Commit Graph

4507 Commits

Author SHA1 Message Date
01436513dc Some more loop fixing, this time in loopcut 2005-07-31 20:40:27 +00:00
1d2dd4ce75 Adding a little idling to Edgeslide loop, 2005-07-31 20:18:38 +00:00
3509a7239a yo bassam, here it is
Action editor UI tweaking:
PageUpKey moves action up one row ( shift == move to top )
PageDownKey moves action down one row ( shift == move to bottom )
multiple selections allowed
2005-07-31 20:01:15 +00:00
49499c49be updated vc7 projectfiles so they work with bullet 2005-07-31 14:40:51 +00:00
3b7d40cfdb For edgeslide control rail there are 2 options:
Scroll Up/Down and Left/Right arrow key will cycle through the control edges in either direction.

I got rid of SHIFT for the time being.
2005-07-30 19:50:51 +00:00
697b22cc41 updated testbed demo 2005-07-30 18:58:21 +00:00
6eeaacde0a enable bullet for vc7 too by default (can be switched off easily) 2005-07-30 18:21:02 +00:00
ed997ca8d2 more physics work, tuning parameters, hooking up friction etc. 2005-07-30 18:10:53 +00:00
9da7ec89ed Edgeslide Mouse Movement Fix
Edgeslide movement is now controlled by a line drawn between the endpoints of the 2 control rail edges. Edgeslide will
try to pick a control rail pair (will color green ATM) if you don't like the edge it picked, use the mouse wheel up to change it.
have to code mouse wheel down to go other direction still. Just ran out of time ATM and wanted to get this in for movement testing.

movement is in 1% per edge (so 1% out of -1 to 1)
CTRL makes it 10%
SHIFT makes it .1%

Se what you think and give me some feedback on functionality :) Code needs cleanup and comments, so don't crit that too much yet.
2005-07-30 16:37:04 +00:00
0b729465a8 added PHY_Bullet vc7 projectfiles
this one should be used, instead of extern\bullet\make\msvc_7_0\Physics_Interface1\CcdPhysics_vc7.vcproj and bullet\make\msvc_7_0\Physics_Interface1\PhysicsInterfaceCommon_vc7.vcproj
2005-07-30 14:24:28 +00:00
a2eefbd7c7 Fixed some warning shenanigans 2005-07-30 01:44:15 +00:00
Alexander Ewering
7de4b17263 Fixing (hopefully) a stupid issue with rendering text objects:
cu->curinfo.mat_nr appearently didn't get initialized to 0 when creating
a new curve / text object, thus assigning random material indices to
characters, which crashed when rendering.

I'm still not sure if this was the actual issue, though I'd hope so :)

For old files that crash on rendering, just enter editmode on EACH text
object, select all text, and assign a material to it.

I hope this fixes.
2005-07-30 01:14:59 +00:00
d44e6153d1 Flush Edge selection down to verts in subdivide if you are in Vertex select mode 2005-07-29 20:07:01 +00:00
60dc7730f4 Commented out some debug printfs 2005-07-29 18:54:48 +00:00
0d90195d17 Another UV tweak for subdivide, It seems to work better now, still not perfect 2005-07-29 18:45:40 +00:00
dad6ef9045 added physics-debugging
didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
2005-07-29 18:14:41 +00:00
7d797797c8 A Small change on Edgeslide while I try to come up with a better mouse interaction.
Move mouse  - 5%
SHIFT modifier - 1%
CTRL modifier - 10%
2005-07-29 14:20:48 +00:00
7432e4485e >humm, .. this seems to define USE_BULLET for 1400 > _MSC_VER
>e.g.  my msvc6 and gcc in linux. right?
>BM

thanks bjornmose, is was a typo
(it only disabled bullet for Visual Studio 2006, which is not even in planning stage :)
Should be fixed now
2005-07-29 06:08:02 +00:00
aa3a45ddfc Linking to wrong zlib library. fixed! 2005-07-28 18:50:39 +00:00
08127dd5ec _.NET projectfile updates_
This fixes a number of build issues with msvc7 projectfiles
 * fixes the zlib problem
 * fully builds bullet + solid + blender
 * updates project files
2005-07-28 18:31:16 +00:00
66c7f07280 _build environment for bullet physics_
- adds bullet projectfiles to the extern.sln build
(please rebuild extern.sln)
2005-07-28 18:29:18 +00:00
0f3303b7c5 Fix for zlib with MSVC/SCONS. Should compile now. This does not fix the bullet issues yet. But with this Blender should compile without the gameengine. 2005-07-28 18:11:10 +00:00
b5ec3efeaf removed duplicate testing files 2005-07-28 12:21:55 +00:00
d501f56e96 Bugfix #2875
Removed old code that was used when the global undo still saved files. It
was restoring pointers in the UI based on names, which gave confusing
results when loading the quit.blend file (actually undobuffer).
Instead it should treat the quit.blend same as "Load without UI" option.
2005-07-28 11:05:21 +00:00
4cc96528b8 Nice time saver for Armatures: Introduced Bone type "Hinge", which doesn't
inherit pose rotation/scale from its parent pose-channel.
Button is available in Editing Buttons for PoseMode as well as EditMode.

Aim is to reduce overhead of Constraint usage (copy location).

