Commit Graph

3160 Commits

Author SHA1 Message Date
Campbell Barton
4cf0e75f8a Fixed a problem with button alignment I added a while ago.
Added button allignment to sequencer, ogl light prefs some areas of the fluidsim
2006-05-14 08:49:10 +00:00
Ton Roosendaal
bc124747f7 Fix 4190
Using the "RVK" sliders in Action window, on a Library-linked Mesh, crashed
due to using a NULL pointer. Added menu warning.
2006-05-13 13:39:40 +00:00
Campbell Barton
b0c5df16f6 Made editmesh remove_doubles work with vertex colours,
added vertex colour support to BPyMesh_redux polygon reducing function.
2006-05-13 12:36:48 +00:00
Ton Roosendaal
8899af40fd Bugfix #4191
NLA window: the "blend in/out" values were limited to action lenght, which
should the strip length instead.
2006-05-13 10:38:39 +00:00
Ton Roosendaal
4600b3e475 Browsing Mesh data in editmode used to be locked (uiButLock). Cleanup of
headerbuttons code in orange branch disabled this lock. Brought it back.
2006-05-13 09:55:52 +00:00
Ton Roosendaal
3b9e0e65d2 Compositor: Pressing Rkey now gives a popup for OK, and then will read in
all RenderResult nodes (when "Save Buffers" used) at once.

Before it only read 1 Scene... not too useful.

Also: added wait-cursor for saving images in UV/Image Editor.
2006-05-12 15:17:24 +00:00
Ton Roosendaal
f0a5fe5c76 New Compositer option: "Free Unused". In the Node Editor header.
This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
2006-05-12 11:27:01 +00:00
Geoffrey Bantle
3e3b1cc164 -> New menu and toolbox entries
Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: '

-Path Select
-Edge Loop Multi-Select
-Edge Ring Multi-Select
-Loop to Region
-Region to Loop

Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
2006-05-11 19:46:26 +00:00
Erwin Coumans
ede20c166a - Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
2006-05-11 17:58:23 +00:00
Ton Roosendaal
722adde86f Added warning popup menu to note that Planar Environment maps cannot be
saved yet.
2006-05-11 15:06:07 +00:00
Ton Roosendaal
db39cdd8dd Bugfix 4158
ALT+C convert for modifiers works again for Armatures etc.
Note; this is another victim of the very confusing derivedmesh...
2006-05-11 13:33:30 +00:00
Nils Thuerey
74fc4fa254 - fixed MSVC problem in fluidsim.c
- removed some more debug output in the solver
2006-05-11 13:19:41 +00:00
Ton Roosendaal
ea2eb88f97 OMG! Can't be true, a new feature for character animators!
When weightpainting, with the armature in posemode, you now can press the
NumPad-period key to zoom in to the selected bone. (it used to zoom to the
painted mesh instead). Actually bugreport 4161.
2006-05-11 12:13:49 +00:00
Ton Roosendaal
7bb1c768d1 Added extra pointer check in "save envmap", which can crash when using
the option without rendered envmap. Fixes bug #4166
2006-05-11 09:53:46 +00:00
Nils Thuerey
0fae2e53e9 - removed debug output 2006-05-11 08:19:02 +00:00
Nils Thuerey
6d935aee42 - New options for mesh voxelization: shell only (also
works for non closed objects), volume ("normal"/old way of
  doing it), and a combination of both:
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/voltcomp_sm.jpg
- Finally included bjornmose MSVC6 fixes
- Added support for animated meshes, e.g. meshes with
  parented skeletons. Is enabled for obstacles with a new button.
  A simple example with Bassam's mancandy can be found here:
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.mpg
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.blend
  (Warning - keep meshes as simple as possible, e.g. turn off subsurf
  for baking. Export probably shoulb be further optimized.)
- Changed handling of no/free/part slip obstacles, see:
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/bndtcomp_sm.jpg
- Removed surface particle option for upcoming release,
  needs more testing & tweaking
- Added tracer particles instead (swimming along in the fluid)
- Updated wiki (description of IPOs still missing).
2006-05-11 08:09:02 +00:00
Erwin Coumans
93c47e1071 - Added support for kinematic objects (interaction between rigidbodies), deriving linear/angular velocity from previous transform/current transform and deltatime.
- Made another attempt to migrate from Sumo to Bullet: import of older files automatically switch to Bullet, but you can override it, and save the file in 2.42 version. then it stays Sumo physics.
2006-05-11 00:13:42 +00:00
Geoffrey Bantle
6e047236c3 -> Fix for Bug #4181
Silly typo in a call to memcpy was leading to crashes when doing remove doubles with vertex weights (whoops!) Fixed now.
2006-05-10 20:34:45 +00:00
Erwin Coumans
4c9f07e59f Disabled Sumo, and use Bullet physics instead.
Until too many people complain: People can use older versions of Blender / player if they really need Sumo.
Sumo is not supported by anyone, and Bullet needs more feedback.

