Commit Graph

47594 Commits

Author SHA1 Message Date
Ton Roosendaal
1b293777b8 Brought back overkill of displist creation for armatures and deform...
Got some testfiles that I cannot get to work quickly, better do this
after release (again)
2004-10-28 21:12:26 +00:00
Chris Want
8c0b126bc2 Related to gameplayer png bug: cygwin needs to find the zlib library
too. (Thanks Richie)
2004-10-28 17:29:03 +00:00
Ton Roosendaal
e2f33871be Duplicator object which is being deformed now gives deformed duplicates
too. Feat request & discovered by S68. :)
2004-10-28 17:22:10 +00:00
Ton Roosendaal
f7e899a194 Render with backbuffer, using border, crashed... was commit of many months
ago by self. Tsk!
2004-10-28 16:56:23 +00:00
Ton Roosendaal
9ac0d58d0e Changed order in evaluation for common_instertkey menu, to enable posemode
key insterting working on unselected armature.
2004-10-28 16:22:42 +00:00
Ton Roosendaal
9326a6cf51 Report 1659
Delete object, after selecting it in Oops (not outliner!) crashed blender.
2004-10-28 14:47:53 +00:00
Ton Roosendaal
55478b2616 New 'visible only' select didnt work correct when parts of faces were
hidden. The drawing function needs to return the actual face total, not
the amount that was drawn
2004-10-28 14:13:46 +00:00
Ton Roosendaal
3aa1d9432d Fix for #1666
There's a conflict between global undo and editmode undo.  The first one
reloads a .blend actually, so pointers change all over. The latter still
uses the object pointers for checks. To resolve that the editmode undo
system cleans its stack based on object names, not pointers.

In previous code I tried something smart to prevent undo stacks being
reused when you delete an object, and add new object with same name.
That didn't go OK in all cases... so I accept this little quirk for now
(rename object still works though, wont clean the undo stack)
2004-10-28 12:38:50 +00:00
Ton Roosendaal
e82543da88 Fix for report #1671
When you load sound in sequencer, most buttons for the sound where not
displayed (game engine usage only). But half of these buttons are useful
for renaming file paths or make relative paths. Just brought back the
entire panel, with clear info in tooltip what settings apply engine only
2004-10-28 11:03:16 +00:00
Ton Roosendaal
ad7a437653 Bug #1690
Crash on large mesh while vertex painting. Was combo of using shorts
(signed) and just a too low limit (64k).
Now it uses integer for main lookup table and max is 512k. Still an
artificial limit, but this wont crash when you exceed faces, just give
nice warning :)
2004-10-27 10:39:49 +00:00
Ton Roosendaal
53da078c56 Fix for #1691
Using octree resolution 512 easily could overflow fixed sized array that
holds all node branches. Had to jack that up...
2004-10-27 09:59:25 +00:00
Ton Roosendaal
0512a1032c Bug #1686
Subsurf, optimal; the outline-selected-draw now uses a normal wireframe
(not optimal) giving a nicer outline.
2004-10-27 09:25:55 +00:00
Ton Roosendaal
9719dc63e2 bug #1681
Using a too short string for a file path (plugin) caused crash
2004-10-27 08:48:49 +00:00
Ton Roosendaal
369c5f03c9 Fix for #1679
When rendering from localview, the lamp layers were not evaluated properly
for "Layer" option in Lamps. This because localview uses layers 24-31. :)

Fix is simple; just not use localview layers for lamp while render.
2004-10-27 08:41:51 +00:00
Ton Roosendaal
b7a7e5912a Put back frontbuffer drawing for link-lines, used in the logic editor.
No quick & nice method can be found to prevent using frontbuffer for now.
2004-10-27 07:41:44 +00:00
Ton Roosendaal
ae76eaf9cb Fix in Makefile for added png library 2004-10-26 21:33:47 +00:00
Ton Roosendaal
d6b2f3574a Bug #1670
Just one simple report, 4-5 hours work...
reported was that selecting in action+nla window is slightly off. Quite
annoying. It appeared to be a wrong usage of View2D facilities, causing
part rewrite of a lot of stuff here. Mainly did it as excercise, to get
better understanding of all of this. Would need some testing though!

PLus; fixed crash while using "single user" menu with Ipos in Object.
2004-10-26 21:10:58 +00:00
Ton Roosendaal
b724cc58b2 Added glBlendFunc() in draw menu, but that's zealotic... anyhoo, who knows
it solves issues with transp menus
2004-10-26 18:47:54 +00:00
Kent Mein
06cb471269 Fix so it compiles on my machine....
Changed:
        row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
        row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];

Thanks emil....

