Commit Graph

9597 Commits

Author SHA1 Message Date
2d06f79ff9 svn merge -r 13177:13240 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-01-15 13:00:29 +00:00
28667a314e Feature + Fix:
- while sampling color in image window, you now get the sampled color as a line
drawn in the node editor Curve nodes, allowing quicker view of what values you
actually change.

- reverted temporary the patch [#6779] by Matthew Plough
  He replaced image drawing of backdrop-node-editor with our Texture drawing
  function. That call is extremely slow, and should be by definition slower
  than glDrawPixels (unless you don't upload the image each time to gfx mem).

  Drawing large frames (2k, 4k) in node editor became unacceptable slow, even 
  with the neatest hardware around. (tested nvidia, ati) 

  Probably (Campbell thinks) this is a bypass for Linux ATI cards? 
  Anyhoo, this should be investigated further before applying. It better then
  becomes a user pref, or even much better: part of the OpenGL profiler we need.
2008-01-14 19:03:27 +00:00
cdcba166f6 Bad bad bug!
Newly added strip->scale was never initialized 1.0f on adding, causing
divide by zero in NLA/Action UI.

Bug since september or so... is nobody using NLA? :)
2008-01-14 15:16:59 +00:00
54be577d68 bumped up max recursiveness, was needed for a peach shot 2008-01-14 13:48:43 +00:00
65c4a2f9ff == Limit Scale Constraint - Affects Transform ==
Now, the Limit Scale Constraint can be made to work on the Transform values like the Limit Location constraint. Use the "For Transform" button to activate.

For clarity, this means that when scaling with a Limit Scale Constraint with this option on, the relevant values in the Transform Properties will stop changing once the Limit defined in the Limit Constraint is reached.
2008-01-14 11:23:03 +00:00
7bd8871e14 Bugfix for rendering of duplis again, this time with multiple
dupligroups containing the same dupliverts.
2008-01-14 11:07:59 +00:00
f8ec163076 menu generation read and wrote to the same memory with sprintf(), use INIT_MINMAX in a few more places and centerview didnt take into account some bone tips in editmode. 2008-01-14 10:41:36 +00:00
2262d0a45a Strand render shadow now only renders lines for shadow instead
of polygons, to avoid shadow flicker between frames.

Added some code that makes it possible to generate APixbuf's
from strands.
2008-01-14 10:00:20 +00:00
442ff2c322 Bugfix for Transform Orientation Panel:
Removed a pair of uiPanelPush()/uiPanelPop() calls from the Transform Orientation panel, which were causing minor redraw/refresh problems for the panel's buttons here.
2008-01-14 02:49:25 +00:00
1f3dc315d5 Fix crash in previous commit for objects that don't have a boundbox.
In that case, the object's center is used.
2008-01-13 22:57:36 +00:00
1b6c8691fd make solver UI more consistent ... that is what parameters are available and what is not 2008-01-13 22:51:48 +00:00
e4e66c9aa4 === Transform Snap ===
Snapping for object mode

Changes:
- Transform snap now working in object mode and not just mesh edit mode
- Shift-Tab can be used to toggle snap on/off inside transform too (no more Esc,toggle,restart)
- Object mode snap: Closest uses the bounding box corners of all selected objects, Median uses object center and Center uses transform center (same as edit mode).
- Object mode snap: all visible meshes can be used to get the snapping point (unlike edit mode snap which is limited to selected mesh: this might be adjusted to make edit mode snap use all visible too).

To Do:
- Add "Active" snap target method: use active object (or mesh element) as snap target
- Add snapping capabilities to Scale
- (Maybe) Add "Near pointer" snap target method: use selected element that is closest to mouse pointer as snap target. Active could probably accomplish that already in a less confusing manner, so I might skip this.
2008-01-13 22:20:18 +00:00
d660e29365 === Custom Transform Orientation ===
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.

If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.

Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).

Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).

I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation

Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
67de673496 Bugfix, un-initialized variables for tubemap and spheremap mapping, affected textures 2008-01-13 18:13:39 +00:00
52d283d1ab == MSVC 7.1 projectfiles ==
blenkernel needed opennl include (softbodies)
blenderplayer needed linking opennl too now.
replaces powf with pow in multires - MSVC isn't C99 compatible
2008-01-13 15:10:09 +00:00
826ff978cb Bugfix
[#6861] Black dots when using small lamps on Mirror materials in 2.44 and 2.43.
some values were not initialized properly, for example, the window coordinates for reflections, this caused NAN color values for some pixels, (may also fix plumiferos bad pixel problem from last bconf)
2008-01-13 11:15:23 +00:00
012d196b81 == Sculpt ==
Added undo pushes for the items in the sculpt menu
2008-01-13 01:29:45 +00:00
f1ff291ad1 == Sculpt ==
Added undo pushes after changing the brush type using the CTRL+TAB menu and after interactive change of brush size/strength/rotate.
2008-01-12 21:59:18 +00:00
800d4de5d6 == Sculpt ==
Fix for the initial brush shape; wasn't initialized properly on older files.
2008-01-12 21:51:23 +00:00
4830f12680 == AutoKeying - Tidy Up ==
This commit restores the "big red button". When Auto-Keying is enabled (record button toggled on), a menu appears beside it to choose which behaviour for auto-keying should be used. This should be more efficient for quickly turning Auto-Keying on/off.

