Commit Graph

1653 Commits

Author SHA1 Message Date
5bbd35ff05 Turned Sky render code in Blender to become fully float, it still returned
bytes for RGB.
This to allow very bright contrasted images to be used for AO as well. As
a first start also the Texture->Colors panel now allows contrast setting
up to 5.0 (was 2.0).
2004-04-24 20:27:29 +00:00
382297b687 BPython:
- New module + doc: Blender.Library:
  It's like File->Append, loads datablocks from .blend files.
- small updates to fix warnings and accomodate for the new module, in readfile.[ch]
- New Blender.sys module function: time, a wrapper of the PIL get time function.
- Updated original makefile and scons builds.
2004-04-24 20:04:37 +00:00
f157940432 - convert darwin icon files to binary 2004-04-24 18:34:08 +00:00
4d29aee140 New: rendering in background mode (blender -b) now prints a percentage to
indicate scanlines being in progress. For motion blur frames it works too.

Bug fix: in background render it accidentally tried to free a sound pointer
that wasn't set. (caused by own commit of three days ago).

Fix: rendering motion blur in forground prints correct sample # in info-
header again.
2004-04-24 12:02:39 +00:00
63048b6cf4 Synchronise game engine with Tuhopuu2 tree. 2004-04-24 06:40:15 +00:00
a46f456e92 Fixes for MouseFocusSensor: (bug 1165)
1. Do the ray cast properly (from the near plane to the far clip plane)
2. Loop over invisible objects (sensors)
2004-04-24 06:36:55 +00:00
3a2194a534 Remove ability to open a published executable from Blender. 2004-04-24 06:29:51 +00:00
8ff958e821 The Anim and Tiles settings in the Image Window are now available again, in the
new Properties panel (was first called Transform Properties). They include the
same settings as were previously found in the window header: Anim toggle,
Start/End frame, Speed, Tiles toggle, X repeat and Y repeat.

The Tiles button used to work incorrectly in 2.25, this is now fixed too.

The drawing of the UV Vertex transform buttons in the Properties panel used to
give popup error messages when in Edit Mode (uv_tface_editing_is_allowed is not
silent). Also these buttons would still draw in Edit Mode. Both are problems
are solved now.
2004-04-23 21:38:01 +00:00
dffa667674 Raytrace now has option to change the resolution of the Octree used. It
appeared that the standard size (64x64x64) just works fine for small
scenes, like a single character in a small environment. Larger scenes and
larger environments became exponentional slower.

Disadvantage of larger octrees is longer build time, and overhead traver-
sing it though, so something to tweak based on some experimenting.
A table with test results + blender file will be in CMS soon.

New button is in F10 Render panel, in bottom. Last free spot there! O_o
Sizes supported now 64, 128, 256 or 512.
2004-04-23 21:02:58 +00:00
d8580d181b a sensors 'invert' toggle button was showing the wrong state.
thanks to Ton for figuring out what's wrong
2004-04-23 15:27:40 +00:00
abe8191d70 BPython:
- fixed two warnings, unused var in Object.c and undeclared function in script.c
- updated Blender.Draw doc, it was missing info about Button object
- refactored pytype initialization to try to fix for once platform (and distro!) specific crashes on startup.  This asked for tiny updates in Effect.[ch] (removed static from declaration, moved definitions to the .c file) and modules.h
- fixed error I made trying to fix scripts w/ no [eol] char in menus.  Thanks Michael Velikanje for reporting the problem!
2004-04-23 13:11:48 +00:00
da7b4711a4 When Sound blocks are loaded, they can have packedfiles. If a Sound isn't
played (= packedfiles opened and copied to another block) these
packed data blocks where not freed.

The error showed in console at closing of Blender, like:
	read_struct len: 24 0x1c4423c
2004-04-23 13:11:29 +00:00
Chris Want
9095df6efb Enable the new, fast loading of the STL exotic file type
(thanks Ton!)
2004-04-22 22:33:57 +00:00
b043b0e37f -bug fix #1186
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1186&group_id=9

-I forgot somethig, when i commited to this file last (i'm really sorry)
2004-04-22 21:16:54 +00:00
feaa60081d typo in this file... 2004-04-22 20:37:24 +00:00
438331af8e Nasty Library linking and appending stuff!
Problem: when appending data, it called the local_all() function, which
indeed made all data local, including all other dynamic linked data.
Not very nice... but mixing dynamic & appending data from single file is
headcrunching code.

Solution: when appending data, it now only makes local_all() the data from
that specific library file, leaving dynamic data from other files linked.

