Commit Graph

47594 Commits

Author SHA1 Message Date
Ton Roosendaal
3135b3ab83 Removed initializer str = "";
Seems to give issues in MSVC, and wasn't needed after all.

Further fixed dependencies in constraints between armatures and armatures.
It didn't update the other armature when the armature-object itself moved.
2005-07-13 08:56:07 +00:00
Ton Roosendaal
6787e21a63 Two little bugskis;
- Solid armature drawing didn't do well for negative scaled armatures
- Layer Ipos were not evaluated for invisible objects (there goes another
  exception bypassing dependency...!)
2005-07-12 17:46:39 +00:00
Daniel Dunbar
f4e1ea0b62 - add missing include 2005-07-12 17:26:19 +00:00
Alexander Ewering
6f5b3b10c8 Fix "Replace Meshes" in radiosity to actually only replace Meshes, and not
also delete lamps, cameras and anything else that was selected in the
"Collect Meshes" phase.
2005-07-12 16:24:27 +00:00
Ton Roosendaal
f6bd2ad3d0 ACK! Forgot to add the new drawarmature.c file. :) 2005-07-12 16:02:50 +00:00
Ton Roosendaal
ab45b910cd Constraint "influence" slider didn't work once there was an ipo assigned
once. Variable got initialized too often. :)

Oh! Here's a nice webpage about the previous commit:

http://www.blender3d.org/cms/Armature_draw_modes.629.0.html
2005-07-12 16:00:47 +00:00
Ton Roosendaal
1adf750fc3 Cleanup of Armature 3d drawing.
- In Solid drawmode, bones get drawn solid too now. Including Outline-
  selection color, if that's set.
  Disable it by setting Object-buttons "drawtype" for the Armature.
  Color used for solid bones is in Theme editor.
- EditMode armature now follows (Mesh edit) theme colors (Vertex, Edge)
- PoseMode armature has ThemeColor for selection, and draws three extra
  colors now;
   - blue shade for bones with action Ipos
   - yellow for bones with IK
   - green for bones with a constraint
- "X ray" now only works for PoseMode... needs review, can be done better
- "Draw Names" option uses theme color too, also indicates selection.

Fixes;

- In Armature EditMode, the deformed Mesh goes to rest-position
- Border select didn't clear 'active' flag in Bones in PoseMode
- Mouse-click select didn't work when a dashed line was close to Bone
2005-07-12 15:47:53 +00:00
Daniel Dunbar
d7ab2a584e - added missing include 2005-07-12 13:50:42 +00:00
Martin Poirier
f16ddaba04 The hide .data code didn't work correctly when databrowse is used to return something (when selecting a datablock, not just browsing).
It only counted visible blocks, but to get a valid index, it has to count invisible ones too.

Fixed
2005-07-12 03:37:16 +00:00
Martin Poirier
1b466f7765 Hide .file blocks in databrowse/pop menu.
This is mainly useful for scripts that generate/load datablocks for their own use and don't want to burry the user under an avalanche of datablocks he/she doesn't care about.

This adds a user pref "Hide .data" which now acts as a default value when opening a new fileselector.
It is also used when creating data select pop menus.

The "ghost" button in a fileselect window is independant from the userpref. It can be turned on/off individually without affecting

Note: When turning the option on/off, it sometimes take a couple of times before the pop menu registers it. Probably some caching thing. Will have to look at it.

Default value is Off.
2005-07-11 23:49:06 +00:00
Martin Poirier
0c0205ad78 My Radiosity commit had some code from my base list ordering experiement. (It wasn't removed because it didn't use the macros)
Caused radio to often say "no vertices" when that was obviously untrue.
2005-07-11 23:23:06 +00:00
Ton Roosendaal
01daf04ea6 - Object buttons, Hooks panel, clear offset didn't redraw correct
- Particle panel was drawing in wrong size
2005-07-11 19:31:15 +00:00
Ton Roosendaal
03c255ac1d New: Armature editmode/posemode now react correctly to HOME or Numpad-DOT
for viewing all or only selection nicely centered.

Fix: Poses without NLA or Action were reset to restposition on file read
or exit editmode.
2005-07-11 17:12:33 +00:00
Daniel Dunbar
7d80ffa538 - added bglVertex3f call (to match bglVertex3fv) 2005-07-11 17:06:03 +00:00
Ton Roosendaal
4c4de10cf8 Fix: Prevented depgraph to execute do_all_actions when you paste a poste. 2005-07-11 15:38:51 +00:00
Ton Roosendaal
70271db367 Corrected the Armature option "Delay deform", which doesn't update its
children during transform... to make it work, had to trick the nice
depgraph code... <sob> :)
2005-07-11 13:59:02 +00:00
Ton Roosendaal
a17e21dfab SLightly altered rule for the new IpoCurve option "Keep horizontal on
extrema". It now also keeps auto-handles horizontal when the Y coordinate
is exactly identical.

