Commit Graph

3420 Commits

Author SHA1 Message Date
Ton Roosendaal
e16df991ab Bug #4568
No fix... the Object "TimeOffset" option to work on own ipo doesn't work
at all, not since NaN days. Enabling it is easy, but might screw up a lot
of previous saved files.

I moved that report to the todo, for a make-over of the entire internal
timing system. Added tooltip in button this option doesn't work.
2006-07-02 11:47:27 +00:00
Ton Roosendaal
1673b56dd3 Bugfix #4565
Curves without bevel/extrude don't react to buttons to fill front/back.
That is coded that way, so added this info to the tooltip

Bug report #4566

Creases drawing became very awkward in commit in august last year. Flipped
the drawing order so the fat lines - denoting creases - are drawn first.
That way the value of crease is visible, as well as edge selection state.
2006-07-02 11:21:06 +00:00
Ton Roosendaal
5e30fb119c Bugfix #4561
Sequence renders, calling scenes with compositing, didn't execute composite
correctly. Confusement caused by the rule that a "Render" handle has same
name as Scene, which gives conflict for the case when a Scene has
sequencing with Scene strips with its own scene in it.

The previous solution for that conflict caused composite not to work. This
commit solves that, but it is still hackish. Main reason is the still
bad global G.scene, in use by compositor.
2006-07-02 09:56:41 +00:00
Ton Roosendaal
9467a55d1a Fix: While checking on render stats timer, I found there was already stats
reserved for field and blur steps, but never used or printed.
2006-07-02 08:31:54 +00:00
Nils Thuerey
c4f8d550ad Bug #4469: fixed particle-object button tooltip 2006-07-01 11:38:26 +00:00
Ton Roosendaal
41b0a4a3ad Bug #4552
Added extra security for fill faces. This function is being used for
importing now too, and it gets called for quite weird fill cases...
nevertheless, it should not crash!
2006-07-01 10:02:26 +00:00
Ton Roosendaal
2c3f80477d Bug #4550
AO option "Use Distances" does not work for colored AO, only for "Plain".
I've added this info in tooltip, and added event that resets the color
option for AO when "Use Distances" pressed.
2006-06-30 19:29:57 +00:00
Ton Roosendaal
08921033e5 Bugfix #4545
In Editmode armature, the autocomplete for bone names used the bones from
the armature itself, not the edit data.

While fixing, also found out autocomplete for vertexgroup didnt work even.
2006-06-30 18:00:23 +00:00
Ton Roosendaal
2d172844ea Bug #4537
Added "Composite Preview" option in ImageWindow menu, with hotkey note.
2006-06-29 17:35:27 +00:00
Ton Roosendaal
d90b676bbb Bugfix #4530
Weightpaint fix.

Weight painting was recoded in 2.40 to support all features from vertex
paint. That code uses a 'soft' brush by default, which makes it impossible
to assign exact weight values on a single click (which used to be possible)

I've made that an option now, so you can disable it for single-click setting
of values on vertices within the brush (if 'use vertex distances' is
set, of course).
2006-06-29 13:46:39 +00:00
Ton Roosendaal
0735bf0ae1 Bugfix, own collection while testing:
- When saving image from Image Window, the extension was not added (with
  the option 'add extensions' set, in Scene buttons output panel)

- Same situation, after a save the data-block Image name was still the old
  one, also on 'reload' (in header and browsing menus). Confusing... so
  when saving image under new name now also renames the Image block.
2006-06-29 12:55:28 +00:00
Ton Roosendaal
5eefa4982b Bugfix #4534
Added pointer check to newly added code for this bugfix.
2006-06-29 10:55:31 +00:00
Ton Roosendaal
7920197b38 Bugfix #4534
Small tweak in warning levels for buttons showing Library data.
- Material, panel "Links" did still allow to change some settings
- Material, panel "Texture" did not allow to view different channels
2006-06-29 10:11:14 +00:00
Ton Roosendaal
0f0c72718c Related to bugreport #4514
Debugging complex files with drivers is very hard... so I've added the
drivers now to show in Outliner too (under the Ipo).
Note that this works for Actions too, but only when the action is linked
to an Object directly.

(For a real diff you have check previous commit, I forgot to write a log
for that)
2006-06-29 09:53:54 +00:00
Ton Roosendaal
5dac88dc58 Bugfix from own testing:
In outliner, the icons sometimes were drawing too large or too small.
Same happened in NLA, Action, Image window etc. And it happened
for "International fonts" when set to use 'texture drawing'.

Reason: the API call for setting icon size BIF_icon_set_aspect() was not
used consistantly. Sometimes it was set, sometimes not. And even worse,
for every icon drawn in UI buttons, the icon lookup had to be done twice
because of the aspect function.

