Commit Graph

1944 Commits

Author SHA1 Message Date
5c1331f081 bug fix #953
This more of a quality issue... changes now are:

- in (ortho) 3d view, changing window aspect keeps zooming
  level (it zoomed out with extreme portrait aspect)
- pressing 'home' in 3d window now shows all with extreme aspect ratios too
2004-04-07 16:09:22 +00:00
1923c6f41b 'Replace Image' did not work in the Image Window, it worked as 'Load Image'.
Patch provided by Carsten Wartmann.

Got rid of a 'unused variable' warning too.
2004-04-07 15:13:06 +00:00
774297226b Bug #928
Logic buttons have not been Panelized (will be difficult, dont try!) so
the 'Home' and automatic view-limits didn't work it anymore.
This caused logic blocks not being accessible by scrolling window.

Fixed by updating the code that sets view limits.
2004-04-07 14:05:53 +00:00
69f2ff45cb bug fix 1064
Credits go to blendix! Well done!

Reported were errors in using procedural textures on "Map input" UV type.
It was due to un-initialized uv[2] members, which were actually still
used by texture.c for some coord flip magic.
2004-04-07 12:55:45 +00:00
d748c8c382 Bug fix #1073
CTRL+SHIFT+A (apply lattice deform) on a Bezier Curve object was not
implemented yet. Added this.

Little sidenote: when curves are 2D the result will remain 2D, disregarding
deformation in 3rd dimension.
2004-04-07 12:46:50 +00:00
4edae3b2c5 Bug fix #1093
When editing a Curve object, type Poly, some code still thought it was
a Nurbs instead, doing nasty stuff with knots arrays.
Also fixed redraw events for buttons while editing Curve, this wasn't
done properly at all, causing the UI showing non-existant data...
2004-04-07 11:35:11 +00:00
Nathan Letwory
43595d21e4 Removed the -W warning flag so 'unnecessary' warnings are not shown. We should first get everything to compile cleanly with -Wall, after that we can enable more warnings. 2004-04-07 11:09:50 +00:00
Stephen Swaney
c1e33eb1e7 fix for bug 1110.
Updated epydoc.  Function name is BezTriple.getTriple().
Set prototype to NOARGS in source.
2004-04-06 21:13:12 +00:00
d2f95ea72e bug fix 1009
Arrow keys to select items were flipped for button type MENU.
2004-04-06 20:31:11 +00:00
c8fadc65dc Bug #1003
Using Nkey in 3d window, you could create a parent-loop, which hangs
Blender.
Added here that it checks loops, as for normal CTRL+P parenting.
2004-04-06 19:16:14 +00:00
f2c7434c78 bug #1004
Error in tooltip; too tiny to even mention!
2004-04-06 18:15:16 +00:00
e85d8cd7d4 Going through some really old bf-committers email and Casey Corn
brought up the following "fixes":

removed these prototypes since they were not used anymore:
void cspace(struct ImBuf *ibuf, float mat[][4]);
void freezbufImBuf(struct ImBuf * ibuf);
void IMB_init_movie_pointers(void);

Renamed IMB_addzbufImBuf prototype so it maches the actual
function: addzbufImBuf

Kent
2004-04-06 16:12:56 +00:00
9fe0410706 Bug report #1007
Missing option in menus: 'make duplis real'. Added it in both Object
pulldown as in toolbox now.
2004-04-06 15:16:06 +00:00
78c613e7f2 Fixed bug #1007:
With extra Wire and Bounds (Cylinder, Cone or Sphere) drawing enabled in the
Object Buttons, the Wire was drawn incorrectly.
2004-04-06 14:37:25 +00:00
7165b928ef Panel "MetaBall" in button window is now available for every MetaBall (not only for base MetaBall) 2004-04-06 14:14:18 +00:00
cdaff37c61 Fixed bug [ #1101 ] Duplivert Limit for Metaball
No limits for count of MetaElems (1024 in past).
2004-04-06 13:51:59 +00:00
d1c9c5c319 bugfix #1119
When using MotionBlur, the rendered coordinates were not correctly
adjusted, causing visual artifacts using the new AO, but it was also
visible for normal ray-shadow, which didn't become anti-aliased in
Mblur render.

