorting. Caused lag or bad updates in grabbing.
Ton Roosendaal
2005-08-28 15:26:00 +00:00
275c214195IK rotation limits fixes: - Z-axis rotation limits were not working, was using wrong flag. - Don't allow min limit to go over max, or vice versa. - Fix for jacobian getting overwritten with IK clamping.
Brecht Van Lommel
2005-08-28 13:06:41 +00:00
85efe767f0Integration of new IK lib features in Armature Poses. Best is to forget yesterday's commit and old docs. New docs are underway...
Ton Roosendaal
2005-08-28 12:23:06 +00:00
fa443a5f01Bugfix; the IK solver would crash if there were 0 DOF's in the chain.
Brecht Van Lommel
2005-08-27 23:04:37 +00:00
adc1d7137apatch #2911 - tp_getset for Lamp module. A nice juicy chunk of new style attribute handling from Ken Hughes.
Stephen Swaney
2005-08-27 18:44:56 +00:00
eb1f65768aIK work-in-progress commit;
Ton Roosendaal
2005-08-27 17:04:29 +00:00
8f5bff6051Make IK DOF stiffness work in range 0.0-1.0, for consistency.
Brecht Van Lommel
2005-08-27 14:27:05 +00:00
ae9dcb3dc2Update SConscript. Fix some warnings. Merge with latest soc code.
Brecht Van Lommel
2005-08-27 13:45:19 +00:00
fa0bbaf380Another file missed in IK commit.
Brecht Van Lommel
2005-08-27 13:27:49 +00:00
8d36b517f9Forgot to add new files...
Ton Roosendaal
2005-08-27 13:10:41 +00:00
ac619bace6Third and last commit for Brecht's IK work.
Ton Roosendaal
2005-08-27 12:48:45 +00:00
a7f2ebf06cSecond commit for Brecht's IK work.
Ton Roosendaal
2005-08-27 12:45:29 +00:00
665a6b2d95First commit of Brecht's new IK work. This only does the IK module.
Ton Roosendaal
2005-08-27 12:44:41 +00:00
669c4dbecbFixes, as reported by Basse
Ton Roosendaal
2005-08-26 17:48:46 +00:00
1046dfb136- tsk tsk, ll suffix for constants is not C standard, doesn't work on msvc
Daniel Dunbar
2005-08-26 16:07:44 +00:00
8fb7bbacadaccidentally left in testing printf.
Ton Roosendaal
2005-08-25 20:32:49 +00:00
6c9d743ef4Based on a suggestion from Zr, using line line intersection for single axis projection. This makes perspective handling a bit better.
Martin Poirier
2005-08-25 18:03:19 +00:00
8d940dfafeRandom() issues with rendering...
Ton Roosendaal
2005-08-25 13:11:04 +00:00
c9f01eefcdiBug fix#2965
Ton Roosendaal
2005-08-24 21:12:58 +00:00
a51896b591Move the settings in the Mesh Tools panel to the new toolsettings struct in Scene. These settings are now saved per scene.
Johnny Matthews
2005-08-24 20:37:25 +00:00
a978c122eeMaking compiler happy;
Ton Roosendaal
2005-08-24 20:26:28 +00:00
dfb654ba60Huge commit, but not much features... had to shuffle a lot of code around.
Ton Roosendaal
2005-08-24 20:18:03 +00:00
bc3f228bc9Variable was defined in a header file (constant_Type), resulting in 'multiply defined symbol' warning on IRIX for every file that included that file. Moved to a C source file.
Chris Want
2005-08-23 22:12:06 +00:00
1ac5239764help MSVC6 projects for edgehash files
Jens Ole Wund
2005-08-23 21:49:30 +00:00
9759296483- more fixes for wpaint mode, need to patch mesh modifier as well - change wpaint to flush changes during painting... can see this is going to be a problem because will also redeform. what to do, what to do...
Daniel Dunbar
2005-08-23 21:04:17 +00:00
81f995b741- disabled incremental subsurf support (during object mode) for the time being, misses features for texture/color drawing and I don't have time to finish at the moment. can return once UV/colors are incorporated into subdivision.
Daniel Dunbar
2005-08-23 20:39:58 +00:00
ad9099ea5dFix for reading older files... it didn't always convert OK for the new deformation options of Armatures, causing bones not to deform.
