Commit Graph

11071 Commits

Author SHA1 Message Date
9c27e097df == IPO Defines Cleanup ==
Just a bit of tidyup for IPO header-files. 

Warning:
Moved IPO Curves + Drivers out of DNA_curve_types.h
2008-09-19 12:33:17 +00:00
15bce017df scons update, BF_NO_ELBEEM wasnt working, WITH_BF_SDL wasnt implimented, WITH_CCGSUBSURF isnt used anymore. 2008-09-19 01:39:34 +00:00
6ff74f4527 == Python Script Links ==
Bug #17599:
Summary: Python constraints, good in 2.46 not working anymore in 2.47
http://projects.blender.org/tracker/?func=detail&atid=125&aid=17599&group_id=9

Improved my old hack to avoid frame changed scriptlinks from running when rendering stills, should fix this bug. It also causes REDRAW scriptlinks to be executed during renders, but that conforms to how FRAMECHANGED ones work.

BTW: this can still be improved. The current system meant to disable all Python functionality at once needs imo to be replaced by one that allows to enable / disable per feature (scriptlinks, pyconstraints, pynodes, etc.). A better way to inform scriptlinks about what is going on (render, anim, render anim, etc.) would also help. Will discuss with others.
2008-09-18 22:33:49 +00:00
5f25e52c20 [#7297] Fix knife visualization on MacMini Intel w/ Intel gfx 2008-09-18 20:37:11 +00:00
a283e7e4af A typo in my fix for bug #11740 caused problems with at least grid distributed particles. 2008-09-18 17:42:17 +00:00
f7113fd267 Reactor particles were born with incorrect timing. Some changes made could effect normal particles too, but after many tests I didn't notice any adverse effects. Be sure to poke me hard if there are some though :) 2008-09-18 17:19:40 +00:00
423b053904 Grease Pencil - Stroke Sensitivity:
Sensitivity to mouse movement when drawing can now be customised in the User Prefs, under 'Edit Methods'.
2008-09-18 11:49:57 +00:00
beb7738a29 Hopefully fixes crash in particle system with effector enabled 2008-09-18 01:55:43 +00:00
3bf0a6fed8 This adds support for the new-ish options:
QUATERNION
B_BONE_REST
INVERT_VERTGROUP
MULTIMODIFIER

to the bpy armature modifier API.

It also fixes a significant problem - In the docs, it refers to 
the 'VERTGROUP' field as being a string value, shared
by lattice, armature, etc, referring to the 'VGroup' field in the 
armature modifier that defines a vertex group 'mask'
which the armature's effect is restricted to.

However, previously, for some very mistaken reason, in processing 
the getters/setters for the armature modifier, the
VERTGROUP field was pointing to the quite different 'Vert. Groups' 
toggle in the armature modifier, that enables or
disables using vertex groups for deformation (as opposed to 
envelopes).

I've fixed this, so VERTGROUP points to the VGroup string, as is 
already defined in the docs and consistent with other
modifiers like Lattice. A new field: 'VGROUPS' has been added, 
which is the analog to the 'Vert Groups' toggle.
2008-09-18 00:51:51 +00:00
0a6d2e26a9 Fix for [#17642] Particule Hair - Vertex Group lenght don't works without Children
- This feature had been removed from the code! So this is how things work now:
For normal (non-child) hair particles the length vgroup is used if we're not in particle edit mode and if there are no child particles. So for example checking "Parents" in the visualization panel when children are in use will result in full length parent strands, this is a feature so that you can see how the parent's go to predict child behavior better, not a bug :)
2008-09-17 19:29:44 +00:00
0a43036701 Fix for [#17637] Children from "Faces" in Object without a face leads to crash
- a simple check for psys->child was missing
2008-09-17 17:59:29 +00:00
3ecbcb5848 Bugfix #14412
Outliner option 'unlink group' didn't remove its members, in case the
group members were local in file, a confusing situation happened. Now
it removes members.
2008-09-17 17:47:59 +00:00
b4e4ffc0b8 Fix for bug #17634: crash on automatically removing zero size window. 2008-09-17 16:59:52 +00:00
36e2004fca Delete Keyframe Tool:
* Changed hotkey to Alt-I. As a result, Remove IK is now Ctrl-Alt-I, though that shouldn't affect many people at all as it appears that hardly anyone uses it.