Solved it by removing this call, and adding a new function:
BIF_icon_draw_aspect()
The old BIF_icon_draw() call now draws with aspect 1.0 always. The icons
code already had optimal checking for changed sizes, zo a change in aspect
won't result in much cpu overhead. Plus it saves calling icons lookup code,
which will make it all a bit faster.

Andrea: I've added this aspect function a long while ago, I think you also
like it better how it is now? Please check!
2006-06-29 09:44:08 +00:00
Campbell Barton
54694b0e64 slight change to the way the shift key works in fly mode. 2006-06-28 22:13:24 +00:00
Ton Roosendaal
a9b19c0ed1 Bugfix #4515
Another outliner + buttonswindow select error:
When clicking on lamp icon, the buttons window shows material, not lamp
buttons. Same happened for F5key btw, when buttons were showing world.

Also fixed: when switching to world buttons with F8key, the preview was
not re-rendered.
2006-06-28 20:06:48 +00:00
Andrea Weikert
7dc92c6b25 === warnings cleanup ===
added missing includes for undefined symbols in windows release build

warnings:
creator.c(490) : 'libtiff_init' undefined;
transform_manipulator.c(237) : 'EM_editselection_center' undefined;
src\transform_manipulator.c(241) : 'EM_editselection_normal' undefined;
transform_manipulator.c(242) : 'EM_editselection_plane' undefined;
\python\api2_2x\Object.c(3658) : 'get_local_bounds' undefined;
2006-06-28 17:46:46 +00:00
Brecht Van Lommel
5b4fa8a93e Fix for bug #4523:
- Crash on collapse with subsurf modifier. Cause was a missing DAG update
  when calling from the 3d view header menu.

  There really should be some standard way to place these countall, DAG
  update, redraw and undo push calls for editmesh tools, now they're in
  random places in the editmesh and UI code.
2006-06-28 13:49:11 +00:00
Ton Roosendaal
9ecffb4314 Campbell report:
Not clearing the value for 'parts rendered' caused 3d previewrender to
sometimes fail doing updates (when an escape happens during converting
render data).
2006-06-28 12:53:57 +00:00
Ton Roosendaal
e9c1e40681 Bugfix #4505
Node Editor.
Fix for a fix: cleanup of abuse of uiBlock accidentally disabled the
feature that only makes Node buttons accessible when visible. This to
allow Nodes to overlap and properly used.
2006-06-27 16:54:24 +00:00
Campbell Barton
cfecc3b188 Dont fly in linked library data.
Changed Ctrl for upright into 2 toggles, X and Zkeys enable uprighting of the camera for each axis. Uprighting is also simplified.
2006-06-27 16:24:32 +00:00
Campbell Barton
31416d8d7e The tab clickable area was a bit off (10px or so when zoomed in) now its a lot better though not 100% perfect abt 2-3px out. 2006-06-27 13:37:16 +00:00
Ton Roosendaal
9b8b816e6a fix #4503
Node Editor:
Using the popup menu of an unused vector input socket, used a callback
function that lacked proper checking for pointers.
2006-06-27 13:02:23 +00:00
Ton Roosendaal
ed631ecff6 Bugfix #4502
A subsequent hotkey press like F5 now cycles through the sub-context in
buttons. However, this should not happen when clicking on Material icon
in outliner!
2006-06-27 12:54:16 +00:00
Jiri Hnidek
56bcc1c3bb bug fix:
- added one more countall() function
  - undo works for (de)select all
  - added empty line at the end of editmball.c
  - added some comments
2006-06-27 12:36:09 +00:00
Ton Roosendaal
4d45723dd1 Bugfix #4497
When using Node Shaders, the OpenGL color (solid drawmode) in 3d window
was still using the base Material only. That's a bit counter-intuitive
yes... i've replaced this with a function that checks for the active
material node color. Not perfect, but at least interactive.
2006-06-27 12:19:32 +00:00
Brecht Van Lommel
676d5d7b74 Fix for bug #4496
- Toolbox select menu in faceselect mode was calling object mode
  functions.
2006-06-27 11:55:33 +00:00
Ton Roosendaal
ea993ae989 Bugfix #4491
Sequencer: Image/Movie strips were printing in a 120 byte array, whilst
filepaths and names can go up to 240 now.
2006-06-27 11:35:47 +00:00
Ton Roosendaal
2447ce7ee7 Bugfix #4475
Sequencer effect "Glow" did not work for float images (like render result).
Reason: threshold value for glow was still integer range.
2006-06-27 10:28:00 +00:00
Ton Roosendaal
f7c9c99877 Bugfixes from own collection:
- when renderwin exists, but not used for render, the ESC timer check still
  could return ESC event, due to missing flag clearing.
  (For example in sequencer, a scene strip did not update on frame advance)