Ton Roosendaal
2005-08-23 20:19:01 +00:00
7396075ef1- add option to drawMappedFaces to draw with colors (from tface or mcol) - convert weightpaint/vertexpaint to draw using drawMappedFaces, slightly hacky because during weightpaint mcol's get overridden in order to have them propogate through modifiers. should work fine. - add NULL check in shaded draw, prevents crash w/ dupliframe
Daniel Dunbar
2005-08-23 20:04:10 +00:00
e12e2469c8Bretch's patch for 2D transform. Thanks
Martin Poirier
2005-08-23 18:13:30 +00:00
207cbbd535don't need Object.h
Erwin Coumans
2005-08-23 16:50:53 +00:00
2540ca88e8Quad Adjacent edge subdivide type moved to Mesh Tools panel rather than pupmenu on all subdiv calls. This is a session value like beauty and will revert to path each time you load blender.
Johnny Matthews
2005-08-23 14:13:00 +00:00
056a33ac69new game-menu option 'Record Game Physics to Ipo' including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.
Erwin Coumans
2005-08-23 13:16:02 +00:00
0192536102- added iterator to edgehash - updated decimator to make edges
Daniel Dunbar
2005-08-23 02:29:22 +00:00
3c1887036aAdded (non-default) Makefile option to build blender with tweak mode. To build with this option, set:
Chris Want
2005-08-23 02:28:01 +00:00
4ad5cdf91e- subsurf getVertCos returned verts in wrong order since shuffling of code... led to fun and crazy results (maybe less fun for les artiste)
Daniel Dunbar
2005-08-23 02:05:45 +00:00
d6b4392710On windows/gcc (aka. FREE_WINDOWS), build the blenderplayer whenever blender is configured to build with the gameengine.
Chris Want
2005-08-23 01:31:11 +00:00
50315dc100Another painful editing issue solved!
Ton Roosendaal
2005-08-22 21:58:55 +00:00
931d0fc235- switch modifiers_isDeformedByArmature to also include virtual modifiers
Daniel Dunbar
2005-08-22 20:25:54 +00:00
3d7ed80ed4- added modifiers_isDeformedByArmature function
Daniel Dunbar
2005-08-22 20:24:59 +00:00
43b59afebbmore preparation for physics recording to ipo keyframes
Erwin Coumans
2005-08-22 18:31:19 +00:00
3b8e94ac6bThis commit introduces 2 new filling methods for subdividing quads which have only 2 adjacent edges selected. Path, Fan and Innerverts. ATM whenever a call is made to any subdivide calling tool, you will be asked for the type by a pupmenu. This will be replaced (perhaps) by a panel setting...
Johnny Matthews
2005-08-22 18:05:40 +00:00
a5bc9582cbThree little feats;
Ton Roosendaal
2005-08-22 17:52:52 +00:00
65a52fc419- prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation) - default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ? - added an extra condition, nearsensor is not yet working for bullet, but it crashed.
Erwin Coumans
2005-08-22 15:47:56 +00:00
838d938522Some fixes;
Ton Roosendaal
2005-08-21 22:01:20 +00:00
af935e597fUse new BLI_edgehash_* functions in unwrapper.
Brecht Van Lommel
2005-08-21 21:39:44 +00:00
bfc5fedb79Much wanted; Constraint "move up" and "move down" buttons, in the Panel!
Ton Roosendaal
2005-08-21 21:20:53 +00:00
dd7bcb94bf- sillyness... added drawMappedEdges for mesh - revert to drawLooseEdges instead of general drawEdgesFlag - ditched TFace edge flags, done dynamically now which also means don't need to recalc surface on flag changes - added BLI_edgehash, guess what it does
Daniel Dunbar
2005-08-21 20:48:45 +00:00
5a381a5a12Made weight-painting more bearable :)
Ton Roosendaal
2005-08-21 20:09:50 +00:00
d2f6ff1900- bug fix, last edge wasn't flagged correctly on make_edges
Daniel Dunbar
2005-08-21 19:01:30 +00:00
6ad0c922afControl over Armature deform. Three new options are added for it;
Ton Roosendaal
2005-08-21 18:53:12 +00:00
a669c9d6d1- edge draw experiment didn't turn out to be useful, removed and reverted to old. - updated fasterdraw() to work with edges
Daniel Dunbar
2005-08-21 17:57:06 +00:00
24c8bcf884bugfix: #2924 Bugs in api2_2x/Material.c - BPy_Material_methods[] "setFilter" calls Material_setFresnelMirrFac() - Material_setSpecSmooth() should be setting param[3], not param[2]
Stephen Swaney
2005-08-21 15:16:16 +00:00
bb5ae49992A large collection of fixes from Ken Hughes including: - corrections to constants - parameter type checking - correct use of METH_VARARGS vs METH_NOARGS - return objects instead of strings in Scene.getChildren() as per doc. - correct logical operators
Stephen Swaney
2005-08-21 15:00:17 +00:00
4065cdb550Temporal; make compiling happy. :)
Ton Roosendaal
2005-08-21 14:39:08 +00:00
9a105042fcAt last! B-bones now deform. :) This works pretty nice for better control over the curvature of any bone deform. No need to give Bones (vgroups) large influence, just add a coupleof B-bone segments.