Note: Sumo is not removed yet, because no discussion is started about this. It's currently just a simple switch that replaced Sumo by Bullet.
2006-05-10 00:30:35 +00:00
Ton Roosendaal
1736624d3e Small fix: "Curves" UI widget used wrong method for defining shades for
drawing grid lines, which didn't show in default theme.
2006-05-09 07:45:06 +00:00
Ken Hughes
cd3af13a1b ===Python API===
New Constraint API.  Constraints are accessible through a "constraints"
attribute in poses and objects.  Would be REALLY NICE for armature users to
pound on this code.
2006-05-07 14:57:58 +00:00
Campbell Barton
bb52e70c8a Added "VertexPaint" slot for python menus 2006-05-07 13:09:29 +00:00
Peter Schlaile
390380e97b Bugfixes for frame number boost:
- Found several places, where people explicitly casted the frame number
  to short.
- Fixed the crash in BPY_interface by adding an empty line (to make it
  recompile everywhere, make clean doesn't help...)

  For the build system maintainers:

  Problem was: The change in makesdna changed the position of the
  scriptlink structure. BPY_interface.c somehow didn't get recompiled
  (not even after a make clean!!!) which triggered crashes on adding
  scriptlinks.
2006-05-07 08:23:51 +00:00
Peter Schlaile
5f571e4ded ==Bugfix==
Made the frame boost from short to int (30000 -> 300000 frames) complete
by walking through the source and finally changing all frame-variables
to ints.

This should finally fix the framecounter warp around seen in some buttons.

If you step on any further problems that may arise starting from frame
32768 please just give me a hint and I'll fix it.

(Sorry about that, didn't know enough about Blender, when I did it the first
time...)
2006-05-06 15:26:53 +00:00
Campbell Barton
9681a329c1 added a python menu slot for weight pain.
Also needed to seperate
  view3d_paintmenu
into
  view3d_vpaintmenu
  view3d_tpaintmenu
  view3d_wpaintmenu

The view3d_paintmenu and do_view3d_paintmenu were getting messy and had a lot of if's in it.
2006-05-05 06:57:33 +00:00
Jiri Hnidek
4646ee2aaa Bugfix for sequencer:
When you wanted to display "Chroma VectorScope" or "Luma WaveForm" for
 image/window with small width/height, then Blender crashed, because
 Blender has used fixed limits of ibuf->rect size. Statistics informations
 should be created corectly now too.
2006-05-04 11:55:29 +00:00
Campbell Barton
cb67cba19a Multiple armatures<>mesh objects now work with name flipping.
previously would only work if the armature was the first in the meshes modifier list,
in that case the armature would be name flipped but the mesh would not)
2006-05-04 00:59:02 +00:00
Peter Schlaile
7deaac1d25 ==Sequencer==
- Added early-out optimisation to add-effect (the case, where fac == 0)
- Bugfixes:
  * hddaudio: ffmpeg does not seek always to the correct frame,
    if the SEEK_BACKWARD flag is used. Now we account for this and
    seek a little bit further... (hack, urghs)
  * hddaudio: on long timelines, the new seek code didn't work
    (forgot a long long cast)
  * the audio mixdown code now also calculates meta-strip IPOs
2006-05-02 13:22:00 +00:00
Campbell Barton
bd09b7703a editmesh's seperate was crashing because the em->selected wasnt being flushed along with the seperated data.
easy 1 liner, seperate now clears the selection order linkedList.

Watch out for places where removing verts might not remove the selection order data.
2006-05-02 10:43:58 +00:00
Campbell Barton
c3c0c38ad0 added a glDisable(GL_DEPTH_TEST); before the UI drawing because face select and wp mode were drawing mesh data over the UI. 2006-05-02 07:55:26 +00:00
Willian Padovani Germano
066a2b2ed2 Small update for pydrivers: force reloading the pydrivers.py Blender
text module when user edits the input text box of any pydriver
(Transform Properties panel, Ipo window).

