Commit Graph

66005 Commits

Author SHA1 Message Date
3c27069c86 Missing include for screen handlers (had to move to kernel level) 2005-10-27 14:11:25 +00:00
44a9e0538e This is a bit a patch... unforseen issue with the new Screen Handlers.
(Screen handler is used now to trigger animated screen).

When files get saved with Verse_Blender, it has the verse handler set,
which causes the handler system to run without a means to disable it with
release versions of Blender. This patch disables the Verse Handler to be
set on reading files.

Jiri; you will have to uncomment this code when you sync it with your tree!
2005-10-27 13:56:41 +00:00
00d643091c CTRL+I, pose mode, added accidentally a location constraint, when having 2
Bones selected.
2005-10-27 13:02:34 +00:00
dd409399ec Camera visualisation changes and features (from tuho)
* Made the in-camera view dashed border lines less jarring
and disturbing. We will give it some testing here, feedback
is welcome.
* Showing the title safe zone is now an option in the
camera edit buttons. It's not very useful if you're not
making stuff for video/broadcast so you can turn it off.
* Passepartout is now a flag per camera, rather than per
scene. It never really belonged in the render buttons or as
Scene data, though it could be up for debate whether it's
better as camera data or view data (i.e. in the view
properties panel). Old files get converted over nicely with
this so if you had passepartout on before, it stays on the
cameras.
* Added an option to show the current camera's name at
the bottom of the in-camera view, to help keep track of
which one you're seeing when using multiple cameras.
* In the 3D View (non-camera view) the active camera is
drawn with a solid line as before, while non-active
cameras are drawn with a dashed line, to help visualise
which one is active.
2005-10-27 11:28:43 +00:00
Alexander Ewering
c753365403 I hope this commit finally fixes loading of .blend files with text objects
that had been converted to curve with ALT-C.

Should fix bugs 2973 and 3269. Thanks Ken Hughes for a pointer into the
right direction.
2005-10-27 10:01:11 +00:00
f59827f346 More Orange NLA/Action fixes;
- NLA: Hotkey ALT+S resets (synchs) action start/end in selected Strips
- NLA: Panel for Strips allow setting negative "Action start"
- NLA: When transforming strips, the selected keys for that action don't
  get included (caused weird errors)
- Action: cleanup of drawing horizontal bars.
- Action: Pulldown menu option "Lock time" was in different location than
  for the other pulldowns
2005-10-26 21:13:00 +00:00
79f6a4b822 Orange bugreport:
The new "lock time" option for ipo/action/nla/time/sound windows did not
work proper... it could accidentally activate other windows, confusing the
2d settings.
2005-10-26 20:02:31 +00:00
f63e464c0e Orange bugfix;
Border select in Action window didn't get corrected for NLA time.
2005-10-26 19:42:32 +00:00
ccfc821412 Orange bugfixes in NLA editor;
- ALT+C "convert action into strip" didn't calculate the mouse position
  correct. Also changed menu a bit to tell which action it makes a strip
- Select action strips  now activates Object too
- Icons in Object 'row' (denoting NLA override or not) now draw blended
2005-10-26 19:34:32 +00:00
d5617f7f59 Default openGL material had a tiny ambient set, causing black to be not
black really! :)
2005-10-26 19:00:40 +00:00
968423bf07 Fix for vertex/weight paint, so it evaluates the subsurfed vertices for
applying paint. (Until now it used non-subsurfed vertices).
2005-10-26 18:48:53 +00:00
Ken Hughes
ed8be044d9 - make getMeshDerivedMesh() initialize flag setting for new vertices (needed
for BPy Mesh to get derived mesh data)
2005-10-26 17:36:02 +00:00
Ken Hughes
61ecf16197 -Bugfix #3207: ALT-C on a mesh with modifiers would cause memory corruption.
We make a copy of the mesh and perform operations on the new object using
   mesh_create_derived_no_deform() for the new object instead of the
   original.

   Would be really nice if Daniel would look this over to see if it's really
   fixed, or if I've just moved the problem somewhere else. :-)  I'm leaving
   the bug report open until the fixed is verified.
2005-10-26 17:33:31 +00:00
94915fde5f Python API Additions
New
Ipo Drivers access in IpoCurve
key.getChannelIpo(index) returns the ipocurve of a given shape index

Docs included for usage :)
2005-10-26 16:30:50 +00:00
5463fe20b9 * fixed a problem where you couldn't select a timeline
marker on a frame < 0. Weirdly enough, it seemed to be
deliberate, with the line:
if(cfra < MINFRAME) cfra= MINFRAME; )

I removed this, but if whoever wrote it has a good
reason why it should be there, please let me know!
2005-10-26 13:43:55 +00:00
d348027499 - hopefully fixed osx compilation by forcing compilation
with a single file again (intern/elbeem/intern/solver_main.cpp
	includes intern/elbeem/intern/solver_init.cpp and
	intern/elbeem/intern/solver_util.cpp when __APPLE_CC__ is defined)
- minor cleanup of inlined functions
2005-10-26 12:07:51 +00:00
5d291535c6 Disabled CrazySpace when 'proportional edit' is on... I discovered both use
the eve->vn pointer to store temporal data. Need a better solution, do it
later. This just prevents crashing!
2005-10-26 10:49:19 +00:00
c648e790be New: CrazySpace [tm] correction
When Modifiers are used in Edit Mode to show the deformed result for
editing, all actual coordinates Blender works with are still the ones from
the original Cage. You can notice that with the Transform Widget or
helper lines while transforming.