I've also added the relevant version-patches to fix up old files so that sensible default options are in use.
2008-01-12 11:06:51 +00:00
60722bfb1d fix for [#8019] Switching to Image Browser window crashes Blender
http://projects.blender.org/tracker/index.php?func=detail&aid=8019&group_id=9&atid=125
2008-01-12 09:22:02 +00:00
1610b55f7e nice little thing -> have angular response on 'aero'
made backward compatible for sure
2008-01-12 01:26:40 +00:00
Ken Hughes
e8a200eb04 Python API
----------
Correct error in Mathutils.Rand documentation (pointed out on IRC by masterofbytes).
2008-01-12 00:54:42 +00:00
6b0cadd780 removed printf and added back a line removed by mistake 2008-01-11 22:54:02 +00:00
22d28f216f removed "Insert Gap" shortcut - alt/shift+mousewheel
It was too easy to Pan (Shift+MMB) but mousewheel without meaning to.
Extend - E-Key also does this in a more useful way.
2008-01-11 18:33:52 +00:00
b380e344fd bugfix for cyclic curves 2008-01-11 18:02:28 +00:00
e83b7bb46c Bugfix: with non-random particle distribution, the first particle could
still end up on a zero weight face.
2008-01-10 23:06:55 +00:00
f62477fe27 - Bugfix to make dupli particles for hair respect render amount.
- Allow Random and Even distribution settings to be set after hair
  is made editable, since they also affect children.
2008-01-10 21:44:16 +00:00
76cc0a4c57 Added extra include dir to get it compling again.
Kent
2008-01-10 21:35:33 +00:00
Nathan Letwory
7addde207d * convert the nice enums to #defines for two reasons
1)  < kaito> enums are not allowed in dna anyway
  2) linking fails for the yafray api.
2008-01-10 12:31:40 +00:00
cd02005fe4 Adding the colorband Hue, Saturation, Value, Color blending modes
to the Material Texture blending as well.
2008-01-10 11:26:17 +00:00
8aee3ae449 =Wire render fix=
Fix for urgent problem found in wire render.

Hopefully it compiles and everything.
2008-01-10 05:30:55 +00:00
38a33eb7da == Auto-Keyframing Refactor (Peach Request) ==
Refactored Auto-Keyframing to make it easier to add more options. There are now three "states" for auto-keying: off, add/replace keys, replace keys.

Description of modes:
1) No auto-keying is done
2) Add new keyframes or replace existing ones if possible (old behaviour)
3) Only modify existing keys, but not insert new ones. 

Internally, I've moved the auto-keying settings out of G.flag and U.uiflag and moved them into their own variables in Userdef, and provided some macros to access those easily. As a result, old auto-keying settings are currently lost.

Also, removed the manual calls to insertkey done in pose-relax. The reason auto-keying didn't work before was because the bones didn't have the BONE_TRANSFORM flag applied. Now, these are set temporarily.


Todo(s):
* Make icons for the TimeLine header menu (currently just a text menu)
* Add version-patches for old files
* Double-check code for all places that use auto-keying (i.e. PoseLib)
2008-01-10 01:36:22 +00:00
5b0b214407 resolving back compatibility issues 2008-01-10 00:07:31 +00:00
0aa6888758 * Updated makefile for OpenNL, used in new softbody.c 2008-01-09 22:32:36 +00:00
ead7a33247 Misc Render Features
====================

- "From Dupli" option for orco and uv texture coordinates. For dupliverts,
  duplifaces and dupli particles, this uses the orco and uv at the point
  on the parent surface. Can for example be used for texturing feathers
  and leafs. Note that uv only works for duplifaces and particles emitted
  from faces, these are not defined at vertices.

- "Width Fade" option for strand render, to fade out along the width of the
  strand. Committing this so it can be tested, might be changed or removed
  even, if it doesn't give nice results.
2008-01-09 14:40:25 +00:00
8b78a5cf35 == Action Editor - Editing Goodies ==
* Peach Request - Added Ctrl-PageUp/Down to jump to next/previous keyframe (respectively), just like elsewhere in Blender.

* As a result, Action Channel rearranging has been remapped so that:
  - Ctrl-Shift-PageUp/Down is move to top/bottom
  - Shift-PageUp/Down is move up/down

* Added a hotkey ("accentgravekey", i.e. ~/`) to toggle whether all Action Channel levels are expanded or not. This affects all visible Action Channels.