(in object.c I removed old code for IK)
2005-07-28 10:01:10 +00:00
a2c4044b27 zlib.lib update. some includes too. 2005-07-28 08:33:17 +00:00
28bd71602d Killed some warnings. No please.. hold the applause. 2005-07-28 03:20:21 +00:00
539a9ad08f Part of a fix to the makefiles for compiling the new ZLib stuff. This
seemed to do the trick for me, however a game engine error has prevented me
from compiling to test. Anyone who has time to test compiling it would be
appreciated.
2005-07-28 00:13:18 +00:00
8828aa060a - move zlib.h around to make windows happy
still having linking issues with zlib, grumble grumble
2005-07-27 21:31:44 +00:00
4b1588e277 - update storage.c to use standard time codes (should fix issue
with MSVS 8)
 - broke mesh_create_shadedColors out of shadeDispList, used to
   build vertex colors for mesh in vpaint as well (also fixed
   bug where they were not initialized correctly for subsurfs)
 - added modifier_copyData and modifier_findByType functions
 - change editmode modifiers to only calculate if Realtime and
   Editmode bits are both set, makes more sense for copying
   modifiers
 - update object_copy to correctly copy modifiers
 - removed duplicate redefinition of ME_ attributes in python,
   this is a horrible idea, why was it done in the first place?
 - update armature auto vertex group code to check for subsurf
   in modifier stack
 - fixed flip_subdivision to work with move to modifier stack
 - added copymenu_modifiers, can copy all modifiers or just
   data from first modifier of a certain type (not sure how
   to deal with multiple modifiers of same type... not
   a big issue though I think)
2005-07-27 20:16:41 +00:00
410512e265 Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz

Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.

The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.

Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
cd6cbda7db Bug fix #2870
Wire material doesn't work with raytrace, but the wire faces were still
trace-able, giving weird results.
Now the wire faces are excluded from the octree.
2005-07-27 18:53:59 +00:00
2da63a1ad7 Added Name flip for
_L
_l
_R
_r

Also added if suffix == 001, do not re-add suffix. So allows the following procedure

 bone named Bone_R is copied, becomes Bone_R.001
Bone_R.001 is Flipped, becomes Bone_L

Currently only works for 001, could be extended later
2005-07-27 18:48:08 +00:00
59672145a9 Cleanup & goodies for rigging geeks! :)
- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips
  the L/R tags in names, and calls the proper code to rename everything
  that's related (constraint targets, bone-childs, etc).
- PoseMode: Shift+S snapmenu: snap cursor to selected now works
- Outliner: select bones now correctly sets 'active' flag for bones,
  updating the UI as well.
  Also made sure you cannot select hidden bones in outliner.
- 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user
  option "Draw active object name" set.
- Added the new Armature/PoseMode options in View3D pulldowns.

Cleanup:

- moved Pose code from editaction.c to poseobject.c
- removed BSE_editaction.h and BSE_editaction_types.h, moved contents of
  it to BIF_editaction.h. One include per C file should be fine. :)
  I know the src/ structure would require more elaborated includes, but
  we don't have that now...
2005-07-27 10:37:20 +00:00
8f15f9805a got some "_1400 <= _MSC_VER" wrong, should be "_1400 < _MSC_VER"
Lets hope gcc doesn't define this :)
2005-07-27 09:47:08 +00:00
411123b250 - added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
b8142515ce visual studio 8 crashes on this R argument, todo: find replacement 2005-07-27 09:09:36 +00:00
21e59fd927 Correct init_userdef_file to not overwrite CollectRate and Image TimeOut every time it loads. 2005-07-27 07:50:28 +00:00
2e73199ea7 Image memory garbage collection:
clock seemed to work weird on some machine, switching to PIL_check_seconds_timer.
It's more in line with the rest of Blender anyway.
2005-07-27 07:43:48 +00:00
fe30da1775 Image memory garbage collection wasn't working correctly due to a poorly constructed if clause (it was collecting only images marked as NO_COLLECT, which only happens with Python loaded images).
Another problem now is that the userpref values aren't correctly saved in .b.blend, they always reset to the default. Will look into that.
2005-07-27 06:21:50 +00:00
c25b7117d0 - decimator modifier was giving wrong # of verts when a previous
modifier was active
2005-07-26 23:38:26 +00:00
Stephen Swaney
348890d423 SCons fix for blenderplayer: add blender_LOD to link lib list. 2005-07-26 22:22:48 +00:00
f253d4693a Fix in outliner. Renaming PoseChannels didn't call the routine that checked
all bones, other poses, constraints, actions, etc.

Also: for clarity, brought back the display of both Armature Bones as
Pose Channels. Renaming either works, but you can notice the constraints
are on Pose, not Armature.

Little bug still; the order of drawing (pose, armature) sometimes flips,
don't know why yet. Tomorrow!
2005-07-26 20:42:11 +00:00
b0065e3451 Added PoseMode CTRL+C copy menu. Does loc/rot/size and constraints. 2005-07-26 19:51:15 +00:00
eadfd13123 - missed in remove wave effect commit, option was still in effect menu 2005-07-26 19:27:56 +00:00
dacfebb115 Made do_versions() have proper arguments to do linked-library version
conversions as well, with proper check for each version of each linked
file.
2005-07-26 18:46:28 +00:00
Stephen Swaney
fd4df5e8b0 SCons fix: move blender_LOD after blender_blenkernel in link list to fix
problems with undefined refs.  Let's see what this breaks!
2005-07-26 14:32:03 +00:00
913a1d657f In Vertex Select Mode
CTRL-Alt-RMB = Faceloop Select
2005-07-26 14:09:46 +00:00
f48fa716c4 Removed Vertloop Select and Faceloop select from toolbox 2005-07-26 13:55:10 +00:00
3e34ff9a09 _update to .NET projectfiles_
- removed wave from python
- added include path for decimation header
- added additional line to eof in point
2005-07-26 13:30:08 +00:00