Kent
2004-10-26 13:04:27 +00:00
Ton Roosendaal
15e1671ec5 Enabling transparent pulldown/popup menus in Blender. Speed of drawing is
not affected when using standard (alpha=255) settings.

Only the backdrop for menus and unselected items can be transparent, the
highighted (active) item remains solid colored.

Just fun eyecandy tho :) but the recode of menu enables this easily.
2004-10-26 12:52:20 +00:00
Alfredo de Greef
c245379175 Bugfixes:
Blender hemilight shadow flag now ignored (reported by varuag).
Texture axes were not exported for procedural textures.
Duplicate armatures were not handled correctly (reported by richie).
Triangle uv-coord splitting (reported by anael, richie & Alvaro).

Additions:
Material 'TexFace' mode now works too, as in Blender it functions as an extra
first texture channel, replacing the base color.

The new noise functions for procedural textures are now supported in yafray,
but is  not quite completed yet, still undergoing changes.
(needs yafray from cvs).

The 'power' button has been renamed to 'EmitPwr', since it controls background,
arealight (including lamp with radius) & material emit power.
This button can now be used with the 'SkyDome' method as well to control
background lighting.
To control indirect lighting power, a button called 'GI pwr' has been added,
only use this when really necessary, first try modifying 'EmitPwr' instead.

Removed:
The 'gradient' button. This includes the python code to set
this parameter as well.
2004-10-26 00:52:12 +00:00
Nathan Letwory
85c889108d add necessary include paths for scons needed after fix for screenshot. NOTE: GPC_Canvas.cpp doesn't compile with msvc7 currently! 2004-10-25 15:52:54 +00:00
Kester Maddock
e4d22a8021 Tweek the stereo settings: allow negative eye separation. 2004-10-24 23:50:44 +00:00
Kester Maddock
e398ad2c0e Do a complete physics timestep each step instead of some per frame 2004-10-24 23:48:04 +00:00
Kester Maddock
657eff7ed7 Port stereo stuff from tuhopuu2: anaglyph, vinterlace 2004-10-24 11:03:18 +00:00
Kester Maddock
6424bf6eb0 Fix makeScreenshot for blenderplayer 2004-10-24 10:42:31 +00:00
Ton Roosendaal
070d01dd68 Two fixes!
- undo system didn't work in editmode AT ALL!!! (stupid me)
- Lattice deform on non-subsurfed objects did not update
2004-10-22 14:03:20 +00:00
Ton Roosendaal
eecaa4cb50 Better pointer check in outliner.c for actions, for bassam :) 2004-10-22 12:33:18 +00:00
Ton Roosendaal
0582a8513d Fix for better flushing up/down of hide flags in the selection modes. Still
tricky to find the perfect rule. This version should satisfy I think ;)
Aim is to have ALT+H and H doing always the same, regardless selection mode.
2004-10-20 12:39:48 +00:00
Willian Padovani Germano
fa9135385a BPython:
- Blender.Window: added function GetPerspMatrix() (Tom Musgrave's patch, thanks);
- added Chris Want's patch to tell argc, argv to the Python interpreter (thanks, Hos);
- Blender.Image: added image.glFree() to free textures bound by the recently added
  image.glLoad() (both suggested by Campbell Barton -- thanks, with these Blender can
  be used to load textures for scripts);
- Blender.Sound: removed for now at least a few get/set methods of vars that can't be
  accessed via interface;
- renamed Get/makeActive to Get/setCurrent in Blender.World (actually added alias for
  now), same in Blender.Sound: renamed makeActive to setCurrent.  Stephen Swaney
  pointed this some weeks ago, we should stick to one naming convention.
- added documentation for Sound and Window.Theme modules and the other added
  functions, made other small updates.
- Blender.Object: made 'worldspace' become the default output of .getMatrix and .mat/.matrix:
  after reading a discussion on blender.org's Python forum where eeshlo mentioned the
  pre 2.34 default was worldspace, I took a better look at Blender's relevant code,
  confirmed, talked to Theeth about this and as he suggested am changing the default
  back to 'worldspace'.
2004-10-20 05:51:24 +00:00
Simon Clitherow
f2f004af2d Bug fix for #1493 -
- Changed shortcut of "Align Active Camera to View" to
    Ctrl+Alt+Numpad0 to make it Windows-friendly.

  - Old shortcut of Shift-Numpad0 still works (until we find some other
    use for it!)

