Commit Graph

31444 Commits

Author SHA1 Message Date
1642e2888c rename Mesh.uv_loop_layers --> uv_layers
add filtering for document generator to support --partial bpy.types.SomeType
2012-04-22 23:51:50 +00:00
5c89138684 style cleanup: comments 2012-04-22 11:54:53 +00:00
49ff0eeec4 bmesh py api: expose BM_face_split_n() to the python api;
face_fill(..., coords=(v1, v2, ...))

This is the same function the knife tool uses. should be handy for dicing up geometry in py.
2012-04-22 10:19:24 +00:00
d5023f0e91 correction to py docs from mgschwan on IRC. 2012-04-22 08:36:39 +00:00
3508bf1b83 Ctrl+RMB to select an object in editmode didnt work in edge mode (which is not great usability imho and confusing),
now pass through if no edges can be tagged and select the object.
2012-04-22 05:30:34 +00:00
2912314838 Missed this file in my last commit. 2012-04-22 04:01:14 +00:00
cd2b142ba0 small speedup to VertDataMulN(av, n), when passed expressions to 'n' they were calculated 3 times, cuts 78 instructions from resulting assembly (gcc -O2). 2012-04-22 03:25:48 +00:00
ac5058b281 subsurf - avoid 'for' loop finding the edge index in a face multiple times when calling _face_getIFCoEdge. add asset so passing wrong value errors out in debug mode. gives small speedup to subsurf. 2012-04-22 03:07:21 +00:00
3b686116ea Fix for bug #30219: "Obstacle Simulation of Steering Actuator does not work with added objects"
The steering actuator was filling its m_obstacle member when it was created (i.e., conversion time), which meant it had the wrong pointer after the actuator was replicated. Now m_obstacle is reassigned when the actuator is replicated.
2012-04-22 02:16:33 +00:00
e57d258169 - fix memory leak in mesh_strip_loose_polysloops(), occurred during 3ds import.
- updating normals in py/api's mesh.transform() wasn't working and gave annoying print, disable this, script authors can call calc_normals explicitly if they need.
2012-04-22 00:27:38 +00:00
126f766b4c style cleanup 2012-04-22 00:20:58 +00:00
64fe7139ec fix [#31045]
the blender game engine could reference a freed texface or mcolor array.
2012-04-21 15:56:50 +00:00
b56aabf815 style cleanup: multi-line if statements. 2012-04-21 15:11:03 +00:00
8765dfccf7 style cleanup: correct typos 2012-04-21 14:14:58 +00:00
1c54eaecd8 fix [#31049] New Faces (F) always solid shaded 2012-04-21 13:58:29 +00:00
1615b46963 style cleanup 2012-04-21 13:37:26 +00:00
Lukas Toenne
d02aed6c64 Fix for image node: has to check the number of actual node sockets before accessing the output data stack, to avoid reading uninitialized memory. 2012-04-21 13:36:57 +00:00
7e7d28e3ad fix [#31048] converting curve object to mesh makes object disapper from 3D view 2012-04-21 13:08:26 +00:00
6701933f5c style cleanup 2012-04-21 12:51:47 +00:00
96b024333e fix [#31047] ctrl+mouse select in edit-mode does not select external object
fix [#30535] Shortest Path Select not working well in vertex mode.

regression from after bmesh merge, Ctrl+Right mouse for selecting shortest path is meant for edge mode only.
2012-04-21 12:14:07 +00:00
f910abadda fix error in recent rip refactor, also add comment. 2012-04-21 06:42:21 +00:00
15eb3452ec style cleanup: pep8, also quiet compiler warning. 2012-04-20 18:50:18 +00:00
2e20d3dc96 fix for error using uninitialized variable with shape key conversion. 2012-04-20 18:34:58 +00:00
3dcd5a196d Fix [#31008] IK armature resize goes ugly (Pose mode resize).
This affected legacy solver. Note that even if I don't expect any, this fix *may* break some other IK setups, so animators, please check your IK rigs using legacy solver. ;) Easy to revert if needed, anyway.

