Commit Graph

8830 Commits

Author SHA1 Message Date
Daniel Genrich
ca6e59bc48 stupid missing ";" 2007-09-17 11:19:07 +00:00
Daniel Genrich
26a0473c8c compile fix from elubie
special request from mfoxdogg: place modifier where you want
2007-09-17 11:18:04 +00:00
Daniel Genrich
4036412001 Marge with trunk: svn merge -r 12050:12057 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2007-09-17 11:10:23 +00:00
Daniel Genrich
7c05d8eb2b Fixed 2 crashers when activating collision object; Also put some additional openMP code in (doesn't hurt since #pragma gets ignored if no openMP available) 2007-09-17 10:41:20 +00:00
Andrea Weikert
8bfbccb329 thumbs.c: warning fixes
filelist.c: warning fixes
2007-09-17 10:26:09 +00:00
Joshua Leung
672a66905b Patch/Bugfix #7334 by 'gsr b3d:
Some more compiler warning fixes. Some of these seem to be specific to GCC 4.1
2007-09-17 06:11:06 +00:00
Joshua Leung
a48f15e124 With the scons compiling option 'BF_NO_YAFRAY' or so turned on, there were a few unneeded functions still being compiled in buttons_scene. #ifdef'ing them now to reduced compiler warnings 2007-09-17 05:26:18 +00:00
Joshua Leung
85a5b83b9b filelist.c - culled some compiler warnings.
Elubie, could you check to see if any of these cause problems?
2007-09-17 05:16:34 +00:00
Matt Ebb
a36204e1b9 removed an unused function, was giving warnings. 2007-09-17 05:12:57 +00:00
Joshua Leung
01caa9179d Bugfix #7360:
In svn-trunk, deleting a lamp crashed when the Lamp Buttons were active. Also, removed and old duplicate variable.
2007-09-17 05:00:36 +00:00
Campbell Barton
976a0424e1 when importing sys failed blender could crash on startup. Blender will now exit with an error rather then crashing. 2007-09-17 04:46:58 +00:00
Daniel Genrich
1138bd3014 New: Min & MaxFrame of simulation; Fixed: Many reset problems gone 2007-09-16 23:19:02 +00:00
Daniel Genrich
cd998aaadd Initial checkin of cloth files + changes 2007-09-16 16:23:21 +00:00
Matt Ebb
90daa8f811 * Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.

* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance

* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance

* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.

* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.

But much better for precise control over the lamp falloff now is:

* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.

Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg

http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg

http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
Peter Schlaile
c8fe5a0ed9 == Sequencer ==
Bugfix for transform effect by Damiles.

Fixes crash with float buffers. (Don't try to render into output buffers,
that do not exist...)
2007-09-15 18:54:03 +00:00
Campbell Barton
3a90f211d2 new view option, SolidTex, to draw textures in solid mode.
In the view panel as well as the shortcut Shift+T

this works in editmode as well as object mode

giving results like this
http://members.optusnet.com.au/cjbarton/temp1.jpg

where before you could only see textures in textured draw type like this
http://members.optusnet.com.au/cjbarton/temp2.jpg
2007-09-15 18:12:16 +00:00
Campbell Barton
b2a8199d4b added a transform panel to the UV/Image window - at the moment it sets UV and teh cursor location.
added a stap menu to the UV/Image window for snapping the selection and cursor.
reverted to drawing face dots in editmode when Limit Selection is enabled. even though its not needed for selection its consistent and dosnt look like modes are being changed.
2007-09-15 10:43:13 +00:00
Andrea Weikert
427e063777 == imagebrowser ==
* activate imagebrowser for image node with CTRL+LMB on load button in image node.
2007-09-14 18:41:00 +00:00
Andrea Weikert
ee6acc1061 == imagebrowser ==
* fix for do_versions, bump correction of old imasel to all files including version 2.44 
* refactoring of filtering code using indices instead of copying entries in filelist 
* memleak fix.
2007-09-14 18:21:23 +00:00
Campbell Barton
1bde4e3274 2D Cursor in UV window
this can be placed by the moused and used for transforming around.