- option 'single layer' set in combination with render "Do Sequence" didn't
  free the pushed layers.
2006-06-27 09:48:54 +00:00
Campbell Barton
b0193d3798 rolling at different views would change speed because the roll detection only realy detects if we're rolling, but not by how much.
Just clamped a max roll angle so you dont notice this.
2006-06-27 06:57:29 +00:00
Campbell Barton
2501386f2b Posemode was missing a "countall" call with pose mode select/deselect all. while adding this I noticed that lattice and metaballs were also missing countall() calls.
Added countall to metaball select, undo, duplicate (all the obvious places) - but its possible coultall() could be added to other functions especialy for metaballs.
2006-06-27 05:56:56 +00:00
Campbell Barton
e0aa1dd295 previous commit to editface made it impossible to leave faceSelect mode of the object was in an unseen layer.
Now you can leave faceSelect/UV mode while the object is hidden but not enter it. This is how editmode works.
Tweak to crease comparison.
2006-06-27 04:30:06 +00:00
Campbell Barton
0a8ac15e67 Added select similar crease to edge select groups. Needed this recently. 2006-06-27 03:56:46 +00:00
Ton Roosendaal
2670797e8a Plumiferos report:
The new Material "LightGroups" only worked with lamps in visible layers.
Now also lamps from the group that are not visible are included for
rendering, ensuring that a lightgroup always works on that material,
disregarding layer settings (unless lamp is type 'layer lamp').
2006-06-26 17:50:48 +00:00
Ton Roosendaal
a6d6a35d3c Bugs #4488 and #4431
Sequencer:
Removing feature that allowed live updates of render progress while using
scene strips. In 2.41 and older this also happens invisible, and ESC from
it works now anyway.

Two reasons:
- it is quite annoying, especially on quit renders
- new 'render to window' conflicts too much with the sequencer window
  option that shows previews (in code as well as functional!)
2006-06-26 14:57:56 +00:00
Campbell Barton
17929dcab8 prev commit broke canceling a fly, works again. 2006-06-26 12:18:15 +00:00
Ton Roosendaal
3ffdc5a83b Bugfix #4480
Material Node trees needed support in IpoWindow still, it was only showing
the Ipo for the (defunct) base material. Now it follows the active Node.
2006-06-26 11:01:09 +00:00
Campbell Barton
e5818d46ef Made fly mode use the camera when in camera view rather then jumping out of camera view for the actua flying as it did before. 2006-06-26 10:53:06 +00:00
Ton Roosendaal
098c73f441 Bugfix #4471
Using Weight/Vertex Paint, the current color was not reset, causing Object
name or axes to draw in random colors.
2006-06-26 08:16:16 +00:00
Campbell Barton
43c5590d7a Change the order of "if flag" checking so that weightpaint and vertex paint modes catch the UKey for undo before face select.
I was having to switch out of face select to undo then go back into face select mode.
FaseSelect+WeightPaint is very usefull, while wait painting its very unlikely youd want to be UV mapping faces.
Also Made all space.c's c++ comments into C style.
2006-06-26 06:59:59 +00:00
Ton Roosendaal
399e31187f Bug 4474
When using the Object buttons (F7) menu to parent an object, a check was
missing if object might have been library data.
2006-06-25 17:31:13 +00:00
Campbell Barton
a966a72cd6 Many buttons assumed G.vd existed. found all? buttons that cheashed Blender and made them test for G.vd 2006-06-25 13:58:42 +00:00
Ton Roosendaal
223ec5074d Bugfix #4467
- Button "relative key" was still there in Mesh Panel (is in Shape now)
- Button "Slurph" also moved to Shape panel, and gave it a tooltip.

(Slurph with value 10 will make the first vertex of a Mesh go 10 frames
earlier than the last vertex. Nice effect for making flexible stuff)
2006-06-25 12:44:45 +00:00
Ton Roosendaal
72b501beb6 Bugfix #4466 (half)
Object 'active shape' was only 1 byte in object. OK. Let's sacrifice another
byte for that then!
2006-06-25 12:30:33 +00:00
Ton Roosendaal
7e081266a9 Bugfix #4460
Compositor:
The option to re-render a single node, didn't free memory if nodes were in
use showing exactly same RenderLayer.
2006-06-25 12:00:34 +00:00
Ton Roosendaal
46d3f1efb3 Found one more case for drawing GL_FLOAT in preview render system.
Removed that for ATI issues too...
2006-06-25 10:11:53 +00:00
Ton Roosendaal
b45dc08d39 Bugfix #4449
The "Edge settings" menu in Scene buttons still was displaying old Unified
render options.
2006-06-25 10:08:26 +00:00
Ton Roosendaal
21fdfc1a64 Bugfix #4444
Material buttons: the Node Panel should draw the active node UI, but it
didn't use the correct width value to draw buttons, causing for example
the "Normal" widget to draw out of bounds.
2006-06-25 09:47:38 +00:00