Commit Graph

47594 Commits

Author SHA1 Message Date
Ton Roosendaal
0639829140 Fix for #1549
This was something users found since tracing got into blender, having
sometimes small 'dots' or bright pixels or missing reflection rays in
an image. Thanks to the very simple sample file I could disect it...
it appeared to be an incomplete check for all numerical exceptions when
you traverse the octree nodes. Very technical, but clear comments are in
the code to explain ;)
2004-10-16 11:29:09 +00:00
Kent Mein
e8b41d139c Martin DeMello's patch to add dxf import code for:
CIRCLE, ARC, ELLIPSE and LWPOLYLINE.

I made some modifications to it to clean it up a bit.

I entend to do some more dxf stuff in  the near future but figured
this is ready to go for now, and trying to clean up a bunch of small stuff
I've had sitting around for awhile. ;)

Kent
2004-10-15 13:04:21 +00:00
Kent Mein
0f5eae2c64 added -h to the commandline args to print usage.
Kent
2004-10-15 12:46:57 +00:00
Stephen Swaney
74aa13e29a fix evil c++ declaration. 2004-10-14 23:57:33 +00:00
Stephen Swaney
4ac4629905 a patch for the Text editor contributed by themeyers.
adds new features for indenting and commenting.

Note: I am not sure if the best menu spot for these features
is under the Select menu, but we can argue about that later.
They do work on a selection, though.

from the mailing list post:

1&2. Added Indent/Unindent under Edit->Select
just select the text you want to indent and go to the menu (
note if nothing is selected Indent will just indent ( tab )
the line the line )

3&4. Added Comment/Uncomment to the same menu
same applies as above

5. Added Tab setting on the menu bar in text editor
Sets the number of spaces a tab ==
changing the setting will change the hole script

6. Added Auto indent
when you hit enter it goes to the next line at the same
tab number and the line above it ( needs more testing and input)
2004-10-14 23:37:04 +00:00
Nathan Letwory
9d579591a3 Make msvc happy by 'improving' order of declaration and removing superfluous layout issues. 2004-10-14 23:34:19 +00:00
Stephen Swaney
8edf8ff5fa bugfix: #1642 Matrix multiplication memory leak
another memory leak plugged.
2004-10-14 23:11:09 +00:00
Ton Roosendaal
6346486995 fix for #1635
Field render, and field option for image texture, had error due to
returns in middle of calls... this bug was there already for long
while, not much used eh ;)
2004-10-14 23:03:12 +00:00
Ton Roosendaal
24cd65efb0 Typo in effect.c, bad testing :) 2004-10-14 22:39:13 +00:00
Ton Roosendaal
61f738e0f3 Bug fix & new feature;
http://www.blender3d.org/cms/Particle_duplicators.443.0.html

Static particle systems now can also duplicate children (Dupli Vert).
Even ipo's for children are evaluated correctly then, nice stuff :)
2004-10-14 22:20:42 +00:00
Stephen Swaney
9b82ff3d00 one teensy comment.
no executable changes
2004-10-14 20:51:20 +00:00
Stephen Swaney
78a810d9af fix bad return types for errors in Matrix_coerce().
EXPP_ReturnPyObjError() should have been EXPP_ReturnIntError().
2004-10-14 19:06:44 +00:00
Stephen Swaney
7dda27fcd7 followup to vector memory leak fixes:
fix for problems with NMesh vertices.
  plug some more leaks in matrix module.
  new vector method newVectorProxy().

In BPy-Land, we have overloaded the meaning of our Vector
type.  One use is for vectors in the traditional mathmatical
sense.  The other legacy use is as a proxy for Blender data.
The recent memory leak fixed have lead to the Vector type
behaving as mathematical vectors.

However, the NMesh module is still using Vector types as a
proxy to manipulate NMVert data.  To support this usage, in
the vector module there is a new factory method
newVectorProxy().  This creates a Vector that references
memory outside the Vector.  Vectors created by
newVectorProxy() do NOT free their referenced memory.  The
newVectorProxy() is used only in bpy code and is not exposed
thru the scripting interface.

Anyone using newVectorProxy() must be aware of object
lifetime and scoping issues because the returned Vector
holds a pointer to memory it does not own.  This works in
the NMVert case since we are referencing memory belonging to
the NMVert object via an NMVert method.
2004-10-14 17:35:16 +00:00
Ton Roosendaal
6fbd4e3e1f Color picker fixes... (bug #1490)
Since color is stored RGB only in Blender, the conversion from and to HSV
causes values to be clipped all the time.
Solution found is adding a persistant hsv storage to the uiBut struct, and
have it working on that only while hsv button is open. Still, after usage
(leaving picker) the conversion will change values to rgb.

Also added; redraw event for editing buttons, to show correct changed
color while using nkey picker
2004-10-14 14:20:24 +00:00
Kent Mein
0d68cafdec Added to the top of the file: struct SpaceOops;
to stop a warning about SpaceOops defined inside of parameter list...

