Commit Graph

4648 Commits

Author SHA1 Message Date
296b2bf1d9 Added three more cases for allowing to create a new quad (Fkey), based on
inverting the checked triangle diagonal.
Noticed issues while modeling subsurfs yesterday, in that case you can
really be less strict.
2005-11-26 13:09:25 +00:00
63ca05b7b3 Four mirrored Weight Paint improvement/fixes:
- If the mirrored group doesn't exist yet, it creates that group now.
- Painting on any non-mirror group (not a name complying mirror rules), it
  will now paint mirrored on the group itself.
- The Mesh octree for mirror painting was not created on loading a file
  in WeightPaint mode, or on exiting Editmode for Mesh. This caused mirror
  painting to not work always.
- Tweaked the threshold calculation for vertices, so it gives fewer misses.
2005-11-26 12:23:33 +00:00
Stephen Swaney
51e70835cc patch #2869 MTex module additions
contributed by Yehoshua Sapir (sapir)

adds attributes to MTex module.  adds module constants.
Uses new style tp_getset.
2005-11-26 02:10:42 +00:00
8128835ada Small fix: after rendering particles, the "disp" amount was not correctly
put back to not 100% (if set).
2005-11-24 21:53:51 +00:00
9c66d202fe * Tweaked the logic of the Fkey button cycling to make it a bit smarter 2005-11-24 17:55:46 +00:00
db31007e32 * Removed the OK? popups from extruding curve CPs. 2005-11-24 17:54:49 +00:00
986745abcc Bugfix (tracker #3456, elysiun forum).
The new colorband code still had floating point issue... how much a
< or <= can differ eh!
2005-11-24 16:54:55 +00:00
9b8e7f55ed Using the "Lock" option in IpoWindow didn't update for Materials or Camera
Ipos.
2005-11-24 14:27:27 +00:00
Chris Want
fde3718843 While looking at the python Lattice code for a bug, I instead found
what must clearly be a typo ... an 's_z' where an 's_y' should be
-- python Lattice module owner please check!
2005-11-23 23:43:02 +00:00
899fe6ee9d Bugfix (own discovery!), using sequencer to render a scene updated the
depsgraph 2 times to often, also confusing particle drawing when disp %
is set.

And: little cleanup in render code (move includes in order)
2005-11-23 21:25:20 +00:00
bb0445c722 Bugfix #3437 #3438
- Mirror modifier showed particles on wrong half.
  Note: particles don't do modifiers yet (apart from using subsurf coords)
- Boolean modifier copy didn't copy the 'operation' type.
2005-11-23 19:19:44 +00:00
53d426c49a I hoped we could skip a floor() in the new zbuffer code, but no...
rounding negative values goes to zero, caused left pixel to not
render in images.
2005-11-23 17:38:05 +00:00
e506c9ea52 Forgot to remove code that draws the jitter samples in camera view! 2005-11-23 15:39:25 +00:00
b9e7bf05f0 Forgot to note in previous commit: also cleaned up warnings in code,
like using exported functions without adding it in the .h.
2005-11-23 15:22:51 +00:00
622f914776 New stuff & fixes in Blender OSA filtering.
While investigating alternative filters (Mitchell), I found two small
errors in the Gauss code, it clipped wrong and multiplied wrong, causing
settings other than filter size 1.0 to not work properly.

Took the last-minute liberty to add more filter types in Blender too.
Also wrote an extensive log about how sampling & filtering in Blender
works.

http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html
2005-11-23 15:20:45 +00:00
65a824879c - temporary fix for MSVC (accessing a var from the elbeem lib
caused trouble)
2005-11-23 15:18:45 +00:00
16ec668047 added bad level call stub for sluidsim 2005-11-23 14:42:17 +00:00
Chris Want
6443269c7d With the holy blessing of guitarGeek: Using smooth on a mesh with a
mirror modifier and the clipping option now preserves verts on the
plane(s) of symmetry (i.e., those verts are smoothed, then projected
back to the plane(s) of symmetry).
2005-11-23 14:37:48 +00:00
6d8a7d7819 * Attempting to fix scons for mac os x. It seems to be correct, if I've made a
mistake, someone can please help fix, just trying to get things to compile here
in the studio. You'll need to delete config.opts
2005-11-23 13:44:58 +00:00
5c56ca1180 - changed DerivedMesh integration, the fluidsim meshes now
replace the original one. so modifiers now work with them
  (apply modifier, or edit mode still work on original mesh).
  this should fix the three fluidsim bugs in the tracker.
- fixed stupid makesdna problem (writing "char string[160+80]" isnt
  a good idea :)
- changed GUI a bit, now displays an estimate of the required memory,
  there's still a problem with redrawing (currently relies on a call
  to the derived mesh generation)
- the fluidsim struct changed to store the bounding box,
  and the current loaded surface mesh
- temporary simulation files are now removed if env. var.
  BLENDER_DELETEELBEEMFILES is not set or zero
- fluidsimSettingsFree now gets properly called when freeing an object
2005-11-23 12:49:22 +00:00
c35a8fe463 - added dynlibtiff.c and tiff.c for compilation 2005-11-23 08:50:57 +00:00
06a496254c nan definition for precompiled libtif 2005-11-23 01:13:50 +00:00
576812004c updated the python script to create a good c file. Thanks intrr.
Kent
2005-11-22 20:45:36 +00:00
Alexander Ewering
52a13fb71b Made the envvar stuff work and slightly simplified it ;-) 2005-11-22 20:41:15 +00:00
d234f611f5 got rid of snprintf.... Replaced with MEM_mallocN and friends...
Kent
2005-11-22 20:24:28 +00:00
9664b7924f - accidentally removed a macro for returning Py_None for python 2.3 2005-11-22 19:34:28 +00:00
fe29a3c64b A few more python 2.4 macros to covert to 2.3 compatible code. 2005-11-22 19:23:26 +00:00
d9a4559335 Little bit of testing code snuck in there. 2005-11-22 19:14:10 +00:00
3489fdcd06 Fix for a python boolean macro that shouldn't be there. 2005-11-22 19:12:46 +00:00
00f266c651 This is a modified version of patch #2995
To enable dynamic tiff support.
I had to fix some of the logic in the fileselect box for icons,
I also expanded the patch to look in various default locations for
a dynamic libtiff.so/libtiff.dll
and look at the env variable BF_TIFF_LIB if it can't find it automatically.
If unable to load the library it prints a message about setting BF_TIFF_LIB
to the console.