Ton Roosendaal
2005-08-21 11:26:53 +00:00
4d58808512MEM_alloc allocated in units of 8 for 32 bits systems, and units of 4 for 64 bits systems... weird bug. :) It now only does a unit-of-4 check, for all systems. This will work fine, since the malloc code will return aligned anyway, and the guarded alloc system only stores ints in the headers. Also, the sizeof() call will correctly do padding, so there's no risk of allocating too small blocks.
Ton Roosendaal
2005-08-21 10:05:50 +00:00
7804860cf6- added mesh_strip_loose_faces, works in conjunction with make_edges to get rid of faces with MFace.v3==0 - change all Mesh's to have ->medge now. This is forced by make_edges on readfile, and in the various exotic important routines, and on conversion back in python. - make python NMesh structure always have medges now (needs testing) - with above two changes it is guarenteed that mf->v3 is never ==0 in main blender code (i.e., all MFace's are actually triangles or quads) and so I went through and removed all the historic tests to deal with MFace.v3==0. Equals lots of deleting, I am in heaven! - removed MEdge edcode flag, no longer needed - added experimental replacement for edge flag system
Daniel Dunbar
2005-08-21 07:19:20 +00:00
d29f7c2c84Some whitespace cleanup...
Johnny Matthews
2005-08-21 03:37:38 +00:00
185054bf5bTemp edge selection for edgeslide draw length now deselected properly at the end of edgeslide
Johnny Matthews
2005-08-20 21:37:52 +00:00
7e4b62894eFix for setting in perspective view mode the ALT+B clipping planes. Fun: do exact camera viewborder to see camera volume!
Ton Roosendaal
2005-08-20 20:30:13 +00:00
fff5d816ab- bug fix, mirror modifier could duplicate edges on boundary in certain cases
Daniel Dunbar
2005-08-20 20:04:32 +00:00
31a907cddcLeft in a testing value for clipping... tsk! Did only three planes :)
Ton Roosendaal
2005-08-20 19:45:34 +00:00
dd5410162aNew feature; User definable Clipping Planes.
Ton Roosendaal
2005-08-20 19:18:35 +00:00
ad5ac39ccc- another drawing bugfix, some normals were passed wrong
Daniel Dunbar
2005-08-20 18:49:08 +00:00
77be09dd2d- possible fix#2 for editmode face's draw black
Daniel Dunbar
2005-08-20 18:38:33 +00:00
6c001485fa- bug fix for stooooopid crash in mirror modifier
Daniel Dunbar
2005-08-20 18:25:11 +00:00
3da7c4c5c9- possible fix for editmesh solid drawing black, I can't reproduce so working a bit blind here
Daniel Dunbar
2005-08-20 18:14:04 +00:00
f00b5c78d4In edgeslide if Draw Edge Length is on, the rail edges will be temporarily selected so that actual new edge length can be seen.
Johnny Matthews
2005-08-20 16:38:05 +00:00
bdd3477c10- tweak virtual modifier display, now label "parent deform" and don't display with edit buttons
Daniel Dunbar
2005-08-20 11:01:17 +00:00
29429d73f2A couple of smaller fixes;
Ton Roosendaal
2005-08-20 09:55:11 +00:00
74be13ba8b- agh! missed it again! for real this time, fix for proper updating in image window
Daniel Dunbar
2005-08-20 09:17:20 +00:00
752dbf1e9a- made make_edge mark edges with LOOSEEDGE appropriately - added user settable defaultEdgeData (for auto edge creation in CCGSubSurf) - bug fix, possible crash on meshes with loose edges but in mface not in medge - missed file in last commit, for proper updating in image window
Daniel Dunbar
2005-08-20 09:16:09 +00:00
1ac10f50f4- bug fix, apply modifier removed modifier even on certain errors - change drawimagespace to check and update object data if it needs a recalc. this fixes errors with a recalc being flushed but not actually being done before spaceimage redraws. Updates typically actually happen in draw loop, which is not a great design... - make shared vertexcol didn't flush update
Daniel Dunbar
2005-08-20 07:42:25 +00:00
a30740c196- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot)
Daniel Dunbar
2005-08-20 03:08:23 +00:00