And; made this option default on inserting new curve/keys.
2005-07-11 12:31:15 +00:00
Ton Roosendaal
85aca9bba1 Fix for bug #2747
Knife cut in edge selection mode can cause crashes, since it uses subdivide
which isn't edge-select aware yet.
Quickly patched it by making knife checking on vertex selection.

Johnny: undo this change when you add the new subdiv code, good test for if
it works as well! :)
2005-07-11 11:58:29 +00:00
Martin Poirier
10c4c6463c Boundbox select object mode optimisation.
Changed selectprojektie (and renamed to view3d_opengl_select as suggested by Ton) to accept a buffer size, so boundbox can adapt it's buffer size to the number of object in scene.
Also, the loop is done more smartly, since glSelect fills the buffer in the same order as the drawing order, so we save lops of looping on unselected object (which used to go through all the buffer before finding that they weren't selected).

This scheme could probably be applied to all the other loops using glSelect. (good project for newbie coders)
2005-07-11 11:09:26 +00:00
Ton Roosendaal
8301d7ad00 Bug fix #2762
Quite harmless, but was lazy code...
When you choosed "Vertex Color Paint" material, the init_render_material()
also set the "Vertex color Light" option, because that flag was checked on
during render to detect vertex colors.
Now it has proper checks in render code.
2005-07-11 11:01:06 +00:00
Martin Poirier
54cd0cf56d This commit fixes radiosity to correctly preserve and subdivide UV
coordinates.

  Known problem: Pin status bleeds a bit, so new subdivided UVs around
points that were original pinned can end up pinned in the end. Could be
fixed, or could just drop pinned status entirely.

Also, when gathering meshes, it doesn't add materials twice, so it's harder to bust the 16 materials limit.
2005-07-11 10:48:14 +00:00
Ton Roosendaal
9cb84a662e Bug fix #2763
Depgraph missed proper relation from one armature bone to another armature
bone. Interesting rig setup for facial animation by Malefico! :)
http://projects.blender.org/tracker/index.php?func=detail&aid=2763&group_id=9&atid=125
2005-07-11 09:46:05 +00:00
Ton Roosendaal
0c197b211b Bugfix for #2768
Starting a Bake for SoftBody didn't initialize the animation system for the
first frame correctly, causing an initial unwanted softbody effect.
2005-07-11 09:27:35 +00:00
Ton Roosendaal
0fa1e2dcc7 Bug fix #2772
EditMesh undo didn't restore vertex colors! That slipped our attention for
almost a year... :)
2005-07-11 09:17:43 +00:00
Ton Roosendaal
27943d8798 More cleanup: removed do_all_actions() from the src/ tree, replaced with
proper recalc events. Now action-curve editing updates as it should be.
2005-07-11 08:33:52 +00:00
Ton Roosendaal
11a8714e54 Cleaned up the old call to do_all_actions(). It only is supposed to do
a single object, but was still called outside of that scope. Caused crashes
for example when editing Ipo curves of action keys.

editaction.c and editnla.c still need to be tackled...
2005-07-11 08:04:34 +00:00
Ton Roosendaal
b72c540f1c MetaBall editmode didn't send the DAG recalc event while transformed. :)
Meaning, it didn't do polygonizing while moving elements in edit mode.
2005-07-11 07:31:51 +00:00
Willian Padovani Germano
399f670ac7 Scripts updated:
- Jean-Michel Soler: paths import -- ai and svg modules;
- Jean-Baptiste PERIN: bvh to armatures (note: should not work until we re-wrap armatures in bpython);
- Campbell Barton: obj importer.

Thanks guys, excuse me the delay.

- tiny doc update.
2005-07-11 02:41:08 +00:00
Johnny Matthews
3d267e88e3 Fix for Bug #2793.
A really dumb coding error that I made when I coded this. left out brackets around an if block.
2005-07-10 13:45:12 +00:00
Ton Roosendaal
31f50d9247 For long on the wanna-have list;
Ipocurves with "Auto" handles now have option to remain horizontal on the
extrema (tops & valleys). Use ALT+H to set this per selected curve.
Note this is a per-curve feature, not per-handle.

