Commit Graph

11058 Commits

Author SHA1 Message Date
Joshua Leung
36e2004fca Delete Keyframe Tool:
* Changed hotkey to Alt-I. As a result, Remove IK is now Ctrl-Alt-I, though that shouldn't affect many people at all as it appears that hardly anyone uses it.

* Added menu entries for Delete Keyframe
2008-09-17 04:06:59 +00:00
Campbell Barton
4cd85aa61c Texture_getHFracDim was returning an int rather then a float (thanks zuegs for spotting)
removed unused var
2008-09-17 03:13:15 +00:00
Brecht Van Lommel
9064ed8d6a Fix for bug #4192: game engine armatures that are dynamically added
but don't have an action got the pose of already added armatures, even
though they're not related. This also fixes an issue where the armature
in Blender would end up in the pose from the game after ESC, removes
unneeded copies made during armature evaluation, and also solves the
constraint copying hack.
2008-09-17 01:29:54 +00:00
Benoit Bolsee
9b7d40dbae BGE patch: bullet buttons UI change after discussion with Erwin: use a drop down instead of a series of buttons. Introduction of soft body option. 2008-09-16 22:52:42 +00:00
Janne Karhu
0cae815127 Fix for [#17561] when i try to change the particle to hair I cant choose group or object as viz.
-Partly reverted Genscher's previous fix on the issue and added the idea he had as a special case
2008-09-16 21:16:32 +00:00
Martin Poirier
75685a9ca8 == Transform Snap ==
Tighten test for excluding objects as snap target.

Now exclude all object that are themselves moving (that includes childs of selected objects) as well as objects with moving geometry (like hooked meshes).

The previous situation would cause unfrequent bugs, but especially present in alignment cases (those concerned will understand).
2008-09-16 19:10:58 +00:00
Janne Karhu
0922ecee93 "Fix" for #17636 Crashing bug - won't open a file
- The cause was indeed corrupted particle settings which should have caused a deletion of the whole particle system. However the particle modifier was still left and that led to the crash.
- A "fix" because there's really no way of knowing what caused the corruption of the particle settings. If anyone else gets this and can recreate I'd love to get a .blend. Now that there shouldn't be a crash anymore the symptom will be a missing particle system after file load in an object that had a particle system before.
2008-09-16 18:40:54 +00:00
Ton Roosendaal
80458f69b2 Added check for failing linking of a ID_PA block. 2008-09-16 16:20:51 +00:00
Ton Roosendaal
8cd673fdfb Bugfix #17633
Tiny feature: "Flip normals" in editmode also recalculates vertex normals.
2008-09-16 15:28:07 +00:00
Joshua Leung
7350d71b66 Bugfix #17630: objects are disappearing if you insert a layer key and then change time
Forgot to set type of data for inserting keyframes, so data was probably written as float or so.
2008-09-16 06:55:15 +00:00
Joshua Leung
18cda1583d Bugfix #17622: clicking on action IPO in outliner causes crash
In some cases, no action channels existed, but yet the Outliner displayed some that, when clicked on, would cause a crash.
2008-09-16 06:33:59 +00:00
Joshua Leung
5df9b4938e Bugfix #17627: Autokeyframe for Visual keying
Several months old typo! 'Visual keying' was not working for autokeyframing, as the test for it didn't even work.
2008-09-16 06:11:02 +00:00
Janne Karhu
4683cb34e4 Fix for #17618 Particles: changing RGB sliders snap back
-particle drawing was reading material ipos in a too invasive way
2008-09-15 22:08:30 +00:00
Benoit Bolsee
f807d3f303 BGE bug #17565 fixed: Constraint Actuator Location: GUI broken. Axis selection was not persistent, now it is. 2008-09-15 21:37:27 +00:00
Benoit Bolsee
95afafb5e5 BGE bug #17621 fixed: State Actuator GUI Flaw. State actuator didn't behave like the object state mask. Now it works the same: LMB select one state, deselects all others, multiple select with SHIFT-LMB 2008-09-15 21:10:51 +00:00
Brecht Van Lommel
35c269e395 Workaround for an Nvidia driver bug on 32 bit linux (maybe windows too).
I reversed the order of attaching shader objects for linking to solve an
issue in the driver before, but now it appears it needs to be the other
way around again? I don't know if these are the same cards that now want
it different again due to changes in the glsl code, but I found another
workaround for the first bug in a forum post (leaving out parameter names
in the declarations), so with some luck both cases work?