still need numeric location input but no room left in the image panel.
2007-09-14 16:12:17 +00:00
Campbell Barton
6e38ff32be reverted Mesh Specials WKey menu.
Ctrl+V/E/F are still there but Andy and Ton requested this unchanged.
2007-09-14 13:25:39 +00:00
Campbell Barton
2a6f7c349c changed how shading works in editmode
Texture Draw; no shading only textures (better for mapping work)
Shaded Draw; textured with shading (in editmode it used to be like solid draw mode)
ZClip Option; dont draw face center dots.
2007-09-14 11:39:53 +00:00
Campbell Barton
fcd2d30004 * minor changes, edited some tooltips (exr half and zbuf were not that helpful)
* UV coord buttons overlapped others since merging uv/face and editmode.
* added some quad join and triangulate into the Ctrl+F face menu.
* active face cant be hidden anymore.
2007-09-14 06:46:57 +00:00
Kent Mein
670611e408 This should hopefully fix bug
[#7310] FluidSim Domain/Fluid from Duplicate Object Bug Monitor 

patch provided by Genscher

Kent
2007-09-13 20:44:00 +00:00
Campbell Barton
256ebc10a0 Selecting faces in editmode did not delimit seams as it does in Face/UV mode.
added this to editmode, only delimit seams if face selectmode is enabled.
2007-09-13 17:02:42 +00:00
Kent Mein
8b458e8e5b Bug spotted by genscher
fluidsimCopyMesh didn't actually do what it was suppose to.
(obvious cut and paste error)

Kent
2007-09-13 16:49:59 +00:00
Kent Mein
56dba39261 This is patch [#6772] Background image drawing speedup
Thanks goto Matthew Plough (meestaplu)

I've tested it on linux with both an nvidia and an ATI card,
I've also tested it on a mac and solaris, as well as through a
remote display.  So I think this one is pretty safe.  
If it causes problems on older systems we can revert it
but I don't think we will have any issues with it.

Kent
2007-09-13 14:33:21 +00:00
Joshua Leung
b034822664 Some more tip->tail naming conversions for consistency in the UI. 2007-09-13 05:15:55 +00:00
Campbell Barton
b2b3b01894 Added UV face rotate and mirror to editmode and re arranged some of the editmode keys
The WKey menu was way too big and not well organized, re-arranged keys like this.

Ctrl+V - Vert Menu  (remove doubles, smooth...)
Ctrl+E - Edge Menu - left as is
Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors)

Wkey menu only has subdivide in it now.

filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
2007-09-12 10:35:48 +00:00
Joshua Leung
d1dcfd744a Renamed Root/Tip X/Y/Z buttons in Armature Editmode Transform Panel (NKEY) to Head/Tail for consistency with the rest of Blender. 2007-09-12 07:33:18 +00:00
Matt Ebb
cbee57342f * Small fix for a slowdown when rendering fully glossy (1.0)
reflecting/refracting materials with ray shadows. Fully glossy 
materials get Full OSA on automatically, so extra redundant samples 
were being calculated for the shadows. This has now been fixed by 
reducing the shadow samples accordingly if Full OSA is on.

Thanks to Benjamin Thery who notified me of this!
2007-09-12 03:27:03 +00:00
Campbell Barton
f6aa903e10 * added functions to copy between UV and vertex color layers.
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index
  since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index
* fixed some warnings
* made the colored edge in active face draw mode only display when texture mode enabled.
2007-09-12 02:13:35 +00:00
Stephen Swaney
3740c30968 warning cleanup:
implicit declaration of function 'EM_add_data_layer'
2007-09-12 01:14:31 +00:00
Geoffrey Bantle
19c09fe0da -> Fix for Mesh Properties Python API
When switching Mesh properties over to METH_O from METH_VARARGS certain method definitions
didn't get switched over correctly, causing calls to mesh property functions to fail.
2007-09-11 20:58:00 +00:00
Geoffrey Bantle
868f423daa -> Selection History Fix
Old bug in selection history meant that face selections were getting erased from 
history on editmode toggle.
2007-09-11 17:01:09 +00:00
Campbell Barton
c08ef3e1d6 Added active drawing in editmode (may need some more work), this hilightes the last selected vert/edge/face, which is needed for moving some of the UV tools into editmode.
Added copy menu for editmode for copying from the active faces material, image, UV's vcols etc,
improved on the current vertex color copy by averaging the 4th color when copying color from a tri to a quad.

