Commit Graph

4793 Commits

Author SHA1 Message Date
2d6e7d58d0 #3628
Even while it's not supported, proportional mode was drawing a circle when
in EditMode armature.
2005-12-19 16:45:11 +00:00
a96bf9283a Move bug fix hack so it acts only when it needs too.
It was showing "global axis" even when using MMB to access user defined orientation (with Ctrl).
2005-12-19 16:32:18 +00:00
bcd8e4aad8 #3635
Vpaint/weight/texture/UV modes were disabling zbuffer draw after drawing
the active object, causing objects to be drawn after (only selected ones)
to have no zbuffer on.
2005-12-19 15:55:26 +00:00
92e1e16429 Bugfix #3608
More bump issues... Env made very nice examples, but all of it quite nasty
to solve.
Three improvements I found nevertheless:

- bug in mipmap code for bump gave errors in one derivate, causing aliasing
- when Image texture option "Clip" was used, the imagetexture function
  returned wrong value, causing the caller to create own normal based on
  color (zero!).
- Mipmapped bump now also interpolates the samples (never did this...)
2005-12-19 14:00:32 +00:00
74374bcaf9 #3605
Shift+ctrl+A "Apply deformation" didn't work anymore, since we got the
Modifier stack. I've inserted a notice there for now, to point users to
the proper buttons.
2005-12-19 11:55:31 +00:00
60b22c1e71 #3598
Uninitialized 'alpha' flag in Image texture could cause render errors.
Didn't show in OSX though... (stupid system here inits stack to zero).
But, Ken Hughes found this, so all credits are for him!
2005-12-19 11:30:52 +00:00
0a64b3e7c4 #3593
The user settings "auto rotate grid" or "auto scale grid" were never
implemented for new transform, apparently.
2005-12-19 11:01:44 +00:00
5884082ef6 #3581
Using the MMB constraint chooser in Transform, accidentally printed the
setting from the orientation menu (Local, View, Normal).
Martin: not sure if this a solid fix... the print now looks fine, but the
code isn't nicer this way. :) (just a one liner change though!).
2005-12-19 10:49:37 +00:00
d48c9c416d #3592
Normal rendering; adding gamma corrected halo could cause NaN's because
of a negative sqrt().
2005-12-19 10:31:32 +00:00
fe74c08510 Tri-Triple Subdivide filling was messed up. This should straigten it out when cuts > 2 2005-12-18 20:50:32 +00:00
9b34c429c7 added ICON_SORTBYEXT for sort by ext feature
.
2005-12-18 20:45:03 +00:00
2d223ea655 added icon of sort by extension
.
2005-12-18 20:23:30 +00:00
b5abff6a55 Changed that sortby extension icon for new made by P-Luc_Alclair
agreed by broken, stivs, antont, Unamed and me thanks
.
2005-12-18 20:21:57 +00:00
63d0e03bcf applying Volker Mische engine patch
correct bug #3594
2005-12-18 19:10:26 +00:00
c33831ac16 * Updates for missing menu items 2005-12-18 18:05:14 +00:00
6f422a749a - yet another minor fluidsim fix - when using a start frame != 1
the scene is now exported at that time, still
  numbering and reading the files from zero to noFrames
2005-12-18 16:49:50 +00:00
f98851f32c - another small fix thats prevent a cryptic error message
if the fluid is baked without proper frame start & end
  settings
2005-12-18 15:55:11 +00:00
e3df5fbdc1 Added Verse and Node-editor icons in blenderbuttons.c
(Both needed for later)

Found bug in interface.c for translation of Panel header, using && instead
of a logical &.
2005-12-18 13:27:11 +00:00
97a4119be0 - added render.h header include for RE_make_existing_file 2005-12-18 13:15:53 +00:00
5c1fe7d80e - moved the check whether the current object is a mesh
up front (as in the particle panel display), this
	prevents any other object type to get fluidsim attributes
2005-12-18 12:19:36 +00:00
2b7919a9f2 fixed returning true/false, thanks Willian. as well as removed the image space spesific image changed call. 2005-12-18 08:47:55 +00:00
e47f918e5e Added get/set/attr for area lamp settings - needed to exporting arealamps to povray.
areaSizeX, areaSizeY
raySamplesX, raySamplesY
epydocs updated also,
2005-12-18 07:45:45 +00:00
66d0d7e2db Ack! Error in the renaming code for outliner, it skipped doing the
handling callbacks that checked for double names... this was caused by
a bugfix I did a week ago for ESC on rename button in outliner.
Discovered in time by Andy, thanks!
2005-12-17 20:22:36 +00:00
Nathan Letwory
16b6f81a7c * ctrl-alt-numpad0 didn't correctly update 3dview when the camera had anything parented to it.
Fix for #3596 (http://projects.blender.org/tracker/index.php?func=detail&aid=3596&group_id=9&atid=125)
2005-12-17 14:27:33 +00:00
dd8edc92cb Environment mapping "Reload" button didn't work. Required more stuff to
reset.
2005-12-17 13:06:22 +00:00
Ken Hughes
f73f226ed7 -- Bugfix #3617; addBezier() was not initializing all the attributes for
a the beztriple, so things like the hidden and handle select states were
   set to random values.  Added a beztriple.hide attribute so that the
   hide attribute can be set/cleared from the BPy API.
2005-12-17 04:57:48 +00:00
e76e78e78a typo, thanks letterrip. 2005-12-16 22:40:20 +00:00
3a50444ad4 Oops, left the script menu in there. problems. 2005-12-16 13:50:45 +00:00
Ken Hughes
826591d778 -- Added BPy support for new Material modes. Recent additions of new mode
bits broke input-checking in the API, so added a bitmask #define in
   DNA_material_types.h which contains all valid mode bits.
2005-12-15 21:54:00 +00:00
Ken Hughes
641f3cd72d -- Fix misspelling in Material's TraShad tooltip. 2005-12-15 20:55:52 +00:00
Ken Hughes
6e7e6d2357 -- removed redundant initialization for Mesh_Type (thanks LetterRip) 2005-12-15 19:12:31 +00:00
4a708ae540 Disabled reading Groups from bf-blender. There was old rudimentary code
for Groups in official release still, which will give very bad results when
loading an Orange branch file with bf-blender, save over, and read back
in Orange branch.