http://developer.nvidia.com/forums/index.php?showtopic=596
2008-09-15 18:15:11 +00:00
Brecht Van Lommel
dc2594c81b Added -d debug option for blenderplayer, and remove some
invalid/unnecessary opengl calls on shader errors.
2008-09-15 12:40:17 +00:00
Brecht Van Lommel
fd3a40a129 Fix glsl vertex shader string that was not 0 terminated, no idea
if it caused any problems.
2008-09-15 11:39:49 +00:00
Campbell Barton
e5ce1e962d copy menu didnt copy visible and initial states, physics margin was also missing from "all physical attributes" option 2008-09-15 09:24:54 +00:00
Campbell Barton
a08b21263e tooltip improvements from dfelinto, some minor edits 2008-09-15 09:08:36 +00:00
Joshua Leung
ec30a3a470 Delete Key Tool - Bugfixes:
* Available option would crash
* 'Visual' options are now not available for this tool (are not relevant)
2008-09-15 04:15:37 +00:00
Campbell Barton
ac86c04401 added BLI_convertstringcwd, used so command line blendfiles and python scripts can be relative to the current path.
- was alredy doing this for blendfiles, but better to have in its own function.

header_text.c - renamed PATH_MAX, was defined by system includes.
2008-09-15 01:32:53 +00:00
Benoit Bolsee
41a0b56b70 BGE patch: new Physics button and margin parameter in Logic panel. Change subversion.
The Physics button controls the creation of a physics representation 
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.

The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through 
Python. By default, the collision margin is set to 0.0 on static 
objects and 0.06 on dynamic objects. 
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.

Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is 
now kept "inside" the object for box, sphere and cylinder bound 
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding. 
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects. 

The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions. 

This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects: 
center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
Benoit Bolsee
7762100fcb Update MSVC project and fix compilation problem in VS2003 with keyframing.c 2008-09-14 19:07:57 +00:00
Campbell Barton
9444b314db fix for what looks like simple mistake, function wasnt returning any values (compiler warning) and the variable being checked to return a value was never assigned. 2008-09-14 17:19:59 +00:00
Ken Hughes
6977816ff3 Python API
----------
Fix C90 mixed declarations and code.
2008-09-14 14:17:44 +00:00
Joshua Leung
4245aaed86 == Global 'Delete Key' Tool ==
The 'opposite' of the "Insert Key" tool. 
- Use the hotkey Ctrl-Alt-IKEY to activate.
- Only available in 3d-view and buttons window 

I've added an extra var to verify_ipo and verify_ipocurve to save having to make another duplicate of that code. Hopefully the gameengine compiles ok with this.
2008-09-14 12:41:42 +00:00
Ton Roosendaal
2bf26b93e1 Bugfix #17608
Fileselect window:
Pressing X to remove a file should not work in databrowse view.
2008-09-14 09:09:10 +00:00
Joshua Leung
375a6bbe41 More bugfixes:
* Added missing includes
* Fixed typos in header
* Added code to get ipo for 'Available' keyingsets to work
2008-09-14 05:52:57 +00:00
Campbell Barton
1a917f50a6 running scripts in background mode would crash in some cases. (tested all scripts, none segfault now) 2008-09-14 05:10:45 +00:00
Joshua Leung
0f1a1a159f == Keyframing - Cleanup of API ==
* Moved all keyframing functions to their own file (keyframing.c)

* Merged all the different keyframing options (needed, visual, fast) into a single API call. The direct benefit of this is that it allows them to be used in conjunction with each other. Also, this means that when using the IKEY, autokeying settings for these are respected too.

* Implemented 'keyingsets' system (instead of directly calling insertkey on relevant channels), which is easier to maintain and cleaner. A keyingset basically defines all the channels that can be keyframed together. This paves the way for custom keyingsets sometime down the track (and also for quick-insert keyframes for previously used keyingset).

Menus for choosing the keying set to use are generated automatically from the definitions.
2008-09-14 04:32:17 +00:00
Brecht Van Lommel
d111983064 Fix for bug #5758 and #17585: armatures with IK constraint did not
work in the game player, now the IK lib is linked into the player.