Even worse, the actual transformations still happened on the original Cage
as well, making it very hard to edit. That caused the feature to be named
"CrazySpace" (baptized by Andy, afaik?).

This commit calculates the deformation transformation per vertex, and
inverse corrects it, so it's more intuitive editing this way.

Unfortunately all the deformation features of Blender don't use matrices
for defining deform, so the existing code cannot be re-used to retrieve
the correct deformation matrix per vertex. The solution I found is based
on calculating per face the transformation based on its first 3 vertices,
and store this transformation averaged in the face's vertices.
The solution can also only work on entire faces, because the full deform
can only be retrieved using 3 vertices. (using 2 vertices will miss edge-
aligned rotation, using 1 vertex can only retrieve translation).

By deriving the deformations per face, small errors will still happen,
especially on very low-poly Meshes with extreme deformations.

The only alternative I know now, is providing each vertex in
a mesh with 2 extreme small tangent vectors, which get deformed using the
existing code as well. That will mess up the existing deformation code too
much though, this solution has the benefit it works with each deform we can
up with later too.

Last note about CrazySpace: it can only be used to tweak Meshes. Do not
even try to add vertices, extrude, or duplicate. Probably we should disable
this... but preventing user errors isn't always power-user-friendly, eh. :)
2005-10-26 09:56:52 +00:00
Ken Hughes
b970e55df2 fix access of pointer before its assigned 2005-10-26 00:54:53 +00:00
ded4709a9d FIX: BLI_makestringcode called with bad pointer mainl->curlib
Moved call to before blo_join_main where pointer gets killed.
Otherwise Blender crashed when appending a file and selecting
relative filenames.
2005-10-25 20:19:31 +00:00
129097a097 Bugfix #3231
Constraint Ipos didnt work when the bone/channel had no Action Ipo...
just had to move a line of code. :)
2005-10-25 19:40:13 +00:00
8a21421e54 New; Rotation Constraint allows to only copy X,Y,Z axis rotations.
Note this is based on eulers, so might give the common issues. :)
For most cases it goes fine though, especially with only 1 axis constraint.
2005-10-25 19:13:04 +00:00
7fc4cf930c Bugfix #3232
When a file was loaded with curves in invisible layers, the displists
were not created.
2005-10-25 18:48:18 +00:00
ce85adc780 Bugfix; appending with using relative paths made all dynamic links from
other libraries local.

Also added some securities in the temporal 'sync pose' testing code. It now
asks with a menu to confirm the object to be replaced too. Later more!
2005-10-25 18:22:34 +00:00
dd38751a84 updated elbeem project for new / removed files 2005-10-25 18:18:43 +00:00
557f951ebc getMarked return change to dict
.
2005-10-25 18:12:27 +00:00
Chris Want
2efaa059b5 Fix for when knife tool (with path setting) is terminated with ctrl-Enter.
Also, updated the little helper line on the status bar to indicate that
terminating with ctrl-Enter leaves only the verts on the cut line
selected.

Johnny: Please review.
2005-10-25 17:43:22 +00:00
77ad2928c3 First commit, for test, for using Library files for synchronizing partial
data. This functionality is going to be in Outliner, for now only use
for testing while consulting me. :)

Usage: New option in SHIFT+F1 append window, "Sync Pose". When pressed, you
can append/load an *Object* of type Armature, this then replaces its
Armature and Pose with the selected Objects. After that it deletes the
appended object.

Note: it currently appends also Objects when used in Pose Constraints...
2005-10-25 15:58:51 +00:00
6894526265 Subdivide recode assistance!
- Added subdivide sck upport for vertex groups
- Brought back subdivide-smooth, but it doesn't work as good as before yet,
  it used to catch an exception for subdividing the middle vertex of a quad,
  with edge-based subdivide it's not that simple. Will check later.
- made "number of cuts" a static variable, so it doesn't jump back to 2
  all the time

Coder level notes:

- removed the old subdivide code (yay, over 30k code less!)
- did some minor layout cleanups in the new code (just consistant syntax)
- removed redundant code parts, to enable smooth & vgroup subdiv
- subdivide smooth can do multiple cuts too, but i like to see that only
  as option when our smooth formula is good!

