Commit Graph

3582 Commits

Author SHA1 Message Date
6784198d23 Bugfix #2943
Render bug.
Alpha low or zero, Ztransp, didnt render with lamp halos over...
Note it still doesnt work for ray-transp!
2005-08-14 19:26:58 +00:00
e0e6e2fe4a do_versions() for 2.37 was reading a library data pointer that wasn't set
yet. Crashed in windows...
Thanks Desoto for finding it!
2005-08-14 16:03:22 +00:00
8e70766a82 - forgot to remove a function prototype from header on static'ng 2005-08-14 12:54:57 +00:00
6880801aad - enable modifiers for curve/font/surf types... a little hacked in
but should work ok. Means new features! Wave effect for curve/font/surf
   and armature deform as well.
 - added undo_push calls for some modifier ops.
2005-08-14 12:17:34 +00:00
65576fe663 Patch provided by Adam (ajk48n). It reverses the turntable rotation when
you have the view 'upside down', resulting in correct feedback.
2005-08-14 11:15:36 +00:00
f47f8d9418 Patch provided by Campbell Barton; this makes the editmode Mesh CTRL+T
"convert to triangles" check for shortest diagonal to decide how the
triangles will be made.

Fun todo for another occasion; check on facenormals too...
2005-08-14 10:58:17 +00:00
524d3493f7 - cleaned up edge drawing a tad, there were issues with mesh's
with "loose" edges (edges without a face) and drawing in
   solid mode. they would either not draw, or draw with a nasty
   selection outline. Added a ME_LOOSEEDGE flag to mark such
   edges in displists/mesh and editmode sets it.
 - changed DerivedMesh drawEdges to take an argument whether
   it should draw loose edges or not
2005-08-14 10:35:58 +00:00
e173de2462 Patch provided by Matt Ebb, cut sequence strips (patch tracker).
There were a couple of issues with the implementation:

- there was no proper test if selected strips would be cut or not
- cutting meta strips could go very wrong... for example when the cut
  of meta was in an internal gap. With meta's being recursive, and too
  complex, I've disabled Meta-cutting
- added an OK menu for hotkey K
- added warnings when no cut was done

This is the first time in 6 years I do work in sequencer... man, this has
grown into a messy bizz! Like sequence variables... using names like:
start, startdisp, startstill, startoffs... totally confusing here. Could
use giant cleanup! Implementation was weak from scratch though, Mea Culpa!
2005-08-14 10:31:14 +00:00
0721727887 - added hook "cursor center" feature (sets hook center to cursor position),
gives better control over falloff
 - added modifier UI access to hook "select" and "reassign" features
 - bug fix, unbroke path-tilt drawing
2005-08-14 07:02:51 +00:00
93aeb6b318 - added make_orco_curf, even does keys!
- removed {lattice,curve}_modifier functions
 - changed render code to use displist for curve rendering
   instead of making its own. required adding a bevelSplitFlag
   field to DispList. I also fixed the bevel face splitting
   which did not work correctly in many situations.
 - changed so all curve data creation happens in makeDispListCurveTypes,
   includes making bevel list and filling polys
 - changed render code to use displist for surface rendering
 - removed Curve.orco variable, built as needed now
 - removed stupid BLI_setScanFill* functions... why use a function
   argument when you can use a global and two functions! Why indeed.
   (this fixed crash when reloading a file with filled curves and
   toggling editmode)
 - bug fix, setting curve width!=1 disabled simple bevel for no
   apparent reason
 - cleaned up lots and lots of curve/displist code (fun example:
   "if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
 - switched almost all lattice calls to go through lattice_deform_verts,
   only exception left is particles
 - added DBG_show_shared_render_faces function in render, just
   helps to visualize which verts are shared while testing (no
   user interface).
 - renamed some curve bevel buttons and rewrote tooltips to be
   more obvious
 - made CU_FAST work without dupfontbase hack

Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:

http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
2005-08-14 06:08:41 +00:00
Alexander Ewering
5f61dc89ba Add CTRL-Backspace to delete all text in textediting. 2005-08-13 20:44:57 +00:00
109950ada4 New; Wkey in Armature Editmode. Has option for flipping names too.
(And moved flip_name to armature kernel)
2005-08-13 19:41:45 +00:00
184e4fdaae Two armature fixes;
- PoseMode selection accidentally always selected first bone as well (on
  multiple clicks)
- Hinge Bone didn't have correct inverse matrix in transform, for local
  rotations.
2005-08-13 18:55:24 +00:00
e1584df90b Removed strcasestr() with version as found on web, opensolaris. It had a
bug though! :)
For people interested: both lines with tolower() had to be added...
2005-08-13 17:53:37 +00:00
Stephen Swaney
9e6ad3dffc bugfix #2931 crash if $HOME not set
unchecked pointer returned from BLI_gethome().
2005-08-13 17:20:46 +00:00
2fe1f9df2a - texcomesh used wrong texture space (should use the texcomesh object
space)
2005-08-13 16:39:22 +00:00
a473e6620d Bone naming fix.
- On duplicating bones in editmode, names with a dot in it (bone.L) lost
  the .L extension. Now it keeps it
- Recoded the 'flip name' routine from scratch, was a horrid construct!
  It works now as follows;

1) First it removes the number extension, if its there (like .001)
2) Then it checks for a separator (space, dot, minus, underscore) on either
the 2nd position (L_calfbone) or last-but-one (calfbone.R). If there's an
l, r, L or R it switches the letter.
3) If no switch done yet, it tries if a name starts or ends with "left" or
"right", case insensitive. It replaces this, disregarding separator.

Examples:

Lefthand    -> Righthand
L Hand.005  -> R Hand
hand.r      -> hand.l
right-l     -> right-r
pelvis LEFT -> pelvis RIGHT
2005-08-13 15:15:44 +00:00
74dc0e191d - more nurbs fixes... as it turns out, rendering of cyclic UV didn't
really work at all. Fortunately no one actually *USES* nurbs so
   no one noticed. This is bug from NaN days (strubi, I am looking at
   you here) which I guess says a lot (or a little) about NURBS usage.
   And as usual, the correct code is shorter.
 - added do_version copy of ME_OPT_EDGES flag
2005-08-13 05:05:18 +00:00
7b1dcf4c42 - readded Subsurf "optimal" edge drawing/rendering
- added ME_EDGERENDER flag, barely changes things atm except makes
   sure plain meshes with FasterDraw/etc set still render all edges.
   The edge drawing system needs a bit of a revamping - it is a cool
   feature but could use several improvements:
     (1) The algorithm could be better in choosing the best edges to
         draw.
     (2) The drawflags should interact well with modifiers. It is wierd
         to have a large grid with a deformer that draws no edges because
         flags are only calculated based on base mesh.
     (3) Drawflags should not be destroyed by editmode. Better design
         would be a "Draw % of edges" button.

   Of course, could also be the feature is not worth it and we
   should just drop. Feel free to comment if you have an opinion.
2005-08-12 21:55:50 +00:00
0d35e38938 Very small size of arealights (0.001) could cause weird overflows/bands.
There was still one float component hanging around... saacos(). Made a
double version of it.

Reported by Shul. thnx!
2005-08-12 20:27:18 +00:00
65aa88af11 Added the 4 new proportional editing modes also to the uv editor transform.
Eventually the uv editor should use the new transform code and get these
automatically, but until that's done this might fix bug #2920.
2005-08-12 15:33:06 +00:00
5afdfc6ac1 - remove some silly array copying code for nurb displist generation
- converted dl->flag to use consistent defines for cyclic U/V
2005-08-11 22:27:53 +00:00
841ddb4680 A couple of small fixes...
I removed config.h code from the files that had them.
effect.c had nested /* so cleaned that up...

added a newline to vector.c to shut gcc up ;)
buttons_editing.c had a possible unintalized var (height) so I gave
it a default value.

removed an unused var i in interface_draw.c
removed an unused var mti in outliner.c

in BL_SkinDeformer.cpp
commented out a call to bDeformGroup->data which no longer exists so it
compiles again.

Kent
2005-08-11 16:39:51 +00:00
2cb9c4db0c Bugfix, the lock button in the uv editor didn't work, the 3d view would
always redraw even if it was disabled (only on non-apple).
2005-08-11 13:08:08 +00:00
65c5eb6e09 - bug fix, add hook didn't respect modifier ordering constraints 2005-08-11 07:52:41 +00:00
0fba0e6b4b - update displistmesh_to_mesh to free existing mesh data (including
sticky, dvert, and keys if number of verts don't match)
 - changed modifier panel to not allow manual addition of hook or
   softbody modifiers
 - changed apply modifier to apply to existing mesh (fixes bug with
   materials) and to warn about loss of tface/mcol/keys/dvert/sticky
   for all modifier types
 - changed modifier UI to not display disclosure triangle for virtual
   modifiers
 - changed softbody ui to allow enable/disable
2005-08-11 07:11:57 +00:00
76d2f0da9e - couldn't help myself, got distracted working on something else and
wondered what these silly data pointers in MDeformVert were for.
   Turns out they aren't even need! Just taking up extra memory and
   space and confusing the armature deform algorithm. Naturally I
   had to clean things up. Sorry Ton.