It's enough to click in and out of a single pydriver's text input box
for the module reloading and also re-evaluation of all pydrivers
available. Maybe this "refreshing" should also be available from a
menu, let's see.

Note for Python fans:

Definitions and redefinitions in a reloaded module are properly handled
in Python, but previously defined data in the module doesn't disappear.
So if you define a function "f" inside a module, import it, then change
the function's name to "g" and reload the module, both "f" and "g" will
be available. This is considered a feature, check reload's documentation:
http://docs.python.org/lib/built-in-funcs.html#l2h-59
2006-04-30 22:10:39 +00:00
Willian Padovani Germano
89dab4397d Pydrivers: Ipo Drivers controlled by Python expressions
wiki with info: http://mediawiki.blender.org/index.php/BlenderDev/PyDrivers

(there are two sample .blends in the patch tracker entry, last link in
the wiki page)

Notes:

In usiblender.c I just made Python exit before the main library gets
freed. I found a situation with pydrivers where py's gc tried to del
objects on exit and their ID's were not valid anymore (so sigsegv).

Ton needs to check the depsgraph part.

For now pydrivers can reference their own object, something normal
ipodrivers can't. This seems to work fine and is quite useful, but if
tests prove the restriction is necessary, we just need to uncomment a
piece of code in EXPP_interface.c, marked with "XXX".

Thanks Ton for the ipodrivers code and adding the hooks for the py part
and Martin for the "Button Python Evaluation" patch from which I started
this one.

Anyone interested, please check the wiki, the .blends (they have
README's) and tell me about any issue.
2006-04-30 16:22:31 +00:00
Ton Roosendaal
50b5d83a97 Bugfix #4139
Included a patch from Jacques Beaurain. On pressing "Play" the position of
the playback window didn't use same code as for pressing "Render".
2006-04-29 11:37:26 +00:00
Matt Ebb
444f4e894f == interface ==
* Floating panel edge snapping

Floating panels now have a snapping mechanism that sticks them to the edge of a window when you drag them within a small range of it. This not only allows nice easy alignment of panels within a window, but also keeps them stuck to window edges when the window is resized. This means that you no longer get panels that were once on the edge of the window left drifting in the middle of your view if you resize it larger, which was rather annoying before.

Another goodie is that panels snapped to the bottom edge of the screen will minimise down to the bottom when collapsed, and will move back up to be edge aligned when maximised again, preventing collapsed panels down here from hanging around in space.
2006-04-26 14:47:04 +00:00
Campbell Barton
b69db8f090 Made space handelers check that G_DOSCRIPTLINKS is enabled before running.
Its scary to think that a redraw space handeler could run
  import os
  os.system('rm -rf ~/')
removing all user files, Just by opening the blend file!

This means at least you can opt not to run any python scripts you dont want to..
2006-04-26 08:22:39 +00:00
Matt Ebb
94dd1085e3 Trying a new method for setting the brightness of the mini axis. Let's see how this goes. 2006-04-26 01:42:35 +00:00
Matt Ebb
2bbfd3a801 * patch #3876: Rotating view icon
submitted by Davide Vercelli

This replaces (as a user preference) the static icon shown in the bottom-left of the 3D View with a small rotating axis that updates live in all ortho/perspective modes

I made several modifications to the original patch. In the patch, it displayed the axis on top of the 'object info' text since when floating panels are minimised, they sit in the bottom corner and cover the axis up. This annoyance is not limited to the axis, it also covers the frame number and info text, which can be frustrating. Sending them to the bottom is not that useful either, since it's quicker (with esc) and just as much movement to close and re-open them again.

I decided to solve this problem at the cause: Now when using the disclosure triangle on floating panels, they 'minimise in place' rather than going to the bottom.

User preferences are in the 'View & controls' section to:
- Display either the 3D axis or the old icon
- The size of the axis
- the brightness of the axis (colours are taken from grid theme settings)

* patch #3801: Option to show view direction in 3D View
submitted by Daniele Fornaciari

Simple one, just adds an user pref to show the name of the view's direction as text in the top left corner.
2006-04-25 12:26:46 +00:00
Ken Hughes
a26ef58877 ===Tools===
Patch #4119, submitted by Lukas Steiblys (imbusy1).  Mesh objects (created
through the toolbox) which take user input such as number of verts, are not
created if the user cancels input.  Thanks for the patch!
2006-04-23 18:19:37 +00:00
Ken Hughes
8001a8b409 ===Python API===
Initial commit for new Modifier API.  Probably does about 70-75% of what it
should, but it's a start.
2006-04-23 02:34:50 +00:00
Campbell Barton
9bfd86730d bugfix for 4121
a fairly obvious bug- with flipping armature names in armature edit mode.
All Objects names would flip if they had names from the armature, even if they did NOT use use armature. (this could realy mess up a scene)

fix was a 1 liner.

