Commit Graph

66005 Commits

Author SHA1 Message Date
8d9d66f30f fix #4379
3D Preview didn't update correctly when switching between ortho and
perspective view (ortho render flag hanging)
2006-06-20 15:55:49 +00:00
f7d38ee181 Bugfix #4370
Silly: when using vector blur on a curve or text object, without having a
material assigned to it, the default material didn't get initialized OK
for vector blur, causing random streaks.
2006-06-20 15:44:25 +00:00
e491e73db6 Updated preview, with correct camera end clip 2006-06-20 14:33:08 +00:00
4506e65902 More preview fixes, after irc reports:
- Ztransp looked weird in Node previews, only showing the backfacing pixels
- previous change in preview.blend accidentally set camera clipping too low
  for correct display of lamp preview
- refresh issue solved in preview when using Node shaders with ray-mirror
2006-06-20 14:32:42 +00:00
5424863367 Fix #4368
Path in blender file loader end (setup_app_data) for armature conversion
didn't properly limit to armatures only, and was even called before a
scene dependency graph was made.

Rare crash btw; you have to save a file *before* a redraw was finished
in the UI.
2006-06-20 12:41:52 +00:00
c63efa6243 - minor fix for moving object boundary conditions
and to prevent surface flickering near obstacle sides
2006-06-20 11:32:56 +00:00
9410c7a731 #4361
Eyedropper (in ColorPicker) bug: It was reading a 4xfloat color into a
single float. tsk tsk!
2006-06-20 11:15:00 +00:00
5124edfcc5 Bugfix #4365
Node Editor: using menu "View -> View All" crashed when no nodes exist.
2006-06-20 09:41:35 +00:00
0ac1cf6b44 New preview blend, without OSA and with entirely closed tiled cube. 2006-06-20 09:32:25 +00:00
81a7271351 Preview render fixes:
- previous preview.blend rendered OSA, is too slow, especially for raytrace.
  now made it an extra option for buttons preview. (icons render without).
- made monkey one level subsurf lower for speed
- in previewblend, made the tiled cube environment entirely closed, so a
  mirror reflection will show nicer.
2006-06-20 09:31:54 +00:00
4201a0bfcf bugfix: removing constraints should activate rigidbodies. 2006-06-20 05:41:28 +00:00
c8b6425f61 scaled comparison adjustment only effects editmode select group
documented a workaround for python drawinf pixel aligned text in teh 2d view
Added links from Draw.Test to the OpenGL functions that set the location and color.
2006-06-20 00:30:10 +00:00
77506aa141 Fix #4353
Fixed a case where loading an invalid font crashed blender.

Now displays a message advising "invalid font selection" and
reverts to default 'built-in' international font.

Credits to Elubie for pointing out the problem function!
2006-06-19 19:53:27 +00:00
e384f4d6f6 Fix #4358
Was on the todo as well; previews in Shader Nodes didn't get cleared on
re-renders, noticable when you switch preview type (i.e. sphere -> cube).
2006-06-19 17:29:44 +00:00
bca96a4f99 moved defines for top of file
.
2006-06-19 17:03:02 +00:00
f791271839 fixing line 1350
.
2006-06-19 16:34:45 +00:00
56435b5833 renamed uv mapping menu items to make more sense.
=== UKEY UV MAPPING MENU===
Cube -> Cube Projection
Cylinder -> Cylinder from View
Sphere -> Sphere from View
Bounds to */* -> Project from View */*
Standard */* -> Reset */*
From Window -> Project from View
2006-06-19 16:00:48 +00:00
521fa9c955 Fix for editmehs select grouped.
the function that compares 2 face areas/perimeters edge length now will match 2 zero area values (previous method to make the function compare proportionaly messed this up)
2006-06-19 15:28:21 +00:00
36bedb3d7e Bugfix #4363
In windows, without temp path set, the 'save buffers' render option crashes.