(Bug report 1183)
2004-04-22 19:58:54 +00:00
66578d2900 Fix for CTRL+drag on sliders and number buttons.
The code wasn't correct at all (for ages!). Rule now again is:

Button range 0.0-2.0 : ctrl goes with steps of 0.1, shift+ctrl steps of 0.01
Button range 2.0-20.0: ctrl goes with steps of 1.0, shift+ctrl steps of 0.1
Button range larger: ctrl goes with steps of 10.0
2004-04-22 17:46:07 +00:00
a0b738fe89 Fixed bug #1187: tooltip typos in the uv calculation panel
- Draw Edges buttons all had the same tooltip
- aequator -> equator
2004-04-22 17:22:01 +00:00
90e69b1a30 bug 1181
Inconsistancy... choose International Fonts, choose Load Font, then disable
International font, but still load a font: AA fonts magically are set. :)
2004-04-22 17:11:20 +00:00
efc389fe4f In beginning of buttons for logic editor was weird code checking physics model.
It even has old enji buttons still!
Anyhoo, if no World was active it returned.. that could be coded friendlier.
2004-04-22 13:08:49 +00:00
b37e9eafeb - NLA Window:
Added support for Panels, and converted old NKEY menu here.
Also enabled zooming in further, as for Action Window.
(note: this editor can use some work, this action stuff is underdeveloped
and mysterious!)

- UI code
Brought back fix that sets for each Panel a GL matrix for UI code thats
coming after it. This makes system more flexible, and prevents conflicts
with other uiBlocks in a window (like ipo, action).
This will give a tinsy bit more load for moving mouse around... please
report back if this causes troubles.
2004-04-22 12:36:27 +00:00
004307a572 Small fix: when using vertex keys for Lattices, all buttons in the panel
where locked. This should not be for three of them, to set drawtype or
key mode (slurph, relative)
2004-04-22 10:35:02 +00:00
Nathan Letwory
892720ffad [SCONS] Optimisation flags for msvc 2004-04-22 04:50:41 +00:00
0d0ab24e4a - zeroed out a variable before strcat()'ing! :)
- removed a rogue debug printf().
2004-04-21 19:03:22 +00:00
282d063569 commented out code to enable multiple uiBlocks in window with different
matrices (like action window should have). This one gave error in
IpoWindow with Panel.
2004-04-21 18:04:02 +00:00
2e4d0e9c5a Fix for #1174
When toonshading is used, also backfacing polygons are rendered. This
causes a conflict with raytraced shadow, since backfacing polygons
always have shadow.
There was an error in the code that didnt set shadow for backfacing
polys, assuming shading would be 'zero' then as well. That's fixed.
2004-04-21 17:23:04 +00:00
562900689a fix for bug #1178
Apparently gcc 3.4 gives error when not casting a pointer to long.
Found and reported by Noselasd.
2004-04-21 16:43:51 +00:00
f80809825e Fix for radio render.
Somewhere after 2.28c I fixed some thing in radio rendering that prevented
textures to be applied to radio energy.
Now it is a normal 'diffuse' energy again, and multiplied with actual
(textured) material color.

Small fix: the radiosity steps show up as numbers printed in time-cursor.
2004-04-21 15:44:37 +00:00
ebd762b5e7 BPython:
- Michel's linux test builds with Python 2.3.x were crashing.  This of course shouldn't happen even when Python isn't installed in the system.  The problem was much probably some uninitialized internal type needed by the Mathutils module and the "fix" is stupid.

Moving the registration of Mathutils module in Blender.c to the end of the list solves the crash here.
2004-04-21 14:24:59 +00:00
Chris Want
2d7137151f Fix for bug #1176 -- During animation, NLA seems to like to have
'do_all_actions' run twice for all of the constraints to be updated
properly. (/me grumbles: I fixed this last week for the OpenGL
updating stuff in header_buttons.c ...  do we really need to have so many
update_for_newframe()-style functions?)
2004-04-21 14:18:02 +00:00
db8cdac8d1 Forgot to remove test prints from creator.c
Also added note about removing audio init in comment.
2004-04-21 14:15:37 +00:00
9722b25637 Fix for slow starting of Blender.
This was caused by calling sound_init_audio() at startup. In situations
where Blender was first started, or when other applications used memory,
this could take 5-15 seconds.
I have moved the init call to 'start ketsji', and made sure any call
to an audio play routine will invoke an init as well.

Tested with engine and loading/play sound in F10 menu. I don't know how
the BlenderPlayer handles it... should be investigated.

