Commit Graph

978 Commits

Author SHA1 Message Date
4760e53cc1 Some fix for local axis translation in edit mode. Sorry, I've fixed that weeks ago but never commit, so I really don't remember what the actual bug was. :o(
It wasn't from the bugtracker though.
2003-12-15 03:13:22 +00:00
67dab4a77e Updated some pulldown menus to be more consistent within themselves, and with the new guildelines. 2003-12-14 13:25:38 +00:00
49021f7ec4 BPython - first step for better integration of Python in Blender:
- add a new space: Space Script
- add a new dna struct: Script
- add these two properly everywhere they are meant to

It's not a tiny commit, but most of it is ground work for what is still to be done.
Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window

Some files are added, so some build systems (not autotools) will need updates
2003-12-14 01:18:09 +00:00
6653af7914 support for curve objects.(the code was ready, but commented out)
modified functions : New and Object_shareFrom
2003-12-13 17:15:15 +00:00
0a9f635972 I'm not quite awake yet. commiting wrong things all over the place... part3 of a simple commit, see my previous 2 commits... 2003-12-13 13:41:29 +00:00
29f6869267 Merge at center and at cursor update vertex-counter in the header.....
I will try to remember this stuff for my new stuff :)
2003-12-13 13:04:41 +00:00
8f58767ad3 By adding undo capability to the Mkey event calling for mirrormenu, I accidentilly disabled it for all other object type. Fixed now. 2003-12-12 23:44:07 +00:00
d0159a9879 - another fix, to make sure radio colors work local during tracing...
this will be quite a lot of reconstruction, if i want to go for
  refraction, caustics, pathlights, etc... :/
2003-12-12 23:40:35 +00:00
b2357b5bc6 - fix for error caused by last commit... colors changed by textures
during raytracing were 'hanging' and showing up in the first rendered
  material.
2003-12-12 23:04:05 +00:00
f574f38a39 Numpad - . (dot) now centers on selected vertices/controlpoints in editmode.
It already centered on selected objects outside of editmode, so this is just a consistency feature.
2003-12-12 20:54:12 +00:00
57afdf5231 - fixed tooltips for new 'ray' buttons in material buttons. 2003-12-12 20:00:15 +00:00
55c3082c6b - fix for AA of mirroring.
It appeared that the Osa vectors for view vector, and for rendered coord
  had an opposite sign...
2003-12-12 15:03:01 +00:00
7ea1d94032 - removed call to bzero, replaced with memset
(bzero seems to be old, not supported anymore, also not for windows)
- think I fixed the error compiling in Irix, for a correct cast now
  (added parentheses around the subject for cast)
- changed call to ray_mirror, now included in the shading loop, just
  before the addition happens for specular. That way specular is added
  over mirroring. This changes the appearance quite some!
2003-12-12 11:28:33 +00:00
71770977f2 - fix for error in octree traverse code, as appeared in sample provided
by Ztonzy. Error happened when:
  - ray intersects in first node of traversal
  - next ray should intersect in same first node as well
  - no other nodes were accessed inbetween
  It's a bit hard to explain! But the reason is in the optimize code
  in top of ocread() function, where binary XOR magic speeds up. Here
  some static variables needed a reset.
2003-12-11 16:28:04 +00:00
1bfa43da53 Fixes in ray.c for linking under windows (seems lie bzero doesn't exist).
Shouldn't affect other platform if I did it correctly.
2003-12-11 04:08:49 +00:00
76708e21f3 Fixed bug #794
The displist needed to be updated
2003-12-11 04:00:52 +00:00
a18cc02374 - Xmas special: shiny mirroring bells & whistles!
This is a revision of the old NeoGeo raytracer, dusted off, improved quite
a lot, and nicely integrated in the rest of rendering pipeline.
Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the
Material a "RayMirror" value.
It has been added for 2 reasons:
- get feedback on validity... I need artists to play around with it if it's
  actually useful. It still *is* raytracing, meaning complex scenes will
  easily become slow.
- for educational purposes. All raytracing happens in ray.c, which can be
  quite easily adjusted for other effects.

When too many disasters pop up with this, I'll make it a compile #ifdef.
But so far, it seems to do a decent job.