* Added Ctrl-Numpad+ and Ctrl-Numpad- to expand and collapse all Action Channel levels by one level (as appropriate). This only affect selected Action Channels.
2008-01-09 12:07:38 +00:00
43cd8a9f71 svn merge -r 13148:13177 https://svn.blender.org/svnroot/bf-blender/trunk/blender + fixed one crash on enabling deflection 2008-01-09 12:04:54 +00:00
048170bc6f quite a load is still hidden behind the define #ifdef _work_on_sb_solver
a glance to view is the "STU PID semi implicit euler"
most of the work to implement a semi implicit euler was done ..
now i am dealing  with the tradeoffs between 'calculation time' which is quite expensive .. inverting a 0(n*n) sparse matrix /* once agian thanks to brecht for his work on making sparse matrices LU decomposition and evaluating inverses that easy*/  putting it into and cropping works pretty nice .. argh off topic again
...
while i spent a little time on reading recent papers i found :

1. control on springs needs to be split in pushing and pulling  /* fabric pushes easy but pulls hard */
2. diagonals on 4-gons (in the current SB model) can be seen as shear .. thus need a contol to modify .. this commit wil add it
3. 2 nd order springs /*aka rigidity */ can focus on bending .. thus renaming 'em
 
i have no idea how i would provide backward compatiblity, but the spots i marked in code :)
2008-01-09 00:25:51 +00:00
489d814415 Bugfix #8021: Delete in Action Editor can remove pydrivers.py refs
Basically, Ipo-Curves are now not removed when deleting keyframes in the Action Editor, if there is still an attached IPO-Driver on that curve.
2008-01-09 00:05:26 +00:00
494ca21103 == Action Editor - Sample Keyframes Bugfix ==
Improved the behaviour of this tool. Now it works correctly in nearly all cases (x----x----o---x----x  situations don't completely work yet though).
2008-01-08 23:32:13 +00:00
974819aa03 Bugfix #8068: StretchTo constraints once again messed up
Removed the version-patches to reset the rest-lengths of StretchTo constraints when loading old files. I can't remember why I added these in the first place, but they seem to cause problems from time to time...
2008-01-08 23:11:32 +00:00
2630c2c9f3 Minor changes to node rename tool
Rename was changed to work on the last selected node. Also size of a couple of
character arrays was changed to avoid buffer overflows.

Custom name shows up now just fine in group header in case it is being edited
as it did not before.
2008-01-08 19:06:46 +00:00
5b6f977970 == Action Editor - Sample Keys ==
Cessen Request - Added a tool which inserts keyframes on every frame between two selected keyframes. This is useful for adding overlapping motion (apparently). 

Use Alt-O to run this tool. The name of this tool is also open to suggestions ;)

Note:
There is currently a bug with this. When there are 4 consecutive keyframes, it won't add keyframes between keyframes 2 and 3.
2008-01-08 11:51:44 +00:00
745c3a2f5e == Multires ==
Fixed loading files with multires from 2.45. Fixes bug #8056.
2008-01-08 09:25:50 +00:00
aa1c0281c6 Custom Names for Nodes
This commit makes it possible to add a custom name to a node. The feature can be
accessed either by using a menu or shortcut ctrl-r. It currently works only when
a single node is selected. Invoking the feature gives a popup menu in which a new
name can be entered. If the given name is not empty, it will be shown like
"(myCustomName) NodeName" in the node header.

This feature is particularly useful when documenting complex node setups.

I also fixed the size of blur node. It was too short before due to my previous
commit.

Thanks to David Millan Escriva for contribution!
2008-01-07 19:38:01 +00:00
7da95822f0 Addition to last commit, now the length of the hair is used to
scale the object. Also, the direction is now derived from the
first and last keys on the hair, instead of first and second.
2008-01-07 18:15:57 +00:00
fe6c98a4d9 Particle object and group visualization now also work for hair, to
make for example feathers. Also made dupliparts work within groups.

One issue still is that in particle editmode, the duplis can interfere
with brushes and selection, though tweaking the dupli object position
can alleviate the problem.
2008-01-07 16:26:41 +00:00
adc68be1a8 Blur Node to support Relative (percent) values
This commit makes it possible to use relative values when using a Blur node. There
is a new toggle in the node that can be used to enable the feature.

Thanks to David Millan Escriva for contribution!
2008-01-07 15:44:45 +00:00
011e0a93dd Black and White level inputs to RGB Curves compositing node
This commit adds possibility to define black and white level of the
mapping curve of the RGB Curves node. This functionality is exactly
the same found in the Curves tool of the UV/Image Editor. It can be
used to extract wanted color ranges out of the input easily.

Thanks to Björn C. Schaefer for contribution!
2008-01-07 13:55:48 +00:00