Kent
2004-10-14 13:52:12 +00:00
Kent Mein
a5c2bc3c23 Kenneth Strom's patch to make Fractal Subdivide work in the -
direction as well as the positive.

Kent
2004-10-14 12:14:39 +00:00
Ton Roosendaal
ed3a7e9ed3 Bug #1468
"Home" or "View All" in NLA window didn't set a good result in all cases.
Now it uses the Scene start/end frame, which isn't correct always, but at
least gives results.

NLA and Action drawing is total mess! Certainly nice job for cleanup for
next release.
2004-10-14 11:58:19 +00:00
Ton Roosendaal
c8c68fba7a Accidentally committed a line paste with declaration outside of { }...
Thanks jK!
2004-10-14 10:50:08 +00:00
Ton Roosendaal
31956cda44 This fix, bug #1342, makes blender consistant, but won't really solve
weakness in design.

Issue was: if you delete the 'mother metaball', which is an object with
name without a number, the entire metaball family isn't polygonized. Sofar
so good, where it not that rendering still worked, because it searches all
objects in the scene for a family member with lowest name.

Doing such a search within the main drawing loops will become a major
slowdown, so this better isn't done.

I don't mind sticking to (documented) consistant behaviour. Alternative is
a flag in object to denote it's a Mother Ball, and check for that instead.
This isn't nice to code in current Blender though... we don't have a signaling
system where to insert such tests reliably, making it very hackish.

Jiri; I hope you can agree with the solution! :) Just want to have tracker
cleaned up, refine it to real bugs.
2004-10-14 10:15:35 +00:00
Ton Roosendaal
94216156a9 Not a real fix, but report #1638 was a valid confusement...
When using Unified Render, the Gauss option cannot work, so the button then
disappears to indicate so.
2004-10-14 09:47:26 +00:00
Ton Roosendaal
c47896280a Fix for #1617
Volumetric spothalo shadow clipped at z=0.0 instead of correct z= -1.0.
Just forgot that zbuffer for spot shadow uses entire signed integer range.
2004-10-14 09:40:48 +00:00
Ton Roosendaal
6cc560682c Bug fix #1341
Deleting all vertices in a Curve Path, crashed/corrupted a FollowPath
constraint using it.
Now it defaults to (0 0 0) for an empty path.
2004-10-14 09:18:26 +00:00
Ton Roosendaal
652427c856 Three fixes;
- bug #1307; copy full scene didn't update links in constraints
  (was an oldie bug!)
- also fixed same for Hooks, which even't didn't duplicate yet
- HOME in outliner (show hierarchy) now only does current scene
2004-10-14 08:52:12 +00:00
Ton Roosendaal
ea114bbc70 Fix for #1626
Pulldown menu "Apply deform" in (3d header) called 'make duplis real'.
Easy fix :)
2004-10-13 22:18:34 +00:00
Ton Roosendaal
b8d89801e8 minor fix, more a beauty glitch, bug 1612;
when adding first ipo curve position, editmode on the curve shows weird
handles, which solves when adding the next keys though...

Fix is that it sets all handles on zero size now. (is auto-handle, so no
harm done)
2004-10-13 20:37:00 +00:00
Ton Roosendaal
6523723730 Fill and beautyfill now respect new edge/face selection flags.
Also flipped normals for default filled faces, they were pointing away
always.
2004-10-13 19:39:26 +00:00
Ton Roosendaal
627a296ac6 Fix for #1569
Problem was dynamic linking of files with game logic. The links between
sensors/controllers/actuators got lost.
Never though i'd still understand the code, not too bad at all! :)
2004-10-13 17:59:44 +00:00
Ton Roosendaal
6ba75821e0 Fix for bug report #1566
Some 3d cards, IBM mostly, crash when glBitmap draws while in glPicking
mode (for select).
This was fixed for empty objects before, but armatures also draw bone
names... here the check for 'picking' was added
2004-10-13 16:33:59 +00:00
Ton Roosendaal
1964efa7d6 Cut'n'paste code, to fix bug 1500, resulted in crash when not rendering
extruded curves. thanks intrr for noticing! :)
2004-10-13 16:11:49 +00:00
Ton Roosendaal
b63f41a518 Fix for bug #1562
There's an ancient code in Blender to denote a projected vertex coordinate
is invisble, it sets the x coord at 3200. :)
This wasn't updated while coding loopselect, nor edge select. Causing in
extreme zoomed in situations vertex selecting go wrong.

Also added; option "don't load GUI" in fileselector doesn't get saved in
files.
2004-10-13 09:17:10 +00:00
Stephen Swaney
b711409f8d fix numerous memory leaks in the math types.
fixed bug:  #1633  Memory leak in M_Mathutils_Vector

The math types ( matrix, vector, quad ) now make
copies of data passed to them rather than holding
a pointer to memory that cannot be freed, or that
may go away unexpectedly.

This also clarifies the problem of who is responsible
for freeing memory allocations.