Result: At OSX Blender starts in a second again! :)
2004-04-21 13:38:54 +00:00
6d9b6ccbbf - code cleanup: blender/src now compiles -Wall without warnings again.
- first code for panel in NLA window, tomorrow I continue with it.
2004-04-20 22:00:33 +00:00
9a12219372 Small annoyance of mine. Upped the maximum of the extrude dup button in editbuttons to 100 instead of 10 2004-04-20 20:10:58 +00:00
255cd235a3 - Returned multi-user support on Win2k/XP.
Now uses 'Application Data/Blender Foundation/Blender' instead of old
  "Not A Number" dir.

- Updated windows installer to make this change transparent for the
  users. It copies /.blender to the new location and displays a short
  message to advise them of the change
  (http://homepages.nildram.co.uk/~aphex/installer_msg.jpg).

- Installer also includes fix for opening blend files from explorer (patch provided by Valentin Ungureanu (vung) - thanks!)

Note to CVS users on Win2k/XP:  Although blender will continue to work
without changes, you should ideally copy the /.blender dir to
<app data>/Blender Foundation/Blender for the sake of correctness :)
2004-04-20 19:12:48 +00:00
d694335cc2 Another phase in panelizing all window types. Did lots of small code
fixes, including:

- Panel in action window (disabled it, since there's no need for it)
- fix: when action was added to mesh with vertex keys, the action couldn't
  be deleted, nor did action window draw key names
- mouse on RVK (key) in Action window: Nkey menu pops as well.
  This is not a good candidate to put in Panel, no selection possible here.
- when you change name of RVK in action window, it shows in IpoWindow too
2004-04-20 18:27:10 +00:00
Nathan Letwory
b41cf698dc Tooltip for Ambient Occlusion button had wrong tooltip (c&p from starfield button ;), now reads "Toggle ambient occlusion" 2004-04-20 11:01:00 +00:00
8c22bae7c1 Fix for #1172
Just an update for correct mentioning of shortcuts in toolbox menu.
2004-04-20 10:46:28 +00:00
ccad67c92c Adds a 'Edit Selected' to the curve menu in the IPO window. So that the curve editmode can be entered with a menu selection as well as TAB. Previously, there was no reference to the curve editmode in the IPO window.
When one or more curves is being edited,there is a checkmark by the menu option and you can slect it again to leave editmode.

This commit is more for people learning Blender as people who know will just press TAB.
2004-04-20 04:59:04 +00:00
dfc824a134 Preparations to have Panels in all window types. Also implemented
it for the UV Image window (as Nkey replacement). Blendix can take
this further now.

Other little improvement: vertices in UV window now draw unselected
first, and then selected over it. Less confusing!

Next spaces: Action and Nla.
2004-04-19 22:05:37 +00:00
aaa7797e8a - world init for AO settings added. 2004-04-19 15:38:04 +00:00
9f63f5df7e Fixed error in OSA render & using AO causing stripes.
The OSA ofset vector for current rendercoord (O.dxco) wasn't
initialised in all cases. Actually, just removed it for AO, effect is
invisible.

Bug provided by jK, not in tracker. thnx!
2004-04-19 14:40:46 +00:00
fb4f255c15 BPython:
- Scripts that ended without an [eol] (end of line char) would give syntax errors when called from menus.
  Now all loaded menu scripts have '\\n\\0' appended to them, not only '\\0' as before.

- bug #1146: Kester reported a Valgrind warning, should be fixed now.
2004-04-19 10:19:41 +00:00
f490be9b59 -update to SCONS project for NLA module 2004-04-19 07:11:00 +00:00
a6a32cf504 -NLA module added
-ability to set poses for the armatures - allows for keyframing armatures
-adds support for actions/actionchannels
-additional checking for addBone and clear parenting
-moved getActionIpos from object module to NLA module
2004-04-19 06:57:41 +00:00
713a0ceefe Found error in Energy for AO. This didnt work correctly for 'sub' and 'add
and sub' methods.
Also reduced limit for slider. AO energy of value 50 was useless.
2004-04-18 16:18:08 +00:00
02dfa98a89 Better sampling for arealight soft shadow. Now using a distributed sample
pattern as previous commit for AO.

Previous setting, dither+jitter, has been cancelled. Now you can choose
for either nothing, dither, or for noise. With the latter giving same
nice noise as for AO.

Pics:
http://www.blender3d.org/cms/Render_engine_features.215.0.html
2004-04-17 20:01:00 +00:00
27a250a163 Fix for removed streamglue stuff.
BLO_sys_types.h was moved.
2004-04-16 17:14:05 +00:00
Nathan Letwory
a9ecba8872 Forgot to commit this file, as part of the antiglue campaign.
/jesterKing
2004-04-16 16:36:11 +00:00
Nathan Letwory
39a8c014c4 This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.

Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.

Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).

Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +00:00