   Deform weights are still stored in a pretty expensive and unnecessary
   way, probably use about twice as much memory as needed, and do
   way too many memory allocs.
 - moved armature_deform_verts into armature.c
 - some python code accessed the MDeformWeight data pointers, but
   did so in a completely wrong way, I am positive this code could
   never have worked (or maybe things changed during tons refactor),
   regardless it wouldn't work now... will test later.
2005-08-11 06:44:32 +00:00
8eca413964 - added recalc ob, recalc data options to ctrl-alt-shift-t timer 2005-08-11 05:56:48 +00:00
5c74f25c8a Two quick bugfixes, thanks slikdigit!
- armature modifier was not flagged to require original data (but it
   does)
 - add hook messed up the ModifierData initialization, stupid bug!
2005-08-11 05:45:47 +00:00
1fd6ce391b - bug fix, cage buttons weren't displayed correct with virtual modifiers 2005-08-11 03:37:50 +00:00
75bcb4cd98 - added modifiers_getVirtualModifierList, returns pointer to first modifier
but including "virtual" modifiers (for example, an object skel-parented
   to a lattice has a virtual first lattice modifier)
 - removed mesh_modifier(), all functionality has been incorporated into
   modifier stack (well, keys still don't exist as a modifier, but I am
   not sure if they should).
 - added interface option to convert a virtual modifier into a real modifier
 - added option to parent to lattice object or lattice with deform
 - bug fix, patch of hook indices patched all hooks (oops) not just ones
   for edited mesh

NOTE: Files saved with 2.38 that include an object parented to a lattice
will not load correctly, because it will look like the object is parented
only to the object (i.e. without deform). Can be simply fixed by reparenting
or adding a lattice modifier. Older files are handled automatically.
2005-08-11 03:31:33 +00:00
ac3ed0f92a - switch to using softbody modifier, controls enabling but does not have
variables, these are still in same place. enable button automatically
   makes/enables modifier.
 - changed hook to hook modifier conversion to happen on direct link,
   required to make sure we don't forget to free any memory for files
   saved with 2.38 that have hooks.
 - update modifier interface to enforce modifiers with the require-original-
   data flag to not move beyond deforming modifiers.
 - enforce only one softbody modifier allowed

NOTE: Once again, no modifier stack for lattice yet means softbody for
lattice does not work atm.
2005-08-11 02:23:52 +00:00
2f32c8451c New "Mirror UVs" function in faceselect mode, to complement Rotate UVs.
It mirrors the UVs or Vertex Colors of individual faces (on the red edge
of the UV face).

Patch provided by Martin Poirier, thanks!
2005-08-11 00:00:24 +00:00
2b40f19c5b - bug fix, hook deform could crash because old files can have hook
indices that are out of range
 - bug fix, hook indicies were not corrected on exit editmode (there
   probably should be a general interface for this kind of patch)
2005-08-10 22:25:32 +00:00
9030e5f686 - added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
   indices)
 - added ModifierType.foreachObjectLink for iterating over Object
   links inside modifier data (used for file load, relinking, etc)
 - switched various modifiers_ functions to take object argument
   instead of ListBase
 - added user editable name field to modifiers
 - bug fix, duplicate and make single user didn't relink object
   pointers in modifier data
 - added modifiers to outliner, needs icon
 - added armature, hook, and softbody modifiers (softbody doesn't
   do anything atm). added conversion of old hooks to modifiers.

NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.

NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.

NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
Stephen Swaney
eb64e304b4 Patch #2758 Update of image module.
New Image methods from Austin Benesh:
- getPixelI(x, y)
- getMinXY()
- setPixelF(x, y, [r, g, b, a])
- setPixelI(x, y, [r, g, b, a])
- save()

