Commit Graph

5717 Commits

Author SHA1 Message Date
Brecht Van Lommel
bb1ce1c3ec Subsurf UV crasher fix - thanks Malefico and Matthew for test files. 2006-01-13 06:56:32 +00:00
Erwin Coumans
7e8d848eb1 make clear that 'concave mesh' is really for static triangle mesh. too many people try to make it moving, it is for landscapes/static environment. 2006-01-13 01:00:35 +00:00
Tom Musgrove
9b597819d6 ==python scripts==
added xfig exporter by Dino Ghilardi

ply import and export in previous commit were by Bruce Merry
2006-01-13 00:24:23 +00:00
Tom Musgrove
b367da593b ==python scripts==
added ply import and export, extensively tested on files from

http://www.cs.virginia.edu/~gfx/Courses/2001/Advanced.spring.01/plymodels/

they give correct results for both import and export, however they could use some speed optimization for large mesh
2006-01-12 21:33:42 +00:00
Stephen Swaney
dea1ac52b4 bugfix: #3738 Armature bones returns none instead of key error
BonesDict was returning None instead of throwing a KeyError
when key not found.
Also fixed a few compile warnings about struct initialization.
2006-01-12 21:21:41 +00:00
Campbell Barton
02cdb8a745 Fixed a segfault in zooming out on long wave files- 6min+
Was using shorts which couldent code with viewing many samples at once.
2006-01-12 13:34:55 +00:00
Campbell Barton
5dba8e798a Renamed clean_mesh.py to mesh_cleanup.py
Rewrote to use Kens Mesh module, much faster, cleaner and nicer UI. - Another use for PupBlock.
2006-01-12 12:39:14 +00:00
Ken Hughes
6ded7d67d1 Clean-up of some reference counting issues with delete() methods. Also
further relax the input types for edge.extend() and face.extend() so that
single lists or tuples are accepted without errors.
2006-01-12 07:51:19 +00:00
Erwin Coumans
631979f909 renamed some variables to make the timing in the game engine less confusing+minor improvements in this area.
enabled game engine for scons
2006-01-12 06:30:01 +00:00
Campbell Barton
007b3b897a Added tri2quad script finds all possible quads to be made from selected triangle pairs, then joins the best first until the error limit is reached.
Just Updated and faster 8.5sec to 0.6sec for 2k triangles in my test.
Also my fav new function PupBlock for the UI input!
2006-01-12 05:28:47 +00:00
Campbell Barton
d498ae5104 Fixed a bug in boxpack that archimap not to clear data between uses, and become progressivly slower.
Updated Archimap to set UV's aslists (dont need to convert to tuples anymore)
2006-01-12 03:34:37 +00:00
Erwin Coumans
a9e64286a9 overlooked IMB_imbuf.h was already included inside an extern "C" section. 2006-01-12 01:37:33 +00:00
Erwin Coumans
b9d99662d2 uncommented include "IMB_imbuf.h", it is needed? 2006-01-12 01:15:09 +00:00
Martin Poirier
150d36e4da BPy: Mathutils fix: bug #3737
Vector.resize4D() didn't put 1 in the 4th component (the scale factor), as it did in 2.37.
While this is more "correct", it is much less usefull. Also, matrix.resize4x4 puts a 1 there too,
so might as well revert and be consistent.
2006-01-12 01:11:42 +00:00
Erwin Coumans
0132ac9b8b re-enable game engine by default, for 2.41 preparation 2006-01-12 00:57:28 +00:00
Martin Poirier
81f42b491a Scons fix:
new BPy Pose files weren't added to Sconscript
2006-01-12 00:07:08 +00:00
Kent Mein
468dd24cd5 remove Constraint.h since it doesn't exist.
Provided by Letterrip.

Kent
2006-01-11 21:58:37 +00:00
Hans Lambermont
ce4dcda91a - override the temporary disabling of KETSJI and OPENAL for FreeBSD. 2006-01-11 21:11:07 +00:00
Joseph Gilbert
f41c1f1c73 Forgot the pose file.... :p 2006-01-11 20:48:46 +00:00
Joseph Gilbert
31518a374b *pose docs
- some pose python documentation
2006-01-11 20:44:24 +00:00
Hans Lambermont
21733dccc9 - sanitize spacings and tabs a bit. It's still not completely clean though. 2006-01-11 20:25:04 +00:00
Joseph Gilbert
e0e54e0f6e *vc7 project file update
- adds pose to python project
2006-01-11 19:42:58 +00:00
Joseph Gilbert
6544ed3b64 Probably need these.... 2006-01-11 19:41:01 +00:00
Joseph Gilbert
5f0232f68f *pose code for python
- adds object.getPose
- ability to manipulate poses /posebones
- fixes a overflow bug in matrix sequence accessor
- adds code to get vec/roll from mat3
- few internal fixes to NLA
- ability to set bone matrices
2006-01-11 19:40:06 +00:00
Hans Lambermont
f4de95a5f6 At least FreeBSD needs to know where to find gl.h 2006-01-11 19:31:15 +00:00
Ken Hughes
0ee5c131dc A few Mesh fixes:
* edge and face extend() methods now add edges and faces in the order given
  by their parameters.  Note that if duplicate edges or faces are specified,
  the order is preserved but the dups are removed, so indices won't match.
* allow extend(), findEdges() and faces.uv to accept lists or tuples
* fix bug in mesh.verts.extend() which didn't correctly check argument types
2006-01-11 18:37:47 +00:00
Campbell Barton
74ed402490 Exclude labels from grouping. - Clever numbuts look nicer with rounded theme. 2006-01-11 16:55:31 +00:00
Erwin Coumans
fbc977e48c attempt to avoid nameclashes (although it is already in a namespace) -> extension names renamed from glXXX to blXXX. 2006-01-11 13:31:45 +00:00
Campbell Barton
8c205be66f Fixed a silly bug when copying images. 2006-01-11 10:12:03 +00:00
Campbell Barton
664f6026d5 update to obj export:
Added options.
	pup_block = [\
	('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
	('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection.'),\
	('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
	('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
	('Materials', EXPORT_MTL, 'Write a seperate MTL file with the OBJ.'),\
	('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a seperate OBJ file.'),\
	('Animation', EXPORT_ANIMATION, 'Each frame as a seperate OBJ file.'),\
	('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never everwrite.'),\
	]