Pre-checkin files are tagged mem_leak-1 in case this
breaks something.
2004-10-12 23:58:03 +00:00
Ton Roosendaal
4e8b2babdc Linestyle (dashed, using glStipple) seems not to work proper on
circle selecing. I can't find clues (thanks k-rich for help!) what it
exactly causes...seems like inverted draw + glStipple + draw circle
somehow confuses a driver... we can live without i guess?

This commit is to verify it now works ;)
2004-10-12 22:49:24 +00:00
Ton Roosendaal
1f4cb9a285 Fix for bug #1500
Ray_transp on curve objects (filled polys) didnt work well, normals
were not pointing outside all nicely
2004-10-12 17:22:56 +00:00
Ton Roosendaal
35a4e078a7 Swapped 1 line of code, missed the declaration in the subloop... 2004-10-12 16:10:12 +00:00
Ton Roosendaal
5ae1191a12 Added safety test for occurance of zero scaled areas in Blender. This
totally screws up opengl calls...
If it detects a zero area now, it removes it and prints warning in terminal
2004-10-12 15:47:15 +00:00
Brecht Van Lommel
c957ec93df Do better checking for hidden faces in uv editor, sometimes unwanted uv's got
pinned.
2004-10-12 15:34:26 +00:00
Brecht Van Lommel
0f95db92c6 Draw Seams in subsurf optimal mode. They were already subdivided correctly,
just needed to be drawn.
2004-10-12 15:23:00 +00:00
Brecht Van Lommel
42ecc3c56d Face selection in uv face select mode, with hidden faces, was broken:
there was no check for hidden tfaces in backbuffer draw.
2004-10-12 15:15:10 +00:00
Ton Roosendaal
3a2d57856b Extrude crashed on extruding verts/edges only, due to lack of pointer
check in theeths commit of 20h ago. :)

Theeth; the signal I added (for normal) was hackish, as noted in comments!
Hopefully in new transform that all will be nice.
2004-10-12 15:04:05 +00:00
Ton Roosendaal
676f3b3782 Join triangles to quads (alt+j) tool didnt set face selection flags. 2004-10-12 12:46:05 +00:00
Ton Roosendaal
2521a8b577 Bug fix 1432;
When you PAD-enter on a popup-number button (like for add circle) it
accidentally de/increased the value before assigning an "OK". Fixed.

Also: restored functionality that allows to use Enter keys as a mouse
button click. This de/increases values now, opens menus, etc. Not in
pupup or pulldown menus though!
2004-10-12 09:06:28 +00:00
Stephen Swaney
be32f6d5b8 bugfix: #1624 Can not switch layers of some objects through python.
All Bases were not getting updated with new layer.
2004-10-11 20:33:51 +00:00
Martin Poirier
dbf5076b98 Moved headerprint to editscreen (for logical placement and reusability).
Made extrude along normals more sane. Now behave like a move along an arbitrary axis (including Ctrl/Shift applications and typemode). Also prints "Along faces normal" in the header, to tell the user what's happening.
2004-10-11 18:42:18 +00:00
Ton Roosendaal
f03725037a - selection option for vertexgroups didnt use proper new flags
- outliner bugs:
  - shift+click on icons opened new window types
  - click on world of other scene, makes that scene active
  - deleting objects from multiple scenes crashed
2004-10-11 18:35:42 +00:00
Stephen Swaney
afbf2c25ce fix memory leak in Object.GetSelected().
bugfix: #1631 Memory Leak in newMatrixObject
  PyMem_Malloc()s not followed with PyMem_Free().
  allocation error checking contributed by Tom Musgrove.
2004-10-11 17:05:14 +00:00
Ton Roosendaal
b024faabe5 Outliner features:
- Rename!
CTRL+leftmouse click on name, makes it a text button. Works for all items as
currently being displayed.
Most work was doing the Bones, which is a nightmare :) But it uses same
code as buttons in Armature-Editmode now, without even needing EditMode :)
When renaming a bone, the Outliner makes the Object active though.

- PageUp / PageDown keys
Do what you expect.
2004-10-11 11:54:14 +00:00
Ton Roosendaal
2d833b3722 Forgot about PC's using backbuffer draw for selecting (no AUX as on OSX),
so loopselect mode needs refresh of backbuffer during loops
2004-10-10 22:02:07 +00:00
Ton Roosendaal
acf754e9e2 Fixes in editmesh:
- ALT+B loop edge select loop
- SHIFT+R loop face select loop
(both work with ALT+select too)

- CTRL+R loop cut
- Kkey menu, loop select/cut and knife

- and ALT+select on edge always selects a loop now
2004-10-10 19:41:43 +00:00
Ton Roosendaal
7b99fb79c3 Fix for reported Mesh+Subsurf+Optimal+particles, make linked duplicate, and
editmode crashed.

Cause: the stricter rules for when displaylists should be made failed on
the check for Effects (like particles).
2004-10-10 16:54:25 +00:00
Jens Ole Wund
20e8d2defc .. take the proper example for edges in addfacelist()
may be different from exaple ..
2004-10-10 13:55:57 +00:00