Commit Graph

12044 Commits

Author SHA1 Message Date
3ad55e1541 nurbs surface resolution is now per segment rather then being distributed over the whole surface.
This is what 2D do alredy and makes resolution settings more like subsurf level.

- This makes it impossible to have a lower resolution output then the nurbs cage, however this dosnt seem a very useful feature.
- Using the do-versions from recent curve interpolation fix.

Tested with these files.

http://digilander.libero.it/pafurijaz/Files/Blender/Libellula.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Martello.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Punta.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Phones.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tubo.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Pipe.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tire.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Cotton.zip
2008-09-26 19:00:49 +00:00
8e1cf42dbd BGE patch: local/global flag to distance contraint actuator.
Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected). 
The N flag works differently in this case: only the object 
orientation is changed to be parallel to the normal at the hit
point. 

The linear velocity is now changed so that the speed along the 
ray axis is null. This eliminates the need to compensate the 
gravity when casting along the Z axis.
2008-09-26 18:03:14 +00:00
f13bd6ef3c Bugfix: the game player did not initialize tiff and quicktime, so loading
those file formats did not work. Also made sure G.order is initialized as
otherwise some reading tiff goes wrong.
2008-09-26 14:54:21 +00:00
1206061ed4 Patch #17346: Align bones in edit mode
Submitted by: Lorenzo Pierfederici (lento) 

This patch adds the CTRL-ALT-A hotkey to align bones in armature edit mode.

It works the same way as parenting: selected bones will be aligned with active bone, if only one bone is selected it
will be aligned with its parent (if any)

Thanks!
2008-09-26 08:51:05 +00:00
9d3c77ec62 support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects. 2008-09-26 06:25:35 +00:00
a1bef84ea8 Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26 02:27:59 +00:00
6732718ef1 don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-09-25 21:04:41 +00:00
9a7c53782b Fix for [#17677] Blender Crash when Baking Boids
- A check for getting the "better" dm was missing from the boids code. I plan on converting the boids code into using the collision modifier one of these days but hopefully this quick fix will do for now.
2008-09-25 18:31:01 +00:00
9c08e86b06 avoid crash and apply force for soft bodies.
copy normals for soft body vertices, to get proper lighting
2008-09-25 17:53:15 +00:00
27098d3aa0 [#17679] BGE print statement when start and when finish
from Dalai Felinto (dfelinto) 

would useually not encourage prints in these cases, except its often useful to know if an error happened since you last pressed Pkey and without this you end up needing to manually clear the terminal.
2008-09-25 17:43:06 +00:00
bc28feb997 re-use some Blender soft body settings for Bullet game soft bodies 2008-09-25 16:48:25 +00:00
c9c9b2e833 BGE patch: add Debug button next to object state. The object state mask will be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name). 2008-09-25 16:19:07 +00:00
1722aeb6ea This is part of the cleanup Campbell wanted :)
Just getting rid of license_key stuff.

The project files still need to be updated:
projectfiles_vc7/blender/src/BL_src_cre.vcproj
projectfiles_vc7/blender/blendercompactNG.vcproj

Just search for these files in them.
	
Kent
2008-09-25 15:39:46 +00:00
6d7fe87767 binreloc include was wrong for make, removed last YESIAMSTUPID 2008-09-25 08:41:11 +00:00
718e2bf74f improved game soft bodies, works for objects that are using 'set smooth'
use shape matching by default for game soft bodies
store soft body index for game vertices
2008-09-25 03:02:30 +00:00
38a80ff9a5 BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() Python function. 2008-09-24 22:58:49 +00:00
48bc5b2ac6 Made Object-level copy constraints work the same as for bones now too 2008-09-24 11:52:31 +00:00
3b09c0b0d5 Created a KX_SoftBodyDeformer for real-time soft bodies.
Added SetDeformer/GetDeformer() to KX_GameObject.
Store mapping between graphics/soft body vertices (work-in-progress)
Real-time soft body integration is still very premature, but
for a quick preview, see this testfile:
http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
2008-09-24 03:12:10 +00:00
7eae8d0c7b Patch #17675: Tooltips for fluid control panel - provided by Kai Kostack 2008-09-24 01:39:55 +00:00
005c5e6371 BGE bug #17657 fixed: dRotY doesn't work properly after 90 degrees rotation.
This problem is caused by discontinuities in the conversion
orientation matrix -> euler angles: the angle sign can
switch and thus the direction of the rotation produced
by the dRot Ipo.