* Added menu entries for Delete Keyframe
2008-09-17 04:06:59 +00:00
4cd85aa61c Texture_getHFracDim was returning an int rather then a float (thanks zuegs for spotting)
removed unused var
2008-09-17 03:13:15 +00:00
9064ed8d6a Fix for bug #4192: game engine armatures that are dynamically added
but don't have an action got the pose of already added armatures, even
though they're not related. This also fixes an issue where the armature
in Blender would end up in the pose from the game after ESC, removes
unneeded copies made during armature evaluation, and also solves the
constraint copying hack.
2008-09-17 01:29:54 +00:00
9b7d40dbae BGE patch: bullet buttons UI change after discussion with Erwin: use a drop down instead of a series of buttons. Introduction of soft body option. 2008-09-16 22:52:42 +00:00
0cae815127 Fix for [#17561] when i try to change the particle to hair I cant choose group or object as viz.
-Partly reverted Genscher's previous fix on the issue and added the idea he had as a special case
2008-09-16 21:16:32 +00:00
75685a9ca8 == Transform Snap ==
Tighten test for excluding objects as snap target.

Now exclude all object that are themselves moving (that includes childs of selected objects) as well as objects with moving geometry (like hooked meshes).

The previous situation would cause unfrequent bugs, but especially present in alignment cases (those concerned will understand).
2008-09-16 19:10:58 +00:00
0922ecee93 "Fix" for #17636 Crashing bug - won't open a file
- The cause was indeed corrupted particle settings which should have caused a deletion of the whole particle system. However the particle modifier was still left and that led to the crash.
- A "fix" because there's really no way of knowing what caused the corruption of the particle settings. If anyone else gets this and can recreate I'd love to get a .blend. Now that there shouldn't be a crash anymore the symptom will be a missing particle system after file load in an object that had a particle system before.
2008-09-16 18:40:54 +00:00
80458f69b2 Added check for failing linking of a ID_PA block. 2008-09-16 16:20:51 +00:00
8cd673fdfb Bugfix #17633
Tiny feature: "Flip normals" in editmode also recalculates vertex normals.
2008-09-16 15:28:07 +00:00
7350d71b66 Bugfix #17630: objects are disappearing if you insert a layer key and then change time
Forgot to set type of data for inserting keyframes, so data was probably written as float or so.
2008-09-16 06:55:15 +00:00
18cda1583d Bugfix #17622: clicking on action IPO in outliner causes crash
In some cases, no action channels existed, but yet the Outliner displayed some that, when clicked on, would cause a crash.
2008-09-16 06:33:59 +00:00
5df9b4938e Bugfix #17627: Autokeyframe for Visual keying
Several months old typo! 'Visual keying' was not working for autokeyframing, as the test for it didn't even work.
2008-09-16 06:11:02 +00:00
4683cb34e4 Fix for #17618 Particles: changing RGB sliders snap back
-particle drawing was reading material ipos in a too invasive way
2008-09-15 22:08:30 +00:00
f807d3f303 BGE bug #17565 fixed: Constraint Actuator Location: GUI broken. Axis selection was not persistent, now it is. 2008-09-15 21:37:27 +00:00
95afafb5e5 BGE bug #17621 fixed: State Actuator GUI Flaw. State actuator didn't behave like the object state mask. Now it works the same: LMB select one state, deselects all others, multiple select with SHIFT-LMB 2008-09-15 21:10:51 +00:00
35c269e395 Workaround for an Nvidia driver bug on 32 bit linux (maybe windows too).
I reversed the order of attaching shader objects for linking to solve an
issue in the driver before, but now it appears it needs to be the other
way around again? I don't know if these are the same cards that now want
it different again due to changes in the glsl code, but I found another
workaround for the first bug in a forum post (leaving out parameter names
in the declarations), so with some luck both cases work?

http://developer.nvidia.com/forums/index.php?showtopic=596
2008-09-15 18:15:11 +00:00
dc2594c81b Added -d debug option for blenderplayer, and remove some
invalid/unnecessary opengl calls on shader errors.
2008-09-15 12:40:17 +00:00
fd3a40a129 Fix glsl vertex shader string that was not 0 terminated, no idea
if it caused any problems.
2008-09-15 11:39:49 +00:00
e5ce1e962d copy menu didnt copy visible and initial states, physics margin was also missing from "all physical attributes" option 2008-09-15 09:24:54 +00:00
a08b21263e tooltip improvements from dfelinto, some minor edits 2008-09-15 09:08:36 +00:00
ec30a3a470 Delete Key Tool - Bugfixes:
* Available option would crash
* 'Visual' options are now not available for this tool (are not relevant)
2008-09-15 04:15:37 +00:00
ac86c04401 added BLI_convertstringcwd, used so command line blendfiles and python scripts can be relative to the current path.
- was alredy doing this for blendfiles, but better to have in its own function.