Solved it with 2 globals now, to pass on blur offset to renderloop.
Leave it that way... the entire method used to jitter/AA/blur stuff
needs revision.
2004-04-06 11:21:44 +00:00
3c28f2f917 - Armature documentation update 2004-04-06 01:01:34 +00:00
2410de683f - quaternion support for bone type
- get/set bone weighting
2004-04-06 01:01:11 +00:00
2a90de0348 Eeshlo AO patch, revised
- Ambient Occlusion is a more sophisticated ambient trick, which takes
  nearby faces into account by firing a hemisphere of shadow-rays
  around. AKA 'dirt shader'.
- Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
  settings to the World menu, and let the Material->ambient value control
  the amount it contributes
- currently, the AO value is added/subtracted/mixed with the 'diffuse'
  factor while shading, before it is multiplied with Material color

Buttons are in new Panel 'Amb Occ" in F8 menu. Note:

- "Dist:" by shortening the length of rays you get subtler effects and it
  renders faster too
- "DistF:" the attennuation factor gives control over how the 'shadow'
  spreads out.

Further it's just raytracing, so tends to be slooooow.... :)
Here same tricks as for other raytraced scenes apply, especially try to
keep the environment as small as possible (exclude faces from Octree by
giving them no Material Traceable).

I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'
- other sampling patterns? I tried dithering, which was so-so
- method of controlling final 'samples' in F10? Might be useful for other
  oversampling too (area light) to have it reacting to a percentage or so..
2004-04-05 21:04:13 +00:00
e4ce73c99e Fixed bug #1006:
In Faceselect Mode, in the Face menu, Copy Vertexcolors, Copy UVs & Textures
and Copy Drawmode did not work.

Also fixed some menu entries redrawing the logic buttons window instead of the
edit buttons window.
2004-04-05 19:50:58 +00:00
0c22680f1b Code cleanups. I removed a couple of unused vars.
changed sprintf (var, "blahhh %"); to      sprintf(var, "blahhh %%");
and initilized a questionable variable to NULL.


drawd should be looked at to see if there is ever a time it might not
be initalized and if so what would be a good default? 1?
I left this one, but if I had to guess I'd initalize it to 1.

Kent
2004-04-05 18:06:00 +00:00
7ba91ad2da New UV Calculation panel and code. The uv mapping function was split up into
multiple functions and partially recoded. Because now all the uv mapping
settings are accessible throught the panel, no popus will be shown when
pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder
and From Window to Shpere became obsolete, as you can set this in the new
panel.

The panel contains buttons for all the existing uv mapping modes, and the
following settings:

- Cube size: For Cubical unwrapping.

- Radius: Radius for Cylindrical unwrapping.

- View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere.
Respectively means you are in front of the Cylinder/Sphere, look through the
Cylinder, or use the object rotation to determine how the cylinder is
positioned (old Cylindrical unwrapping).

- Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar
you are looking.

- No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top,
draw all edges, without depth test.

All credits for this part (and also at least half of the other UV editor
improvements) go to Jens Ole Wund aka "bjornmose".
2004-04-05 17:08:00 +00:00
9802db019d Rick Kimball's patch Basically it checks to make sure the unix platforms
were able to find a user before copying that user as the owner.

Kent
2004-04-05 17:07:06 +00:00
Stephen Swaney
bc060ca26f remove 6 trillion warnings about missing initializers. 2004-04-05 16:50:08 +00:00
46527011d2 Added hotkeys for sticky / face select in UV editor:
Sticky UVs: Ctrl+C
Local Stikcy UVs: Shift+C
Active Face Select: C

Constrained Scaling / Grabbing in the UV editor. Press XKEY or YKEY to scale
or move only in X or Y direction. XKEY and YKEY previously did mirroring while
scaling. Now mirroring can be done using the MKEY.

Grab, Rotate, Scale, Weld / Align and Mirror were added to a new Transform
sub-menu of the UVs menu.
2004-04-05 13:22:55 +00:00
bce1190874 New icons for the sticky / face select state in the UV editor / Image Window.
The png file containing the icons, 'blenderbuttons', was updated to contain
these new icons. It now also contains the icons from the 2.30 ui makeover.
The file had not been updated since then.
2004-04-05 12:42:23 +00:00
bcb7e33813 - bugfix #1013
When you try to SHIFT+F1 Link a file, but accidentally choose the current
file, the error handling didn't immediately close the file. That can give
problems with saving over with CTRL+W.
Fix is that filesel.c now prevents selecting the current file.
2004-04-05 11:25:25 +00:00
381605be7d - documentation for armature/bone methods update 2004-04-05 04:17:46 +00:00
136b66c19f - getBones() fixed - returns all armature bones including children 2004-04-05 04:17:01 +00:00
09b19aead2 Revert the changes I did in solve_constraints.
The real bug is in the matrices blending function which doesn't handle non-uniform scaling correctly.
I've minimized the occurence of the bug by calling the blending function only when the influence is smaller than one (woah, optimisation AND bug fix!)
This should make the bug disappear approximatly 90% of the time since people don't use influence all that often (also, this only applies to constraint that are alone, not using influence IPOs to switch between two constraints).