replaced
			modob = modifiers_isDeformedByArmature(ob);
			if(modob) {

with


			/* or is there an armature deforming object */
			/* this is a bit sloppy, what if we have more then 1 armature deforming a mesh?
			TODO: Should have a function modifiers_isUsingArmature(ob, arm) - Campbell */
			modob = modifiers_isDeformedByArmature(ob);
			if(modob && modob->data==arm) {

Notice that before it didnt care what armature, just that it had one.

If the maintainer Ton? gives me the OK. Ill make this support multiple armatures by adding modifiers_isUsingArmature.
2006-04-18 23:59:13 +00:00
Campbell Barton
faaa67d6f6 small change to deselectall, just made it so that pressing Akey didnt do anything if there wasnt anything to sel/desel.
notice that if you pressed Akey when no objects in the view it still pushed an undo event, redrew and counted all and change the memory usage in the status.
mainly added not to waist undo slots.
2006-04-18 08:19:28 +00:00
Ton Roosendaal
5768e9a9dd Bugfix #3683
When the 'reference shape key' (drawn yellow) was not the first key, the
channels as drawn in IpoWindow didn't match the actual shape keys.
This was caused by an exception in code that skips drawing the reference
shape when 'relative' was used.

Now I've added a rule that the first shape in a list always becomes the
reference, that way you can also edit it. To keep backwards compatibility,
this is only activated on translating the shape key lines.
2006-04-17 17:35:20 +00:00
Martin Poirier
1c89ae39cc === Animation ===
Patch #4044 patch to change the step when changing frame with up or down arrow keys.

This adds a per Scene setting to specify the number of frames skipped by the up and down arrow.
This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings.

Upon loading a file without that setting or creating a new scene, it is set to 10

Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
2006-04-16 16:50:26 +00:00
Ton Roosendaal
a204ccd287 #bugfix #3682
NLA and Action window sometimes suffered from very weird scaled display,
caused by making the subwindow very small. Was a missing check for small
sizes.

Also in this commit removal of debug print N_T left in for ipos.
2006-04-14 15:29:52 +00:00
Ton Roosendaal
21db524a38 Bugfix #3699
When using non-relative Shape keys, the lock option (live updates) in the
IpoWindow didn't work after one of the keylines was selected.
2006-04-11 10:09:33 +00:00
Ton Roosendaal
1165cde621 #bugfix #3659
Zero-sized bones in an Armature didn't result in a stable rest position.
This caused bones to rotate to random positions on each editmode exit.

This commit will automatically remove such bones on exit editmode now, and
adds a warning print for it. I've tried to code exception handling for
zero-sized bones, but this is just too hard to get stable. Better to define
by default that Bones always should have a length.

Typically zero-sized bones only get added by accident, for example while
ctrl+clicking new bones.
2006-04-11 09:52:00 +00:00
Martin Poirier
3f8a120ca2 === Transform ===
Bug #3779: In camera view with center cursor (on camera), it's impossible to use translations.

Initgrabz didn't account for negative zero values (nor near zero values). Works now.

Of course, this is just a safety to give back the appearance of working, since the cursor is on the point of convergence, there's no way to properly calibrate anything.

Word of advice: Always check where the transform center is.
2006-04-11 00:24:07 +00:00
Martin Poirier
aab49dff0e === Transform Constraining ===
Bug #3733
Constraining on a perpendicular axis was broken on (half - 1) cases.
Silly oversight on my side which didn't turn out in the test case (moving camera in and out) and only appeared in front view (not side nor top) because of positive reasons.

Frankly, I still think translating an object perpendicular to the viewport is a bit silly, but now, at least, people can be silly in a predictable fashion.
2006-04-10 23:20:18 +00:00
Ton Roosendaal
331406ea27 Bugfix #3702
Background image in 3d window didn't react on "reload image" options in
UV WIndow or Buttons Window.
2006-04-10 13:27:06 +00:00
Ton Roosendaal
b2b1b7c90b Bugfix #3778
Removed the haha-fun "eekadoodle" error, which was popping up for each
faulty face (could be 1000s), and renamed it to give a proper message:

"This Mesh has old style edgecodes, please put it in the bugtracker!"
2006-04-09 19:10:41 +00:00