Compliment:

I think Johnny really made comprehensible design and nice code here. Was a
joy to work with. :)
2005-10-25 13:57:37 +00:00
d21d255389 fix for bug #3193, winmat was not calculated properly because of
some previously uninitialized parameters.
2005-10-25 09:30:54 +00:00
a7e9a9d9c0 Only restructured code:
- added Hos fixes
- split up solver into 3 cpp files (as suggested by jonathan)
- de-inlined function that caused gcc33 to use >1GB of memory
2005-10-25 08:07:52 +00:00
Ken Hughes
edd998c042 -Bugfix #3254: Ipo.addCurve() didn't check if curve already existed before
creating (reported by Toni)
2005-10-25 04:46:49 +00:00
4212796628 More bugfixing related to #3149:
Drawing of rotation limits and IK solving was wrong with pose mode
bone offsets.

Also added proper modifier stack update after uv unwrap and lscm.
2005-10-24 22:20:30 +00:00
0a3993ec0f cleaning up
- removed euler branch in favor for a 'better solver to come'
- removed some debug vars from lattices
- removed some garbage related to 'borrowing' collision from particles
note SB collision is completly decoupled from particle stuff to allow
: 1. SB collision targets can be 'anything evaluated by modifier stack' but won't be subsurfed (for performace reasons / possible though / see comment in code)
: 2. SB <-> SB collisions
: 3. ( 1. implies that SB collision targets may be animated, hooked,  curve deformed ,  .. ! )
2005-10-24 22:13:32 +00:00
76b7d3b402 Fix for correct handling of relative filenames.
Now relative filenames that are not below the .blend file
in the directory hierarchy can be used.

CAUTION: 
  The relative filenames are not updated if the blend file
  is moved to another dir or saved into another dir (save as)
  We will rely on the smartness of the users for this.

my first official commit - thanks Ton!
2005-10-24 20:52:51 +00:00
ce89799d36 Bugfix #3242
Ipo WIndow, "Make single user" button crashed. Forgot to recode 2 weeks ago
2005-10-24 20:47:28 +00:00
Chris Want
e78e8976ff Made it so that number of editmode unsteps can successfully be set to zero. 2005-10-24 20:11:16 +00:00
0482f325b5 Bugfix #3238
ALT+C on mesh without modifier crashed.
2005-10-24 20:03:53 +00:00
066b0b1c7d Bugfix #3210
Included a patch by Pablo Marrol! selecting with ALT+CTRL combos
didnt check if there was actually a Mesh in editmode.
2005-10-24 19:22:04 +00:00
050dcad59c Bugix #3200
DAG_object_flush_update() always used scene layers, causing updates to go
wrong with 3d windows with "Lock" off (allowing local layer and camera).

This fixes a larger amount of potential issues.

Also: fixed menu title for adding IK constraint to Bone (CTRL+I).
2005-10-24 19:13:15 +00:00
a021181b5b Fix for Bug #3217
Just needed to mark a few more edges.
2005-10-24 18:17:35 +00:00
df84b87fd0 The handy Shift Space for maximise a window space
wasn't being too handy in the text editor, so I've disabled
it here now.
2005-10-24 12:53:24 +00:00
6181a5ad41 Bugfix (based on user mailing me): In editmode, "remove doubles" crashes
when it uses subsurf display. Was missing a DAG update.
2005-10-24 09:00:33 +00:00
ec58f413b1 Autohandles in Ipo Window still could overshoot. Added a new clamping to
ensure the handles never result in a curve that goes beyond the neighbour
control points.

http://www.blender.org/cms/Animation_Curve_Handle.717.0.html
2005-10-23 21:36:24 +00:00
e02336653d Fixed backwardstransform.blend bug from orange dudes.
It was literally two lines of code.

This probably fixes a lot of the "constraining transform goes backward" problems.
Was a dumb oversight on my part.
2005-10-23 21:34:20 +00:00
847a584744 Bugfix: select Vertex Group in Outliner now updates 3d view properly. 2005-10-23 19:27:45 +00:00
20b23e3b5e The ctrl+click extrude now calculates a rotation, so you can do wild quick
modeling!
It detects the rotation based on the average of all half-selected edges and
the extrude vector. The first rotation might go wrong on extruding parts
of very irregular shapes, but in general it does it fine. Of course, single
vertex clicking or entire shape clicking doesn't rotate.
2005-10-23 19:16:37 +00:00
745fc2f9d0 updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene.

sorry if this breaks your builds!
2005-10-23 17:55:19 +00:00
6ce7d18371 Removed DAG update for armature after inserting keys in pose mode.
That caused un-keyed positions to flip back.
2005-10-23 16:18:42 +00:00
d004754d6b One Constraint function missed the new MINMAX (floor) type, caused the
last commit (add constraint menu) to fail on adding floor constraints.
2005-10-23 16:13:04 +00:00