I'd solve the blending function bug, but I haven't had much time to dig into it really.


Incidently, by reverting to the previous code, this solves bug #1069 http://projects.blender.org/tracker/index.php?func=detail&aid=1069&group_id=9&atid=125
2004-04-04 17:23:51 +00:00
9bb2ad02ad Fix for bug #1109 FollowPath not working with motion blur
http://projects.blender.org/tracker/index.php?func=detail&aid=1109&group_id=9&atid=125
2004-04-04 16:20:49 +00:00
Chris Want
05707df10c Making the SDL CD stuff link right. 2004-04-04 15:33:18 +00:00
64c127d742 SCons update.
* Bug fix for latest commit. SCons would choke when the <root_build_dir> did
  not exist. First action now is to create the root_build_dir.
2004-04-04 13:57:28 +00:00
b298ecbfac SCons update.
* .sconsign files are no longer written to the source tree.
  The output is now written to <root_build_dir>/scons-signatures
2004-04-04 13:03:14 +00:00
96e5e1d5f0 - Added source\blender\python to MSVC 6 debug target include path for KX_Ketsji
- Added vertex_loop_select to bif_editmesh.h (gave a warning)
- Re-added "Get Same Uv" feature. this selects all faces that have the same uv-texture as the active face. it's placed in the Select headermenu while in faceselect mode.
2004-04-04 11:34:43 +00:00
1a8deeb85b Fix only looped sounds play on platforms other than Windows/Apple. 2004-04-04 09:34:58 +00:00
32b0677d96 - added support for adding/parenting bones to armatures
- fixed getArmatureIpo compiling error
2004-04-04 08:34:43 +00:00
Chris Want
3b680da036 Making noise.c more palatable on irix. 2004-04-04 01:36:16 +00:00
Chris Want
dc2d6b035a Fixes to projectfiles:
* Added SDL CD stuff to Open AL project (/me lazy)
* Made ketsji project find the python headers
* Added noise stuff to python project
2004-04-03 23:46:33 +00:00
Chris Want
240b409f51 Converted all of the projectfiles to DOS text format
(half were DOS, half were UNIX).
2004-04-03 23:28:27 +00:00
141b7673c9 Python API update. Again by Anders Nilsson.
* Addition to the Object module.
  obj.getActionIpos(). This method will return a dict with all ipo keys.
  Only works when the Object is an armature.
2004-04-03 20:24:46 +00:00
22a62a285c - bug fix #1086
using backbuffer, and having an odd number of lines in image, skipped the
  last one to fill in backbuffer...
  An oldie!
2004-04-03 17:11:14 +00:00
900f997208 - moved dm_menu var to declaration section
- no need for it to be static
2004-04-03 16:26:45 +00:00
Stephen Swaney
4a2efa7acf add missing comma 2004-04-03 15:10:17 +00:00
e331b395b0 and the sconscriptstructthingemabobs! 2004-04-03 14:07:30 +00:00
07cd0ac910 - oh, the new C file! 2004-04-03 14:01:13 +00:00
0ae03d1626 Eesho's patch for new noise textures!
Basically this provides three new things:

1. Choice of a list of noise-base functions, which can be used by the
   current Clouds, Marble, Wood textures as well.
2. Three new texture types: Musgrave, Voronoi and DistortedNoise
3. Python access to noise functions (not for render!)

All of this together makes Blender's builtin procedural textures a LOT
more powerful. Here again, a full webpage should be made to show off all
possibilities, and explain some of the more scientific names for settings.

A good read on Musgrave textures can be found here:
http://www.ypoart.com/Downloads/Musgrave.htm
About Voronoi:
http://www.ypoart.com/Downloads/Worley.htm
I can't find official DistortedNoise docs easily... maybe its something
Eeshlo created himself.

I've spent some time to change the patch Eeshlo provided. Worth noting:
- created main texture "Musgrave" with 5 sub choices (instead of 5 new
  main textures)
- added for all new textures the option to scale (zoom in out)
- added patch in do_versions to initialize variables

I hope the Python team will check on the Noise.c API. And include in docs!
2004-04-03 13:59:27 +00:00
164463e200 #define some constants for physics engines in DNA world types. 2004-04-03 00:04:44 +00:00
Chris Want
34ecd03f7d Changed the physics menu to expect a pointer to an int for
&wrld->physicsEngine instead of a pointer to a short.

car: please rebuild and test.

Kester: please check the entries/values in the physics menu (they
differ from the values in tuhopuu).
2004-04-02 22:18:36 +00:00