I've coded a blenlib BLI_is_writable(char *filename) to check for such
cases. This is not much needed in Blender, since the open() command is
checked for. However, file saving happens deep inside the C++ exr lib, and
it throws an exception crash when a file cannot be written.
2006-06-19 13:53:00 +00:00
03449818b3 Added a note about Draw.ColorPicker needed Draw.Register to have a non None event function. 2006-06-19 13:21:44 +00:00
cbe9fc4e44 Compositor: the default now doesn't include a Viewer node anymore, was too
confusing.
2006-06-19 12:47:37 +00:00
0953e9add4 Bugfix #4355
Group appending issue: the rules for how this works were still confusing.
In some cases you want the objects in the scene itself, in others not.

New method:

- when you append a group directly (shift+f1 -> group -> name(s)) it
  will both append the group and link objects to the current scene
- in all other cases it will only append a group itself.
  (means, you can then use "Add group" to see it).
2006-06-19 12:29:35 +00:00
2a2c5e7f4e Bugfix #4354
Fix for old (post 2.3) annoyance in UI; on redraw of the entire buttons
window, the active button (with highlight) was detected wrong. Was just
a matrix calculation on wrong moment. :)

Also: fixed tooltip for transparent material "add" option. It was talking
about "Glow", a confusing description.
2006-06-19 11:21:42 +00:00
f03ea10cee Fixed a mistake (probably mine) with the menu numbering, closing bug 4360 2006-06-19 10:51:19 +00:00
5f5ee11fcb Seems a large commit, but I also changed function names to match the new
naming convention for Compositing:

- Render Result node -> Render Layers node (name only appears in Add menu)
- Compositor image -> Viewer Node image

I've also added a version patch (2.41 saved files only) to rename existing
"Compositor" Images.
2006-06-19 08:45:11 +00:00
3e272f6797 * Patch from Ed Halley:
"Swaps left and right bytes of small cursors for Carbon on Intel."

This fixes garbled cursors on Intel Mac builds. Tested on my G4 too and it works fine.
2006-06-19 04:04:31 +00:00
92522f4202 * Added and tweaked some missing menu items 2006-06-19 03:31:30 +00:00
b2dd3db414 Made 3ds import remove 0,0,0 dummy vert (Thanks Ken)
removed set() from BpyMesh and added some uv utility functions.
2006-06-19 01:27:41 +00:00
a29ed091d6 bugfix/workaround for problem with hard-coded collision margins being too large. (part2) 2006-06-18 22:13:45 +00:00
ec8448b88d bugfix/workaround for problem with hard-coded collision margins being too large. 2006-06-18 22:10:00 +00:00
dcbcc12582 NULL check needed for RE_vertren_get_rad() when going over radio results...
Thanks Auralis for finding it!
2006-06-18 19:11:52 +00:00
2ca99a5e09 Scripts:
- Jean-Michel Soler updated the svg to obj module used by Paths
Importer (thanks!)
- user request: added option to control whether user prefers per face
(uv face select "TwoSided" toggle) or per mesh ("Double Sided") single /
double face info in ac3d exporter.

BPY:
- Blender_ShowHelp() was now crashing Blender when called for the
second time, due to EXPP_dict_set_item_str decrementing the reference
count of an object passed as argument to Blender_ShowHelp() (so not
owned by that function).
2006-06-18 19:05:51 +00:00
29b78eba6f Fix #4352
Sequencer render bug: if you use the same Scene as current Scene as a strip
(yes yes!) then ANIM didn't work. Render single frame worked.
2006-06-18 13:36:24 +00:00
2a67e98359 Bugfix #4352
More Sequence render fixes:

- on load of .blend file, with Sequencer invoking a sequence render, the
  header window matrix was not set, giving "Insane icon" prints
- option "Do Sequence" had no re-display call in end
2006-06-18 12:27:06 +00:00
94e23fe939 Bugfix #4351
ESC wasn't supported for sequence-based rendering yet.
Solved it with correctly initializing the sequence render with all
render callbacks, including render updates (which it didn't do yet).

Cleanup:

- Bug in ghostwinlay code: the get_mbut() function reads from the window
  struct if a mouse is pressed. However, when you press the mouse in the
  sequencer, which causes a render, this value was hanging because then
  the active window was a render window.