I haven't been able to test it on a lot of platforms but hopefully it
will just work ;)  I added the files to scons but have not had a chance to
test that as well.

Kent
2005-11-22 18:50:03 +00:00
b63e26e109 Added some equvalency tests for the other math objects
* ==, != are defined for matrix, quat, euler.
2005-11-22 17:59:49 +00:00
6c619b235c Another bugreport, this time Basse: in NLA a position could sometimes be
set whilst the actual time was 1 frame after the strip. Appeared to be
a rounding error that didnt show in OSX.

Previously I added a threshold, to make sure strips are included when the
current frame is exactly on the end. That threshold now is smaller, and
I also made the fmod() to be done only on repeating strips.
2005-11-22 17:58:10 +00:00
17c26f4ccb Matt bugreport; stride bone caused character to float away while moving
a key in action window.

- Found bad constructed loop, it was redrawing and recalculating things
  even when key didnt move
- Depsgraph should also recalc object itself

Same code appeared in NLA editor, both fixed.
2005-11-22 16:35:21 +00:00
425fb98a05 Crasher bug from andy: loading a file with "No UI" crashes when that file
has no camera, and current project has camera view.
Found out the new camera decoration code needs prevention from reading
data from non-camera objects too.
2005-11-22 16:14:07 +00:00
dd57ec03a1 Removed clipping conventions for setting prefsize in Blender. Meaning, for
dual monitors you can start blender on a negative starting size too, like
blender -p -1280 0 1920 1280
2005-11-22 15:58:09 +00:00
3cd17c637a * LSCM live transform is finally here!
This is a combined effort from Jens, Ton who finished the code here on my machine, and myself putting in the little menu toggle and committing :).

Turn it on and off in the UV/Image window menu UVs -> LSCM Live Transform. It recalculates the LSCM within the transform loop when you're transforming pinned vertices, so it gives realtime feedback - a real time saver! Note: this is much more powerful than proportional edit, since it's properly calculating LSCM using the correct edge angles, etc.

I recorded a quicky demo video here: http://orange.blender.org/wp-content/themes/orange/images/media/lscm_live.mov (quicktime animation codec)
2005-11-22 15:00:32 +00:00
af2042d219 new attempt at the pyboolean macro, 'cause that style did not work in one line if/elses - this one is from the py 2.4 boolops headers. 2005-11-22 11:25:23 +00:00
3caeea233d trying to fix new armature compile probs on macs (w/ py 2.3 probably) by adding the 2.4 macros for returning python booleans. 2005-11-22 11:18:34 +00:00
71e47b31c6 Bugfix #2841
Ancient issue with Image bumpmap & orientation... this report was about
UV textures, which flipped bump direction when UV coordinates rotate.
So... time to dive deeper into it, and I found a very bad old construction
in the way image textures handled bump normals. Instead of using the
correct dx,dy vectors it was calculating the boundbox for it, and applied
it as such (loosing negative direction for the dx or dy that way).

Anyhoo! To make a long story short; the weird "correct Nor Map" option
now can be removed... but requires careful testing!

Here's renders from file I got from env, 239 means old and 240 is this cvs.

http://www.blender.org/bf/dino239.jpg
http://www.blender.org/bf/dino240.jpg

http://www.blender.org/bf/dino239a.jpg
http://www.blender.org/bf/dino240a.jpg

Note the much finer detail, and the more consistant normals direction.
No, go render testing dudes!
2005-11-21 22:47:23 +00:00
280375ab2c - editng options for armature added to AramtureType 2005-11-21 22:21:46 +00:00
838fb77159 - drawtypes added to ArmatureType
* uses module constants added to Armature.c
2005-11-21 21:26:09 +00:00
ac80b4ba11 * added some display options to the ArmatureType class 2005-11-21 20:54:29 +00:00
4d7ca2931c * adds deformation properties to armatureType 2005-11-21 20:22:08 +00:00
d5f1fc13b7 * [ #3376 ] Blender.Mathutils.Matrix().toQuat() broken
- a 0-degree rotation gives a abitrary axis of 1,0,0 not 0,0,0
2005-11-21 19:42:20 +00:00
5fa3d74d3c Bugfix #3153
Subdivide didn't correctly calculate new UV or vertexcolor yet.
2005-11-21 17:48:20 +00:00
125eaed808 Fix #3064
Assigning a Hook in Mesh editmode to new created vertices crashed on
exit editmode.
2005-11-21 17:06:16 +00:00
1568ebcd5f Bugfix #3346
Decimate modifier wasn't resistant to decimating below 3 vertices. It now
detects so, and doesn't add a face or edges then.
2005-11-21 16:21:03 +00:00
aedaba8223 Bugfix #3434
The OpenGL preview anim render calculated the camera matrix before
calling the animation updates, causing a lag when camera was parented.
2005-11-21 15:59:01 +00:00
9607fac3a5 A few more doc updates 2005-11-21 15:44:59 +00:00
0e62c58b08 Some updates to armature documentation. 2005-11-21 15:36:36 +00:00