And added edge crease and length copy

cerrently verts dont have a copy menu but eventually copy weights would be good.
2007-09-11 14:36:03 +00:00
Joshua Leung
bd84d35b31 Bugfix:
Copy/pasting multiple ipo curves in editmode, segfaulted due to some misplaced code.
2007-09-11 09:36:47 +00:00
Matt Ebb
c5ef3006b6 * AO bugfix - Constant QMC sampling wasn't getting initialised for bake rendering, causing a crash. 2007-09-11 00:26:15 +00:00
Geoffrey Bantle
f42ef22cc0 -> Multires Editmode fix
Typo in Multires Editmode integration meant that way too much memory
was getting allocated for a pointer array (more than 10 times as much).
2007-09-10 23:03:32 +00:00
Geoffrey Bantle
4bfa934ff3 -> Added mesh properties to modifiers
Mesh properties layers were not getting copied in the modifier stack.
2007-09-10 22:56:29 +00:00
Geoffrey Bantle
5e7dc24042 -> Fixed initialization of Octree Resolution and Tri2Quad threshold
add_scene() in scene.c didn't properly initialize the octree resolution
for new scenes or the join threshold for Triangle to Quad conversions.
2007-09-10 22:52:32 +00:00
Campbell Barton
82f4db716f some button arranging
(UV Calculation tab is nolonger relevent to FaceSelect draw modes.)
Move FaceSelect draw options into WeightPaint and VertexPaint panels.
Moved UV Calculation panel in with shape keys tab.
2007-09-10 22:33:14 +00:00
Campbell Barton
047a2ff0c3 draw shadowmesh wasnt working and the button in the header for selecting faces in paint mode was drawn in editmode. 2007-09-10 20:12:38 +00:00
Campbell Barton
0bd32f3ac6 Changes to "Face Select" mode
* Does not indicate that UV's exist, nor does it add UV's when used.
* Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask)
* Not accessible from the mode menu, this is only an option that applies to paint modes.

This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled.

Other changes
* UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway.
* UVCalc in editmode adds a UV Layer if there is not one alredy.
* texture draw in editmode does not draw the face dots (they are get in the way of texturing)
* some missing updates were added.
* removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
2007-09-10 19:32:44 +00:00
Martin Poirier
1f0b07c37b Version bump to 2.45 and splash screen for stable release 2007-09-10 16:29:31 +00:00
Campbell Barton
e8a808da24 UV Editing is now done in editmode rather then UV/Face Select mode.
Notes
* you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name)
* going into Face Select mode no longer adds UV's and does not need UV's to work.
* The UV Calculation menu is now in editmode (Alt+W)

Todo..
* Image replace - partly broken in stable also.
* Rotate/Mirror UV/VCol are still only in Face Select mode.
* Hide/Reveal is not quite right, (issue with editmode flushing)
2007-09-10 12:26:36 +00:00
Joshua Leung
0e3460dd1b IPO Copy/Paste Bugfix:
This commit fixes two minor mistakes made in the previous commit for this:
* forgot to advance to next ipo curve from buffer
* handles on the curves that got data pasted were not recalculated (those from the buffer were instead!)
2007-09-10 12:12:38 +00:00
Joshua Leung
8045d1434d Action Editor - minor cleanups of transform code... 2007-09-10 10:47:09 +00:00
Joshua Leung
5cc36bd0da Bugfix #7294:
When resizing an Outliner window, the contents would eventually get 'pushed out of view' when shrinking the view. 

I've added a bit of a 'hack', which will ensure that this doesn't happen, by forcing the view to look at the left-side of the outliner tree, when the width of the outliner window decreses due to resizing.
2007-09-10 07:24:26 +00:00
Matt Ebb
90e7bcdc29 * Raised some hard coded limits such as mist/envmap clipping ranges 2007-09-10 06:09:48 +00:00