header_text.c - renamed PATH_MAX, was defined by system includes.
2008-09-15 01:32:53 +00:00
41a0b56b70 BGE patch: new Physics button and margin parameter in Logic panel. Change subversion.
The Physics button controls the creation of a physics representation 
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.

The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through 
Python. By default, the collision margin is set to 0.0 on static 
objects and 0.06 on dynamic objects. 
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.

Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is 
now kept "inside" the object for box, sphere and cylinder bound 
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding. 
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects. 

The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions. 

This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects: 
center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
7762100fcb Update MSVC project and fix compilation problem in VS2003 with keyframing.c 2008-09-14 19:07:57 +00:00
9444b314db fix for what looks like simple mistake, function wasnt returning any values (compiler warning) and the variable being checked to return a value was never assigned. 2008-09-14 17:19:59 +00:00
Ken Hughes
6977816ff3 Python API
----------
Fix C90 mixed declarations and code.
2008-09-14 14:17:44 +00:00
4245aaed86 == Global 'Delete Key' Tool ==
The 'opposite' of the "Insert Key" tool. 
- Use the hotkey Ctrl-Alt-IKEY to activate.
- Only available in 3d-view and buttons window 

I've added an extra var to verify_ipo and verify_ipocurve to save having to make another duplicate of that code. Hopefully the gameengine compiles ok with this.
2008-09-14 12:41:42 +00:00
2bf26b93e1 Bugfix #17608
Fileselect window:
Pressing X to remove a file should not work in databrowse view.
2008-09-14 09:09:10 +00:00
375a6bbe41 More bugfixes:
* Added missing includes
* Fixed typos in header
* Added code to get ipo for 'Available' keyingsets to work
2008-09-14 05:52:57 +00:00
1a917f50a6 running scripts in background mode would crash in some cases. (tested all scripts, none segfault now) 2008-09-14 05:10:45 +00:00
0f1a1a159f == Keyframing - Cleanup of API ==
* Moved all keyframing functions to their own file (keyframing.c)

* Merged all the different keyframing options (needed, visual, fast) into a single API call. The direct benefit of this is that it allows them to be used in conjunction with each other. Also, this means that when using the IKEY, autokeying settings for these are respected too.

* Implemented 'keyingsets' system (instead of directly calling insertkey on relevant channels), which is easier to maintain and cleaner. A keyingset basically defines all the channels that can be keyframed together. This paves the way for custom keyingsets sometime down the track (and also for quick-insert keyframes for previously used keyingset).

Menus for choosing the keying set to use are generated automatically from the definitions.
2008-09-14 04:32:17 +00:00
d111983064 Fix for bug #5758 and #17585: armatures with IK constraint did not
work in the game player, now the IK lib is linked into the player.

Makefiles/Scons/CMake buildsystems have been updated.

Fix materials nodes to work in the game player.
2008-09-14 03:51:51 +00:00
704fef314a Various game engine fixes:
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
  to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
  the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
  Letterbox with bars, the latter doesn't make sense then.
2008-09-14 00:32:18 +00:00
06be41648f Fix for #11740 - Reactor particles do not render in animation.
- Particle data was deleted when the current frame was outside the baked range. Reactor particles need this data to store birth and death times.
2008-09-13 21:06:22 +00:00
d2186508da Particle collisions upgrade:
- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions.
- Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction).
- Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier.
- Collision should also generally be a bit more accurate.

To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
2008-09-13 18:09:41 +00:00
21d74deda6 Fixes for game engine runtime on Mac OS X, there were issues
working with relative paths. Still doesn't work optimal, since
paths are relative to game.blend which is in the app bundle
under Contents/Resources, so other files need to be moved there
manually at the moment.
2008-09-12 16:06:17 +00:00
f40aa6d13f typo in recent commit 2008-09-12 13:26:49 +00:00