Could use testing on KDE/Gnome, etc - incase we make X do somersaults or something equally daft! :P
2004-10-19 21:29:15 +00:00
Ton Roosendaal
29ac3db7e8 Two reported issues with undo #1667 and #1168
- press TAB without object active cleared undo stack
- typo (another!) in variable name, causing undo stack from wrong object
  to be used (when have edited more objects)

Plus i found:
- rule for preserving editmode undo stacks, while using global undo, made
  stricter now. Before it only checked name, now it checks for existance
  of pointers extra.
2004-10-19 16:57:01 +00:00
Ton Roosendaal
4c827e73e2 Four new extrude possibilities;
- Individual faces
  Keeps Mesh manifold, so removes old faces always. Also uses a
  transform based on different vectors per vertex.

- Only edges
  Just extrudes the edges (not really 'individual', the edges still
  share the vertices. Uses same transform as normal extrude for that
  reason

- Only Vertices
  Uses normal transform after extrude

Also changed code a bit, to detect whether to call a normal-based
transform after extrude, or whether to call normal grabber. For example
when you just extrude 1 edge, it uses normal grabber.

Note; extruding an entire sphere goes OK with 'individual faces'. for
other extrudes you should press 's key' when in transform. Just cannot
predict (yet) when one method has preference over another.
2004-10-18 22:47:26 +00:00
Ton Roosendaal
295f11ea70 Outliner; menu 'scene operations' didnt do anything, commented out
Undo; when using global undo, the editmode undo stack remains accessible.
Meaning you can do global undo/redo, and then go back in editmode and
have all undo/redo steps as originally left in editmode.
2004-10-18 22:41:18 +00:00
Ton Roosendaal
1a591506c6 When you save a file while using radio tool, it didn't load correctly
because of a flag set which prevented drawing the objects.
2004-10-18 22:39:14 +00:00
Ton Roosendaal
a92b7277dc Fixes for #1654 and #1655
- crash when converting nurbs->bezier, with nurbs having <3 points
- copying audio strips in sequencer didnt increase ipo user counter
2004-10-18 09:43:38 +00:00
Ton Roosendaal
0be2d97e2e Hah! found the trick to recover hierarchy in edit bones, so the display
of Outliner of it is nice hierarchical too.

Please note that storage in outliner for editbones and pose-bones are
separate, so you have to uncollapse the views independently
2004-10-16 22:30:54 +00:00
Ton Roosendaal
121f842fb4 Outliner now visualizes and allows selection and name editing of Armatures
in edit mode.

Small extra fix; selection (mouse) on armature points goes easier now
(larger accepted distance from mouse pointer)
2004-10-16 20:41:18 +00:00
Stephen Swaney
eb9c70c50a more Text editor goodness from themeyers.
TABKEY indents current selection.
SHIFT-TABKEY unindents current selection.
2004-10-16 19:40:58 +00:00
Ton Roosendaal
8646736d2a Small fix for #1628
Constraints on an object with hooks (or other deformer) didnt update
OK while transform(). The fix is easy code to isolate for Martin, so
hopefully he can find integrated solution in transform() refactor :)
2004-10-16 19:14:39 +00:00
Nathan Letwory
6c8d048773 remove std:: to please msvc6 2004-10-16 18:50:23 +00:00
Nathan Letwory
333f0a29db Added #include <assert.h> so it compiles where assert() was used. 2004-10-16 18:13:00 +00:00
Ton Roosendaal
65a878a24a Bug #1651
And another fix for only shadow render. Correct clipping for spotbundles
shining on only-shadow materials.
2004-10-16 15:55:16 +00:00
Ton Roosendaal
c79b3bb92c Fix for #1618
Only shadow material + spotlamp-ray-shadow didn't clip for the spotbundle
correctly.
2004-10-16 15:25:58 +00:00
Ton Roosendaal
a463798984 Suggested by bug reporter; pressing Fkey to make a face, whilst the
selection already is 2 triangles, it should create a new face but
remove the old triangles. It actually calls the 'ALT+J' command then
(join triangles)

While testing found out more cases where new selection flags were not
properly used (join trias, beauty fill, flip edges, rotate edges)
2004-10-16 13:53:41 +00:00
Ton Roosendaal
96f2f71cb1 Fix for #1650
"Clear FGon" didn't call essential EM_fgon_flags(), to rebuild the lookup
table codes for polygons. This causes former fgon faces to become
not selectable
2004-10-16 12:27:16 +00:00
Ton Roosendaal
87663f8996 Bug fix 1649
Add edge/face didn't use correct selection code yet.
2004-10-16 12:20:06 +00:00
Ton Roosendaal
8682084834 Bug fix #1647
Making 'nice' code (split reused code in separate call) caused DupliFrames
option not to work, dupliverts & particles did, but yah, testing eh! :)
2004-10-16 12:05:42 +00:00
Ton Roosendaal
541a55484b fix for #1646
view3d header menu, mesh editmode, "make edge/face" didn't work. not since
it was committed oct last year :)
2004-10-16 11:48:14 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00