Obj import was updated to import edges (2 vert faces), will update some more later.
2006-01-11 09:47:17 +00:00
Jens Ole Wund
85e8dd5c05 MSVC6 projects for happy GE compiling 2006-01-11 09:13:59 +00:00
Campbell Barton
c012b94ca4 Fixed bug in do_clever_numbuts not displaying tooltips.
Comment:
	Clear all events so tooltips work, this is not ideal and
	only needed because calls from the menu still have some events
	left over when do_clever_numbuts is called.
	Calls from keyshortcuts do not have this problem.
2006-01-11 04:03:19 +00:00
Campbell Barton
185c6bb49c removed slow list handeling
faster vert comparisons
replaced spaces for tabs
removed unneeded getData() calls
general cleanup.
2006-01-10 17:40:50 +00:00
Joseph Gilbert
e2acc624f2 *project file updates
- gets project files in line for compiling again
2006-01-10 16:08:03 +00:00
Campbell Barton
41a06c1ab5 Added openflight import/export- Blight v1.2 2006-01-10 13:42:20 +00:00
Brecht Van Lommel
b3eef4f9f1 MSVC compile error fix for subsurf UV. 2006-01-10 12:25:07 +00:00
Brecht Van Lommel
25225dc959 Warning fixes for gcc 4 in iksolver and ghost. 2006-01-10 11:49:53 +00:00
Brecht Van Lommel
dd7e0b6bfe Apply Subsurf to UV's.
This fixes most of the UV distortion issues with subsurf. Near seams
however there might still be some distortion, but this should at least
not be worse than before. Subsurf UV is enabled by default on new meshes,
and can be enabled in the modifier panel for existing ones.

Before and after:
http://users.pandora.be/blendix/notsmooth.png
http://users.pandora.be/blendix/smooth.png
2006-01-10 11:36:57 +00:00
Erwin Coumans
b7be6620d6 applied patch from snailrose, related to multi-platform OpenGL extensions. 2006-01-10 06:34:42 +00:00
Kent Mein
95355efec9 Another msvc issue. Added #include <ctype.h> so it compiles.
See patch #3686

Kent
2006-01-10 02:23:47 +00:00
Campbell Barton
30633421d2 Fixed bug in convert function with Mesh objects.
Objects with no modifier could still be converted, but resulting meshes were corrupt and segfaulted Blender when cycling edit mode.
This tests each mesh object for modifiers before converting.

Resulting metaballs meshes were not visible in wireframe.

Also made the selection context nicer, All new converted objects are selected while objects that are converted are deselected.
2006-01-10 02:01:24 +00:00
Kent Mein
7e94fd8254 added prototypes for bottom_sel_action and friends.
Steath Apprentice said its needed for MSC.  Bug # 3687

Kent
2006-01-10 01:36:36 +00:00
Campbell Barton
7ee9caf523 There was a problem with typing over text selections, where you had an object with 21 letter name (19 is the max but 21 is supported, just copy a mesh a few times)
After this click on the object name and start typing, even though the selection makes it that the new string would be overwritten, it dosent let you type in any text.

from
if(len <= but->max) {
to...
if(len-SELWIDTH+1 <= but->max) {

- Tested and works well.
2006-01-09 15:24:23 +00:00
Campbell Barton
beba2cf172 Made buttons in clever numbuts allign.
Commented out crufty name spesific actions that changed variables and added a label of buttons started with "Rot" - Since panels are used for rotating now.
2006-01-09 05:01:17 +00:00
Campbell Barton
5b218a7651 * Added PupBlock for user options.
* Improved context, unwraps active object if not selected and makes sure it only unwraps a mesh once even if 2+ instances are selected.
* Added Option to stretch to bounds
* Added option to have a margin, thanks to letterrip
* Fixed bug whe nassigning UV's to zero area faces.
2006-01-09 03:43:48 +00:00
Kent Mein
17598faca1 Another small gameengine build tweak. Included a missing header directory.
I also provided a fix for tiff images.  (It was appending tif even if
it was already in the name, now it does it correctly)
(no more image.tif.tif)

Kent
2006-01-09 02:23:04 +00:00
Martin Poirier
2ead92cc2b BPy:
PupBlock method. This wraps the "clevernumbut" code to allow scripters to use popup blocks for user input instead of a sequence of multiple different popups.
See the blend file for a comprehensive test and example file.
2006-01-08 18:59:55 +00:00
Ton Roosendaal
072c32bcea New plus/minus icons 2006-01-08 11:50:52 +00:00
Erwin Coumans
c94455c14d more linux game engine work. hopefully works now! 2006-01-08 09:37:15 +00:00
Erwin Coumans
88a8508b34 Got the armatures, GLSL shaders and other snailrose changes to work for Linux.
now attempting to get this in cvs :)
2006-01-08 09:11:17 +00:00