Now, reading files with Groups in bf-blender will just completely ignore
them (not read nor save). That's destructive, but normal behaviour and
stable.
2005-12-15 18:37:47 +00:00
eaeb125337 Made Ctrl+RMB on an image in the oops view, activates images in the UV/Image window.
Faster way to flick through images.
2005-12-15 02:50:08 +00:00
4a8087db76 Fixed some warnings from GetCurrent, remaining warnings seem to have no obvious solution
attr = Py_True; // Image.c:1107: warning: dereferencing type-punned pointer will break strict-aliasing rules
2005-12-15 02:06:37 +00:00
e64008e2c7 Three fixes;
- On file reading, a check is added to see if a Pose has channels to
  missing bones. Poses are supposed to match an Armature completely.
  (Thanks for crash file, Johnny!... but how did you do it!)

- Own collection: added depsgraph update on setting all layers (with the
  ACCENTGRAVEKEY). This also could potentially crash with modifiers

- Renamed Xkey menu in NLA to more properly tell what it does. :)
2005-12-14 20:36:04 +00:00
8304b73a08 BPython:
- malformed nmeshes could crash Blender with a sigsegv. Related to old
behavior that accepted "faces" with one or two verts.
- removing unused var (store_edges) + doc update.
2005-12-14 18:01:42 +00:00
564ca3cede Commit with fix for ActionStrip "Hold" missed two crucial features;
- if repeat is set on exact integer values, it jumped to first position
- code was missing the action start offset
2005-12-14 14:10:04 +00:00
d527b0e585 Added
Image.New(name, w,h,depth)
Image.start- for animtex
Image.end - for animtex
Image.speed - for animtex
Image.packed - read only bool

See the pydocs for details.
2005-12-14 03:27:35 +00:00
d1cc4b7a15 Orange reported fix: Stride bone offset was blending with any strip, even
when strips had no stride set... causing using multiple strips not to work
for stride.
2005-12-13 20:16:10 +00:00
Ken Hughes
d3338620b7 -- More of Bugfix #3580: Mesh_getFromObject() was not updating key->from
when it duplicated mesh data.

   I'm not thrilled with how I implemented this code, but currently don't
   know a better way.  If someone more familiar with how blender duplicates
   objects and converts things to meshes wants to have a look, it would be
   appreciated.
2005-12-13 18:39:50 +00:00
Ken Hughes
4085cc06a6 -- Calling mesh.verts.extend() on a mesh with vertex groups was not updating
mesh->dvert, eventuallu causing a crash.
2005-12-13 15:36:32 +00:00
985b43adc2 Bugfix #3580
Apparently python allows to create Key blocks without proper *from pointer
back to the owner of the Key. The Key unfortunately wasn't mean to be a
dynamic block linkable to any Mesh...

This patch sets the from pointer on any call to do_mesh_key, which is safe
to do anyway. I made a note to get rid of that convention once, but at
least now we got non-crashing blenders. :)

(In bugreport noted that we need to check Python code for it too!)
2005-12-13 15:07:21 +00:00
7bba26d24b *warnings fixes 2005-12-13 14:29:56 +00:00
5fa5392b04 Bugfix #3590
Adding Ipos to Sound strips in Sequencer didn't work anymore. Adding a new
curve with CTRL+click also wasn't smart enough to detect that only one
channel existed there... fixed that too.
2005-12-13 14:28:34 +00:00
082e589c1a Bugfix #3579
Saving envmap, with a filter set (like gauss) and with a percentage set
(like 50%), saved envmaps with empty pixels inbetween the sub images.
2005-12-13 13:38:14 +00:00
b284a95222 Bugfix #3552
Another ancient bug in unified render... the lamphalo wasn't filled in
correctly over sky, especially when the background had halos (or stars).

Only shows when using filters other than box though.
2005-12-13 13:17:29 +00:00
e0dc311fc2 With the introduction of fixed edge arrays in Mesh, the options to render
wire frame became very limited... the information of faces (vertex colors
and UV reside there) got lost.
Solved it nicely with creating a large index table, and use bsearch() to
get quickly the matching information.

Then I noticed the render code needed fixes too for wire, no proper UV's
were calculated over the wire edge.
2005-12-13 12:41:17 +00:00
e51f752e75 bugfix #3585
The tool "Single User" -> "Object data" missed a tag to recalculate the
geometry. This caused meshes to disappear after entering editmode on the
former linked mesh.
2005-12-13 08:44:07 +00:00
fadaa2fbe9 From kh_pylon:
You have to put Py_RETURN_NONE; inside { }; it's a two-line macro
Aparently breaks MacOS.
2005-12-13 00:27:10 +00:00
d73e312f88 Added Image.GetCurrent()
Previously the only way to get the current image was flaky and relyd on the image being assigned to a mesh.

try:
  me = Scene.GetCurrent().getAttiveObject().getData(mesh=1)
  image = me.faces[me.activeFace].image
except:
  image = None

...Can new be replaced by the following, and works even when there is no mesh.
image = Image.GetCurrent()

epydocs:
  Get the currently displayed Image from Blenders UV/Image window.
  When multiple images are displayed, the last active UV/Image windows image is used.
2005-12-13 00:00:11 +00:00