Makefiles/Scons/CMake buildsystems have been updated.

Fix materials nodes to work in the game player.
2008-09-14 03:51:51 +00:00
Brecht Van Lommel
704fef314a Various game engine fixes:
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
  to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
  the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
  Letterbox with bars, the latter doesn't make sense then.
2008-09-14 00:32:18 +00:00
Janne Karhu
06be41648f Fix for #11740 - Reactor particles do not render in animation.
- Particle data was deleted when the current frame was outside the baked range. Reactor particles need this data to store birth and death times.
2008-09-13 21:06:22 +00:00
Janne Karhu
d2186508da Particle collisions upgrade:
- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions.
- Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction).
- Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier.
- Collision should also generally be a bit more accurate.

To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
2008-09-13 18:09:41 +00:00
Brecht Van Lommel
21d74deda6 Fixes for game engine runtime on Mac OS X, there were issues
working with relative paths. Still doesn't work optimal, since
paths are relative to game.blend which is in the app bundle
under Contents/Resources, so other files need to be moved there
manually at the moment.
2008-09-12 16:06:17 +00:00
Campbell Barton
f40aa6d13f typo in recent commit 2008-09-12 13:26:49 +00:00
Campbell Barton
b0d9994220 made max sounds playable at once 32 rather then 16. (demo release background music would turn off otherwise)
made selecting sound samples keep the relative path setting.
2008-09-12 13:24:22 +00:00
Daniel Genrich
0795d01df4 Bugfix [#17609] Complex particles crash II - related to #17592 2008-09-12 13:15:52 +00:00
Daniel Genrich
1adc2dce52 Correct half of rev16483, which does typecasts which are not nice on Win64 plattform 2008-09-12 12:33:55 +00:00
Joshua Leung
215828455a IPO Editor - Zoom view to area
The Shift-B hotkey can now be used to access this tool.
2008-09-12 05:54:39 +00:00
Ken Hughes
3e5549213c Add some typecasts for intptr_t and uintptr_t value to fix gcc warnings. 2008-09-12 05:27:02 +00:00
Diego Borghetti
c45f1f504b Fix segmentation fault in ipo transform.
The NLA_IPO_SCALED define don't check if we have a Ipo Space open,
so in some case (like when you move a rig with locrot key) when
the function make_ipokey_transform is called, Blender crash.
2008-09-12 05:14:57 +00:00
Ken Hughes
d86c4c1004 Python API
----------
Patch #17481: added Material attributes for missing colorbands controls:
 * material.colorbandDiffuseInput
 * material.colorbandDiffuseMethod
 * material.colorbandDiffuseFactor
 * material.colorbandSpecularInput
 * material.colorbandSpecularMethod
 * material.colorbandSpecularFactor

Contributed by Emilio José Encinas Mir (asfhy).  Thanks!
2008-09-12 05:02:06 +00:00
Ken Hughes
4335811695 Python API
----------
Second and final part of MTex API changes.  Added support for new attributes for MTex World objects, stricter checking of attribute types for materia/lamp/world MTex objects, setters for lamp.textures and world.textures attributes, and updated documentation.
2008-09-12 02:23:52 +00:00
Campbell Barton
0dea748e01 save and load configuration actuator, (option in game actuator menu)
saves a marshal'd GameLogic.globalDict to the blendfile path with the blend extension replaced with bgeconf

Use this in YoFrankie to save keyboard layout and graphics quality settings.
2008-09-12 02:15:16 +00:00
Ken Hughes
75841bc97f Python API
----------
Add description for missing parameter in Mesh.MFaceSeq.extend() documentation.
2008-09-11 23:50:22 +00:00
Ton Roosendaal
3ac4cffdd0 Bugfix #14033
Option for Image render "Clip" gave wrong alphas on the edge of image.
2008-09-11 16:50:34 +00:00
Ton Roosendaal
d5839f21ab Bugfix 12478
Border render didnt work for ANIM render.
2008-09-11 16:37:53 +00:00
Brecht Van Lommel
729af67742 Bugfix: saved game engine runtimes failed to load library .blend
files with relative paths.
2008-09-11 13:00:54 +00:00