Demo files: http://www.blender.org/docs/ray_test.tgz
An article (tech) about how it works, and about the new octree invention
will be posted soon. :)

Note: it doesn't work with unified render yet.
2003-12-10 20:41:53 +00:00
cad30134cb - Bug fix: lamp axis was not drawn at correct location. Was already wrong
since a long long time... :P
2003-12-10 19:01:26 +00:00
cc3c808ebb - committed fixes for tooltips as provided by Bischofftep. Thanks! 2003-12-10 16:22:30 +00:00
da566a1102 Fixed error messages for saving jpeg files so its quite again.
(before I simplified it to return the result of the call to
imb_savejpeg turns out that makes it a little more verbose)

Kent
2003-12-09 19:25:30 +00:00
ed30332365 - fix: SHIFT+CTRL+P didn't work (make parent without inverse)
- added: when start blender in debug mode (blender -b) it prints the depth
  of framebuffer.
2003-12-09 17:46:40 +00:00
f27578eda2 - bug report #761
Subsurf, rendered in Wire, always displayed the 'optimal edges' version.
  Added check for 'optimal' flag here, now it renders as it draws in 3d win
2003-12-08 17:39:54 +00:00
825c40ed6a - and another fix needed due to the change in view3d matrices...
This one is the UV coord calculate function for FaceSelect mode.
2003-12-08 17:24:28 +00:00
77d934a813 - bug #766
the toolbox, editmode curve, 'edit' submenu had the wrong 'show/hide'
  sublevel. Was more of a typo...
2003-12-08 16:53:44 +00:00
23c1b0a7d4 - bug report Theeth, #772
When joining 2 unconnected control points in Curve/Surface (FKEY) Blender
  crashed.
  Was just assuming in this code that a knots vector array was there...
  simple fix!

  BTW: I think Theeth discovered here the oldest Blender ever, I could
  track it back to old Traces code from 1992. :)
2003-12-08 16:46:36 +00:00
aefb33e8cf Corrected function name. 2003-12-08 15:13:00 +00:00
6c09dd6fc2 - some warning removed 2003-12-08 13:48:20 +00:00
06d0fa22d9 - bug of hidden MetaBalls removed :-) (some problems with old TubeX/Y/Z can occured)
- MetaBalls/MetaElems with too small stiffness are not polygonized, but still can influence others MetaBalls/MetaElems
- better behavior of negative MetaBalls/MetaElems
2003-12-08 13:30:04 +00:00
b4192ad94b Prints current blend filename in windowheader. 2003-12-08 13:08:24 +00:00
d57df6373e * Renewed the constraints panel's design 2003-12-08 10:51:24 +00:00
89fa8449a6 * Further general tweaking to UI controls drawing
* Improved TOG3 buttons to communicate functionality better
2003-12-08 10:48:28 +00:00
Chris Want
b08cdfbdba A fix so that verts can be added or removed from a mesh with vertex keys
in editmode without damaging the mesh. Please test.
2003-12-08 05:07:36 +00:00
a6ed4d2d86 - Solution for fixing plugins, which now runs without -ldl at OSX 10.2/3
Code from Peter O'Gorman <ogorman@users.sourceforge.net which has
  been credited in the source.
  Basically the dlopen() and dlerror() calls have been recreated wrapping
  the standard OSX methods.
  Names used are osxdlopen() and osxdlerror(). So no naming conflict will
  occur.
2003-12-07 19:20:10 +00:00
a72fcb115b - fixed texture paint mode... and that all caused by fixing another bug!
again - reminder to self - the 3d window leaves in ortho mode default,
  and for evaluating it in 3d view you have to call persp(PERSP_VIEW)
2003-12-07 18:44:47 +00:00
dae2b17400 - committed in the 'hack' as mailed to committers list by Douglas B, which
he got from Nicolas Zinovieff, to solve the struct ID conflict with
  AIFF. By including a #define __AIFF__ in the top of the files, the
  blender includes won't get frustrated by an already defined struct ID.

  should still be tested for 10.3 and other OSX installs!
2003-12-07 12:55:18 +00:00
7ab1c64c7a Default buttons drawing update
* Big code cleanup and re-organisation, cleaner drawing
* Button alignment now enabled for default theme
* Sliders tweaked and improved
* Tooltip shadow cleaned up

Todo: Alignment looks pretty, but at this stage, what it *means* is not clear or consistent. Need to work out some UI guidelines for when to and when not to use the alignment code.
2003-12-07 06:05:08 +00:00
e5ab092f46 Fixed error in Face Normals toolbox. All the menu entries called the function to Recalculate Inside. 2003-12-07 03:44:36 +00:00
24624501a4 This looks like a lot but its a few small changes.
Summary: standardized imageformat functions(make function names similar, and
parameters in same order where relavant), small code cleanups, and
added a description of how to add an image format to blender.