If it works satisfying I can check on making this the default new added
curve.
2005-07-10 12:50:14 +00:00
Ton Roosendaal
227a67e105 Bug fix #2774
Using linked library files with relative paths, didn't set the correct
relative root... so it only worked with files in the same directory.
ALso fixed the button-lock in material buttons, it didn't allow to see
which materials were linked to the mesh/object.
2005-07-10 11:00:27 +00:00
Ton Roosendaal
65c9ea4588 Duplicating armatures didn't give proper re-build pose signal. 2005-07-10 10:36:01 +00:00
Ton Roosendaal
d7c7b54875 Switching scenes in the editor now correctly exits all modes, it didn't do
vertex/weight/texture paint yet.
2005-07-10 09:55:55 +00:00
Ton Roosendaal
36c2f0b682 Bug fix #2790
Pressing Wkey with no object active crashed.
2005-07-10 09:42:13 +00:00
Ton Roosendaal
3d6d14011c Bugfix #2791
Apply deform without object active crashed (only when using pulldowns)
2005-07-10 09:38:36 +00:00
Ton Roosendaal
7a31d07fda Bugfix #2797
Editmesh SHIFT+F "Fill" used an unsigned char to count amount of selected
edges linking to vertices, but also subtracted... causing the char to
become 255. Gave crashes (or infinite loops) when using "Fill" on random
input of solid meshes.
2005-07-10 09:32:30 +00:00
Ton Roosendaal
9fa952f9a5 Bugfix #2803
Transparent shadow could accidentally intersect first with a face being
farther away, due to the fact larger faces can fill up multiple octree
nodes. Had to use the same exception handling as for raytracing mirror or
glass.
2005-07-10 08:55:14 +00:00
Ton Roosendaal
0c89ddbf1c Changed type for new textimeout and texcollectrate into "int".
Please note that the "long" should be avoided in dna structs... it is a
reserved type for use in our code for pointer storage. It is 32 or 64 bits,
depending CPU architecture (pointer size).

The "long" type currently is in the makesdna.c code, and interpreted as 32
bits only, which is actually wrong yes... I should remove it or code it
correct.

BTW; this gave a warning in space.c, another case where MSVC forgives you?
:)
2005-07-10 08:31:56 +00:00
Ton Roosendaal
a7cd780ebf Armature;
- IK constraint now uses Ipo from action again
- Bug in last commit; the object action was ignored... did NLA always

Editmesh:

- when there are edges in mesh, it now only copies selection in edges
  when you have selectmode edge
2005-07-09 20:40:44 +00:00
Ton Roosendaal
d7bf5c0583 New! Pose-constraint Ipos now are integrated in NLA. ALso cleaned up the
weird disabled code that was hanging out there for ages.

Also cleaned up NLA blending itself, it was copying far too much data
around. Should be three times faster or so... need good test!

And restored Action Baking.
2005-07-09 19:37:38 +00:00
Daniel Dunbar
ef4bc76dc7 - add missing includes for lazy programmers who don't read error msgs 2005-07-09 18:04:53 +00:00
Daniel Dunbar
23980dd6b0 - fix what appeared to be obvious bug, "if (fclose) fclose(file)" ->
"if (file) fclose(file)", Text3d.c owner should check.
2005-07-09 17:54:03 +00:00
Ton Roosendaal
a4f907d2e0 Armatures; the bones menu used for "Make Parent" (CTRL+P) used wrong
indices still.
Cleaned the code, moved to editobject.c
2005-07-09 16:16:45 +00:00
Ton Roosendaal
30f89a6db7 Armature drawing fixes;
- Dashed line to parent bone was drawn to wrong bone in Rest Position
- Dashed line had selection color of parent, not of own bone.
2005-07-09 14:08:09 +00:00
Ton Roosendaal
c8f195d00c - Fix for action constraints; for Bone targets (target is input bone
actually) only the relative rotation is used.

- Added scale=1.0 initializer in saving files, this fixes a little  bit
  better upward compatibility

- Still there are cases where bones flip 180 degrees when you read it with
  older Blenders... not sure what it is caused by
2005-07-09 13:41:01 +00:00
Ton Roosendaal
24c9dc7322 Commented out one more line to make debug version of engine compile, needed
because API for armatures changed.
2005-07-09 13:33:36 +00:00
Ton Roosendaal
5b24b2d31e Two little bugs showing up in workshop;
- update_for_new_frame() (on frame advance, alt+a) crashed when no 3d view
  was opened ever (NULL pointer)
- using proportional mode on Curve editing wrote beyond end of a malloced
  block. Just a minus one needed here...
2005-07-08 06:55:10 +00:00
Ton Roosendaal
895c9a55d8 Two small fixes;
- ALT+R clear rotation on PoseMode didn't work when an Action was assigned
- 'Delete object' didn't set object pointers to NULL for Armature/Pose
  constraints (old bug)
2005-07-07 07:03:35 +00:00
Martin Poirier
6a2cf42b7d Well, it's better if the spelling is corrected everywhere the variable is used... (why must I make that kind of error?!) 2005-07-06 08:14:13 +00:00
Martin Poirier
167110c3aa After much debate on IRC, it was decided to spell "cancelled" properly... 2005-07-06 08:09:51 +00:00