Note that iTaSC solver is also buggy with some scaled parent, but here IK'ed bones just can’t get scaled in any way (either from parent or from there own transformation)... Will try to find what's happenning, though the code is even harder than legacy solver to follow :/
2012-04-20 17:26:40 +00:00
b26865ba99 code cleanup: prefer BM_face/edge/vert_select_set() over BM_elem_select_set() when the type is known (saves switch statement check on the type).
Add asserts so the correct types are ensured.
2012-04-20 16:55:47 +00:00
91dc245f93 attempt to fix [#31033], cant redo the bug but button layout wasnt great
- no more blank space under XYZ
- scales with DPI
2012-04-20 16:17:52 +00:00
6ef9f021bc fix [#31036] image.gl_load() consistently segfault at gluBuild2DMipmaps
incorrect argument to gluBuild2DMipmaps()
2012-04-20 15:06:54 +00:00
f627745053 aparently yards are not used a lot, suppress their use in button display (input still knows about them) - was reported as a bug.
also fix minor rip bug where active selection was lost.
2012-04-20 14:59:24 +00:00
cb3dc8ff0e Knife tool: Increase the header string length to avoid clipping the message. 2012-04-20 14:46:46 +00:00
380e6c2a58 refactor rip tool out into vert/edge functions, was getting too unweildy having them mixed in. 2012-04-20 14:36:06 +00:00
ed81982049 knife tool alpha values where being set to zero (intersection points weren't visible), error made when converting to theme colors.
also minor bmesh style cleanup.
2012-04-20 13:45:38 +00:00
Lukas Toenne
71ac500fc2 Fix for particle dupli group relative offsets. The relative transforms of objects in the instanced group were not scaled according to the particle size, which would be expected when rendering as 'Whole Group'. Requested by Francesco Siddi (fsiddi) over IRC. 2012-04-20 12:55:57 +00:00
5874106ea7 style cleanup 2012-04-20 12:26:16 +00:00
4d1faf1fd9 knife tool: use the knife mouse cursor, dont store the context in the knife tool data, also rename struct camel case (follow own style guide) 2012-04-20 12:19:09 +00:00
aa02acfe95 knife tool: store color once on initializations, de-select only when cutting selected. 2012-04-20 12:05:08 +00:00
617af9d99d knife tool now selects newly cut edges. 2012-04-20 11:14:16 +00:00
3d851bfd5b knife tool modifications
from user freedback it seems there are 2 use cases, both valid.
* Select geometry and cut the selection in half (as 2.4x worked)
* Point-to-point define the faces to cut, dont cut through everything (only cut what you see).

With the second, since you are already selecting the edges to cut and snapping to them. only cutting the selecting is limiting/annoying.


Modifying these options while the knife tool runs doesn't work well, so expose under 2 keys, K, Shift-K.
2012-04-20 10:52:13 +00:00
80ff1984f8 bmesh py api: remove bmesh.loops.index_update(), it wasn't working, as joe noticed. 2012-04-19 23:23:29 +00:00
384f87cd1c rip tool wasnt working on a single edge selection in some cases (own error in recent fix). 2012-04-19 23:16:57 +00:00
028dbb132d add asserts for invalid iteratpr values so we can catch them in debug mode. 2012-04-19 22:40:09 +00:00
741a177a74 bmesh: improve rip tool
- When the rip extends into a fan, pick the opposite edge in the fan (rather then 2 along)
- When stepping over the fan to find the rip edge, walk in the direction closest to the mouse (generally works nicer)
2012-04-19 21:47:32 +00:00
ebbfcd71e5 Fixed crash in iter api, triggered by calling index_update() on the loop py seq in the py api. Note, I didn't fix the underlying problem (bad iter type) so loops.index_update() still isn't working (it's just not crashing). 2012-04-19 21:14:11 +00:00
417117e207 bmesh py api: expose BMVert.calc_shell_factor() 2012-04-19 19:13:57 +00:00
e387ccdb42 bmesh inset: add depth option (make use of relative and even offset options) 2012-04-19 19:03:15 +00:00
c7f8af329b BMESH_TODO: randomize vertices working again.
That whole "element re-arrange" area could use some love, though (e.g. make a single vert operator with more options, as faces; and make faces work in edit mode, probably no more reasons to switch to object mode?). Post-release TODO, anyway.

Also spotted a glitch in BLI_rand code, imho, which makes first element of an array not guarantied to be shuffled by BLI_array_randomize()... No correction though, as this might/would affect other parts of the code!
2012-04-19 18:53:32 +00:00
e730c1af6d committed check by mistake, its not needed. 2012-04-19 17:26:22 +00:00
a82eaf36ca bmesh rip: when there are selected faces call region_to_loop before ripping. gives better results then previous fix when there are selected faces as apart of an edge selection. 2012-04-19 16:57:50 +00:00
bea1a12751 fix [#31015] Rip has weird results in vertex selection mode vs face 2012-04-19 16:20:07 +00:00
6b006059ec Fix #31016: rigid body joint constraint in game engine did not respect constraint
enable/disable option.
2012-04-19 15:14:28 +00:00
b40476455e code cleanup: remove unused BMesh args. 2012-04-19 14:38:09 +00:00