Kent

Specifics:
merged png_decode.c and png_encode.c to png.c and cleaned function calls.

fixed some spacing in IMB_imbuf_types.h

casting cleanups:
        intern/amiga.c
        intern/ham.c
        intern/iris.c

Modified switch statements to have a default type to insure values are set:
        intern/antialias.c

Initalization of some vars and make types similar.
        intern/bitplanes.c

cleaned function calls, and changed if else to if's with return:
        intern/jpeg.c

added {}'s in multidemensional arrays.
        intern/matrix.h

Made a little cleaner to read, and matched above changes.
        intern/readimage.c
        intern/writeimage.c
2003-12-04 18:18:05 +00:00
43369f076f - added wire color theme usage for drawing edges in editmode. 2003-12-04 11:37:39 +00:00
241906b588 - fixed matrix conversion to make rgb -> bw images.
somehow this was mixed up, or forgotten to fix when endian issues were
  solved in the past (1998)...
  To check: red color should be 30% grey, blue 10%. This was switched,
  making B&W images look unnatural.
2003-12-03 16:13:58 +00:00
50b6f0aa33 - another oldie! Bug 475, which was wrongly categorized by me as OpenGL
error... Jesterking report helped me finding the mistake! We found out
  that pressing F12 while rendering is in progress, crashes...

Hi Yamyam,

I beg you to forgive me! Totally misread the report... the error was only
in pressing F12 *during* rendering, it even restarts a render then. This
happens always, no matter what is being rendered.

I found the code for renderwindow doesn't use queues to store events, like
in the rest of Blender, but immediately executes incoming events. This
means you can even press ZKEY (zoom) or F11 (hide) while rendering.

In CVS I've committed a patch that checks if Blender renders, before
allowing to execute the F12 event. Also now blocked is F3 (!) during render.
The other options (zoom, push window) still work.

-Ton-
2003-12-03 15:44:11 +00:00
ff03e823ac - fixed ridiculous old bug that didn't allow weightpainting with the
option "Area" in paint buttons set.
  Apparently reevan forgot to check on some old vertexpaint globals
  hanging around, preventing the routine from sampling the backbuffer.

  Now weightpaint works identical to vertexpaint for 'area' or 'no area'.
2003-12-03 15:39:19 +00:00
5d2546eb14 - fixed vertexpaint and weightpaint, which stopped working because of
previous fix for Transform Panel...
  the convention that 3d window has to leave in 2d ortho mode also applies
  on backbuffer now, which left painting routine confused.
  A single call to persp(PERSP_VIEW) fixes this.
2003-12-02 18:39:32 +00:00
ee2cfabf13 - new splash for 2.31a.
thanks Matt!
2003-12-02 15:09:35 +00:00
29ac120599 Fixed constline camera grab
There's a bug left with local axis constraints, but it's only a minor annoyance and fixing it would take more time that I can give (finals at the U you know...)

Also deleted some vestige of an old feature that was disabled.
2003-12-02 00:19:08 +00:00
4930270ea7 Fixed FollowPath flag annoyance 2003-12-02 00:04:38 +00:00
b5e0a7b401 Nathan Letwory's patch for Bug #458 (Fileselect bug) 2003-12-01 14:27:06 +00:00
e35ed55437 - added fix done for manual designer: when you want to make screenshot with
a pulldown or popup menu in it, press (alt+)ctrl+f3 while the menu is
  visible, ESC, press (alt+)ctrl+f3 again.
  Note the (alt+) is for OSX users only.
2003-12-01 13:13:43 +00:00
3489a56a32 - fix for reported error in drawing 3d window buttons Panel when you have
VertexPaint or FaceSelect mode on.
  The error was caused by not resetting to 2d buttons matrix after drawing
  the color codes for selection in backbuffer.
2003-12-01 13:01:18 +00:00
8581a64e8e - bug fix: for OSX using ctrl or alt + f12 didn't render anymore. this is
because some macs eject a cdrom then... ahem!
2003-12-01 11:58:11 +00:00