- The new render display options (image window) didn't work for sequence
  render OK. There was a recursion even, because a sequence draw command
  calls a render, which in turn now calls redraws.
2006-06-18 11:38:34 +00:00
7784ea53bf Also for new 'to image window' rendering, drawing of float buffers while
rendering now is full 32 bits. This gives drawing issues in some cards,
like ATIs.

Copied the function used for renderwindow to glutil.c, and used now in the
image window.
2006-06-17 17:07:49 +00:00
e7af9c4839 Bug #4348
Animated groups, being linked and dupli-grouped in other file, didn't
correctly calculate particles inside the group.
2006-06-17 15:14:43 +00:00
06bf1cddec Bulllet bugfix, assignment rather then test 2006-06-17 14:41:00 +00:00
292ef64e3e fixed synchronisation problem with (kept on loosing this documentation bit when merging from Blender -> Bullet) 2006-06-17 14:19:59 +00:00
Ken Hughes
f478c9eca3 ===Python API===
Bugfix #4347: deleting vertex 0 incorrectly deleted all triangle face, since
check for v4==0 wasn't being done.
2006-06-17 14:08:15 +00:00
9b79c57f38 fixed Bullet bug: constraints didn't merge simulation islands. 2006-06-17 13:55:59 +00:00
19832a0639 Solved bad design decision in Node Editor:
The buttons uiBlock was stored in a Node, for retrieval of node buttons,
however that won't work when multiple windows show same Nodes.
Now implemented more correct unique Block names (as all over in UI), and
use that name to retrieve buttons with API call uiGetBlock().
2006-06-17 13:04:09 +00:00
b159b27329 Bugfix 4346
Node Shaders: the code checking for all required texture coordinates did
not test Groups inside a tree, so textures didn't render properly always.
2006-06-17 12:26:28 +00:00
16bce562d0 Fix for Compositor, Image node: reads now from Movie files as well.
(support was there already halfway, needed to add button and an anim check)
2006-06-17 11:40:50 +00:00
4e078c1a73 Bugfix in the patching for Stucci texture: the version code assumed that
the MTex (mapping for texture) always had a texture... which should be
tested of course. My bad!

(Thanks Plumi studio for report!)
2006-06-17 10:34:05 +00:00
5a4dc67281 Cleanup of UI for new renderpipeline
- removed "Unified" button, replaced with "HD" preset for 1920x1080 output
- removed the unused "Pass" options
- removed the unused "Strands" render-layer option

Because the internal render pipe supports this already; added two more
render-layer options:

- "Sky", to enable/disable sky render in a layer (this was part of "Solid"
  before, not so correct... to ensure previously saved files work, the
  "Sky" option is set by default when "Solid" was set. The version patching
  will do this temporally always, until we've bumped up version to 2.42
- "Edge", to enable/disable edge render in a layer. Nice for compositing.

Also in this commit: fixed warnings for exported functions for the new
Node Editor pull-down menus.
2006-06-17 10:25:07 +00:00
5498f4989f part 3
MSVC6
dude set proper deps ! :)
2006-06-16 22:43:39 +00:00
6da2bb1823 part 2
MSVC6
Defensive way not to interfere with other (crystal) build systems
so .. i can maintain building bullet for blender on MSVC6 without spitting in
the "whateverbulletteamthinkstobenice" soup
2006-06-16 22:20:36 +00:00
bddc22e01c MSVC6
Defensive way not to interfere with other (crystal) build systems
so .. i can maintain building bullet for blender on MSVC6 without spitting in
the "whateverbulletteamthinkstobenice" soup
2006-06-16 22:06:22 +00:00
8918232465 This is a modified version of patch #4200
http://projects.blender.org/tracker/index.php?func=detail&aid=4200&group_id=9&atid=127

It adds platform depenant prefix to function calls
(extern on non windows platforms more complicated on windows)
So that windows plugins can reference functions inside of blender.

there is a small TODO still...
Make release should build the helper library required under windows and modify
how they build the plugins:
dlltool --input-def plugin.DEF --output-lib libblenerplugin.a --dllname blender.exe
and the pulgins should be made with:
gcc -c (pluginname).c
gcc -shared -o (pluginname).dll (pluginname).o libblenderplugin.a

Kent
2006-06-16 20:00:00 +00:00