sorry for the delay.
Thanks.
2005-08-10 17:50:18 +00:00
1d08915f45 ideasman fix that epydoc compile for it
.
2005-08-10 13:36:40 +00:00
02f3c930f5 - bug fix, face center drawing was wrong for editmesh
- added several useful utility functions to editmesh,
   these can simplify/clarify a lot of mesh code, check them
   out
 - cleaned up EdgeSlide a bit to be clearer/shorter
     o bug fix, EdgeSlide did not always cancel correctly
     o bug fix, EdgeSlide did not choose initial "control" edge
       correctly after calc_meshverts_ext change
2005-08-10 03:51:34 +00:00
9823e7d548 Removed need for vert-xs and ys in edgeslide 2005-08-09 20:02:53 +00:00
c5a223056a - bug fix, convert modifiers should free modifiers from new object 2005-08-09 16:02:23 +00:00
98741ec436 fix for bug #2906
Was allocating array for all hidden edges, not needed, just hidden with a selected vert needed
2005-08-09 14:44:46 +00:00
6aead5176b Possible fix for bug #2906
Added some parens to change eval order
2005-08-09 13:49:05 +00:00
c192b80b17 Big commit, had to rework lots of selection stuff so that things
worked properly with modifiers. Needs more testing I am sure.
No, honestly, I wasn't just cleaning for the hell of it, it
was *necessary* (I would never do such a thing). Selection should
work completely with cage options of modifiers now.

 - added DerivedMesh foreach functions to iterate over mapped
   verts/edges/face centers. These replaced some of the drawing
   functions and are more general anyway. Special edge drawing
   functions remain for performance reasons.
 - removed EditFace xs, ys fields
 - added general functions to iterate over screen coordinates of
   mesh/curve/lattice objects
 - removed all calc_*verts* functions that were used for storing
   screen coordinates in objects. they were recalc'd on the fly
   for most situations anyway, so now we just always do that.
   calc_*verts_ext was one of those calls that did dirty things
   deep down in the callstack (changing curarea and poking at
   matrices)
 - rewrote all vertex level selection routines (circle, lasso, bbox)
   and closest vertex routines (rightmouse select) to use the new
   system. This cleaned up the selection code a lot and the structure
   of selection is much easier to see now. This is good for future
   work on allowing modifiers to completely override the selection
   system. It also points out some discrepancies in the way selection
   is handled that might be nice to resolve (mesh vertex selection has
   fancy stuff to try to help with selecting overlapping, but it only
   works w/o bbuf select, and curves/lattices don't have at all).
 - had to remove ton's code to move Manipulator to cage location, this
   is not reliable (can come up with a different method if requested)
 - as it happens BezTriple.s and BPoint.s are basically available to
   be removed, just need to rewrite editipo code that still does
   background calc of screen coordinates
 - MVert.{xs,ys} are still around because they are abused in some places
   for other info (not sure if this is safe actually, since they are
   short's and the mvert limit went up).

And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
932e958816 made weight paint panel full width ( still try to understand that X,Y system panels use )
replaced senseless 0 opacity  with 1/8 opacity
2005-08-08 21:56:52 +00:00
9c8c51cbe3 - added VecLerpf to blenlib
- switch to using DerivedMesh.drawMappedFaceCentersEM to draw
   face dots, still need to do some work so this works in all
   selection modes (atm it does not work in no-zbuf mode)
2005-08-08 18:50:47 +00:00
7f98c960b5 Added extra Select Type option for esubdivide and put them in defines to get rid of magic numbers
SUBDIV_SELECT_ORIG      - Retain selection to look like original selection
SUBDIV_SELECT_INNER     - New selection is all the new inner edges
SUBDIV_SELECT_INNER_SEL - New selection is all the new inner edges except where only 1 edges was selected on a face

Loopcut now uses SUBDIV_SELECT_INNER_SEL for better interaction with edgeslide
2005-08-08 15:59:05 +00:00
ed80fde36b - fixed missing logic positive pulse repeat button
-better naming for collision bounds:
polytope -> convex polytope
polyheder -> concave mesh

-better naming:
frequency -> the pulse delay
2005-08-08 11:03:16 +00:00
8ef6df8d2d Bug fix #2894
Using Lkey (select connected) in Armature editmode could crash, it didn't
correctly check for drawing non selectable items (have index -1).
2005-08-08 09:58:57 +00:00
b228c90e24 Two radiosity glitches, bugs #2872 #2881
- add new scene, "Full Copy", didn't copy radio settings
- switch scene didn't reset radiosity baking
  (note that you can only do 1 radiosity scene in Blender, switch scene
  will free the radiosity data)
2005-08-08 09:36:07 +00:00
fc8b4b14f5 Bugfix #2871
Selecting in Mesh edit mode or in FaceSelect mode is tied, but setting
faces hidden was not tied. This caused hidden faces in edit mode to
become selected, with all associated disasters. :)
Now hiding faces in editmode and faceselect are tied too. Please note
that leaving faceselect mode will unhide always!
2005-08-08 08:49:24 +00:00