To avoid this bug, the matrix->euler conversion must be 
avoided during the game. I took the following approach that 
is compatible with Blender (identical effect in the game and
in the 3D view):

- no change in Add mode: Rot and dRot are treated as additional
rotation to the orientation at the start of the Ipo. There is 
no matrix->euler conversion and thus no discontinuities. 

- Rot Ipo are treated as absolute rotation. All 3 axis should
be specified but if they are not, the startup object orientation
will be used to set the unspecified axis. By doing a matrix->
euler conversion once at the start, the discontinuities are
avoided. If there are also dRot curves, they are treated as
delta of the corresponding Rot curve or startup angle.

- dRot Ipo are treated as Add mode in Local axis.

Note about Add mode: Rot and dRot curves are treated identically
during the game. However, only dRot curves make sense because
they don't interfere with the object orientation in the 3D view.
2008-09-23 20:07:15 +00:00
3cf87f4c20 calculate curve radius for drawing curve normals 2008-09-23 15:57:05 +00:00
bd85367776 disable magnification filtering when mipmap is off. useful for texture low poly models. 2008-09-23 15:21:14 +00:00
d72d4a5058 fix for [#11744] NurbCurve Radius incorrect
removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.

Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.
2008-09-23 13:35:32 +00:00
47032c251d - Particle-particle effectors we're quite unstable and not accurate at all. Now this should be fixed (especially with other integrators than euler) as the needed inter-frame effector particle positions are interpolated properly from the current and previous positions (previously only the most recent position was used).
- In practice this removes the dependency of particle simulations from the update order of objects and different particle systems inside objects.
- As a nice side effect out of this we also get fully correct birth positions for "near reactor particles" (previously for example smoke trail reactor particles were not born smoothly along the target particles path).
2008-09-23 12:53:00 +00:00
a55d591898 "Fix" for [#17671] Particles spin out of control and pass through when hitting collision object
-The fix is that particle random size factor should never ever be bigger than 1.0, else negative sizes are possible! Don't know who to blame, but probably my self :)
-The second issue of passing through the deflection and rotating wildly around strange centers is not a bug, but for particles the group and object visualization objects have to be centered on the global origin. I'll probably make an option later to use the object center, but this is how things are for now.
2008-09-23 11:51:40 +00:00
bcba8003c0 changing the number of subdivisions for nurbs curves.
this way each edge/segment gets the same number of points matching the resolution value.
before, a nurbs curve would have the same number of points no matter if it was cyclic or not.

This will make slight changes to objects on an animated path, but only noticable if the path has a low resolution.

bug [#11744] NurbCurve Radius incorrect - now dosnt show bad results with order 4 on non-cyclic curve.
2008-09-23 06:26:48 +00:00
f187d680d8 fix for [#13825] Lack of Flags in Face Mode Set
undo was also not working.
2008-09-23 01:28:42 +00:00
7a28ca4398 Make GameLogic work for python autocomplete (after running the BGE once at least)
only clear newly added items from the gameLogic dictionary rather then the whole dictionary.
2008-09-23 00:37:19 +00:00
18c954e95b BGE patch #17569 approved: Make FrameProp: work in Shape Action. PyDoc updated. 2008-09-22 21:49:48 +00:00
2875cc9cc6 Fix for second part of bug #17506: issue with swapped uv coordinates
on creating multires in editmode, wasn't doing test_index_face for
the face data.
2008-09-22 21:22:16 +00:00
d438b466b7 Fix file browser for Windows: going to the parent directory introduces ../\. Correct parent is ..\ under Windows. 2008-09-22 21:15:48 +00:00
0cf7bf7357 Fix for part of bug #17506: uv editing with multires is only
allowed at level 1, missed a case.
2008-09-22 20:26:28 +00:00
9b4956ae22 BGE patch: KX_STATEx constant to allow simple state manipulation in setState()
The constants KX_STATE1 to KX_STATE30 can be used 
with setState() to change the object state in a 
python controller. The constants are defined in the 
GameLogic module so that the full name is 
GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you
can simplify this with the import statement:

from GameLogic import *
cont = getCurrentController()
ob = cont.getOwner()
ob.setState(KX_STATE2)		#go to state 2

KX_STATEx constants are defined as (1<<(x-1))
Binary operators |, &, ^ and ~ can be used to combine states:

You can activate more than one state at a time with the | operator:

ob.setState(KX_STATE1|KX_STATE2)  #activate state 1 and 2, stop all others

You can add a state to the current state mask with:

state = ob.getState()
ob.setState(state|KX_STATE3)      #activate state 3, keep others

You can substract a state to the current state mask with the & and operator:

state = ob.getState()
ob.setState(state&~KX_STATE2)     #stop state 2, keep others

You can invert a state with the ^ operator:

state = ob.getState()
ob.setState(state^KX_STATE2)     #invert state 2, keep others
2008-09-22 19:54:30 +00:00
eef475ac7e Fix for bug #11163: strand render without tangent shading didn't
give correct results.
2008-09-22 19:37:30 +00:00
48c54c275b Further fix for #8132, mac/nvidia driver issue drawing node previews,
zoom level was not correct.
2008-09-22 18:33:04 +00:00
315ef8213c BGE patch #17483 approved: object actuator DRot reverted since Blender 246. 2008-09-22 17:12:57 +00:00
b40ed96a78 Patch #17665 by Vladimir Marek
Fixes for solaris compiling
2008-09-22 15:59:50 +00:00
627c6178f9 Realy time for 2.5!
Takes half an hour to find a nice empty spot for a button! Another attempt
to locate new shadow color swatch. Now back in shadow panel, bottom.
2008-09-22 15:38:17 +00:00
e4def00d5b fix for [#15020] File browser: going back from the root of all directories introduces "../" ad libitum + harcoded path?
bug was introduced when fixing BLI_cleanup_dir not to write to negative character indicies.
added a BLI_parent_dir(char *path)
2008-09-22 15:37:32 +00:00
bc151f1334 Bugfix:
- Button for 'shadow color' was drawn over 'layer shadow' button...
  The shadow+spot panel was cramped... spot shadowbuffer uses all
  space. Moved it to the Lamp panel with label, more clear now.
  Panel reorg is for later :)
- Small fix: Area Lamp 'gamma' slider didn't update preview.
  Unfortunately had to move this slider to smaller button...
2008-09-22 14:52:50 +00:00
c79f99224d Bugfix #14428: Constraints lost when object made single user
When there was a setup where an object was linked to more than one scene at once, and in one of those scenes some of the objects in that scene were related to it, the objects related to it were not correctly relinked to the new copy. 

This was due to the 2nd check for selected objects 
if( (base->flag & flag)==flag)
meaning that only selected objects would get corrected.
2008-09-22 13:01:51 +00:00
a6edcfc4ac Fluid: Remove SDL threads, also fixed the 'finished too early' problem reported once in tracker 2008-09-22 12:31:27 +00:00
2009ef810e Bugfix #12835
Zbuffer error in render: when you render faces clipped by 'clip end' the
z values could wrap around, resulting in errors. Code not nicely clamps,
plus should be faster even!
2008-09-22 12:18:07 +00:00
eb37006e53 [#17388] snap view to main views while rotating from Roelf De Kock (kiemdoder)
hold down ctrl when rotating the viewport
2008-09-22 10:00:31 +00:00
d1dedb2cef Added three XYZ color space options in code, will be activated later.
Thanks matt for the typing work :)
2008-09-22 09:09:03 +00:00
b7e8df1eff Bugfix: for sunsky preview I added another camera, accidentally changed clip
and lens value for other cameras.
2008-09-22 07:52:08 +00:00
486a6a214d copy object properties was crashing because of my recent changes. need to NULL listbase first.
changed visibility actuator menu to 3 toggle buttons and added tooltip note about outliner render restriction being used for visibility.
2008-09-22 07:17:39 +00:00
c57f32733a Bugfix - Long Keyframes:
In a A___B|---|B situation created by duplicating the B keyframe, the long keyframe between the 'B' keyframes was not showing up until the A keyframe was already duplicated. Reverting the 'optimisation' applied there (i.e. searching from last block, as that's where most blocks would be added)


Also removed some unused lines from gpencil.c
2008-09-22 04:30:21 +00:00
8fcac6820a KX_PythonInit.cpp - workaround for current sandbox and possible fix. no real change for now but others may want to look into it.
blendef.h - removed some unused defines.
editipo_mods.c - deselect all was selecting instead.
2008-09-22 04:18:17 +00:00
338a5c7bbf Make msvc happy (reported by broken) 2008-09-22 00:32:07 +00:00