Commit Graph

66005 Commits

Author SHA1 Message Date
Chris Want
5b5d9f9844 SCons for irix update (now does mips3 binary). 2004-01-25 21:42:18 +00:00
Chris Want
350310f65a Fix for irix 'make release' 2004-01-25 20:59:06 +00:00
c8d8b2c4de SCons update
* makesdna generates dna.c which in turn should be compiled with nice cflags,
  linkflags etc. But, a small error slipped in which caused the .c file to be
  compiled into a nice .o file without those flags.
  Thanks to Hos for pointing out the error and persisting there indeed was an
  error.
2004-01-25 20:57:25 +00:00
8b53b30563 arealight now can be used without global photonmap
fixed problem with spotlights not rendering
2004-01-25 20:28:46 +00:00
Chris Want
82f8155c3c Fixed a typo in the 'make release' stuff 2004-01-25 18:37:56 +00:00
Chris Want
83cfab301b A few 'make release' related modifications:
* the compiled plugins get moved to .blender/plugins in the
  release tarball (the include and C files remain where they
  were). Please test.

* if they exist, the directories release/scripts and release/bpydata
  get copied to .blender/scripts and .blender/bpydata respectively.
2004-01-25 18:31:05 +00:00
259acf5f66 Python bug fix for #724
* Blender.Object.setDrawMode does not work. I had accidentally switched the
  variables for setDrawMode and setDrawType. This implied that _both_
  functions did not work correctly. The functions getDrawMode and getDrawType
  use the correct variables.
2004-01-25 17:58:24 +00:00
8eac9cef15 Python bug fix for #875
* Blender.Object.GetSelected() would crash when no 3d-view has been
  initialized at startup. Fixed.
2004-01-25 17:42:40 +00:00
7021c88b4d - Port fix for Backbuffer/Optimize hang (caused by short pointer hack)
from tuhopuu.
2004-01-25 16:25:55 +00:00
4e525501b5 Applied checks for more secure 3D font handling.
(Loading fonts without a valid name would crash Blender)
2004-01-25 13:50:54 +00:00
2037ef9d25 - code i committed for correct arrowkeys on selecting items in pulldowns
broke the ui_mouse_motion_towards_block() function. This made sure
  mouse motion (diagonal) towards a new opened sub-level keeps the sub-
  level open.
  Fixed!
2004-01-24 17:26:58 +00:00
1f364149d6 - Nurbs curve/surface Nkey editmode now displays the W value again!
was lost in 2.30 makeover.
2004-01-24 16:56:12 +00:00
00406f12c6 - commented out line with unused variable, to make warnings going down
with 1!
2004-01-24 12:24:58 +00:00
79884ff70b Added another control for new pathlight refinement parameter and solved
a problem with name collision betwen textures and shaders reported by kino.
2004-01-24 12:23:41 +00:00
38c0f593a8 - moved declaration of new variable up; in plain C you cannot do that
in the middle of code, only after a "{". :)
2004-01-24 12:18:35 +00:00
95e0585202 * Fixed an incorrect hotkey label in the 3D view menus
and toolbox
2004-01-24 05:10:34 +00:00
66c971481f * Small tweaks to the default theme's colours 2004-01-24 05:08:11 +00:00
b0479d893f * Preferences for displaying the grid floor, X axis, Y axis,
Z axis. (ported from tuhopuu2)

Controls are found in the 3D View Properties panel (with
the rest of the grid settings). This is more flexible for
people like me who hate the grid getting in the way when
modelling - turning off the grid floor and turning on the Z
axis gives a setup like in Wings 3D or Clay.

* Cleaned up the 3D View Properties and Background Image panel's layout while I was adding the new buttons (including change over to UiDefButBit).
2004-01-24 05:06:12 +00:00
9c6662e4e0 - when not F10->"Ray" option is set, materials with "Ray Transp" will
render solid now (no alpha).
- This gives nicer previews, but also makes envmaps look better, since
  environment maps are rendered without raytracing
- I decided not to raytrace envmaps mainly because of speed... if you use
  environment maps you want something quick... otherwise just use ray_mir
  material here!
2004-01-23 22:33:33 +00:00
1b3145c575 - forgot to commit this file for fix several days ago which fixed
only_shadow rendering...
2004-01-23 22:03:42 +00:00
66525b1b6f - another fix for incorrect Osa vectors during tracing... I've now solved
it by precalculating all needed Osa vectors when rendering glass, this
  because it is unpredictable what is exactly going to be needed after.
- a hint that this should be done better is in the code... will mostly
  improve sharpness and a bit rendertime though
(thanks bugmaster intrr!)
2004-01-23 21:58:19 +00:00
e93e5d37da - when pulldown menus get flipped, the arrow keys were not behaving OK.
also added that left/right arrow is handled, to prevent weird redraw.
2004-01-23 20:54:26 +00:00
23a3a51e16 Blender's debug mode only worked on startup:
- G.f's G_DEBUG flag was being erased in blenkernel/intern/blender.c's
  setup_app_data:

G.f= bfd->globalf

// added a line above it to fix this:

if (G.f & G_DEBUG) bfd->globalf |=G_DEBUG;
G.f= bfd->globalf;

BPython:
- debug info now only shown if Blender is started with '-d' option
- added ~/.blender/scripts to modules sys.path
- added two new functions to Blender.sys: basename and splitext
- added doc for Blender.sys, updated other docs
2004-01-23 19:24:45 +00:00
5aad4bfceb - fix for raytrace render; when you render ray_transp material, it didn't
recalculate the O.dxno and O.dyno for each pixel. This causes scanline
  errors (stripes) when in same scanline something else is called that
  calculates O.dxno/dyno...
2004-01-23 18:29:14 +00:00
6b781f19bc #ifdef INTERNATIONAL fix for usiblender.c
thankyou Todd Koeckeritz.
2004-01-23 16:02:10 +00:00
c427a19854 - FTF_TTFont didn't initialize fontm,fontl,fonts to NULL, leads to
possible bad free
 - FTF_Api.cpp used static C++ object, hard to understand and icky,
    was probably source of phase4's crashes, replaced with dynamically
    allocated object and added FTF_End to free it and sensible time.
2004-01-23 14:19:44 +00:00
5d8c7e4537 BPython:
- local tentative fix for BLI_gethome(), which returns '.blender' appended only
    on some Windows systems.  Created bpymenu_gethome() to check and
    add '.blender' if needed.
- changed name: .Bpymenus to Bpymenus as suggested by GSR
- trivial additions:
    Object module: added methods .set/getSize
    Armature/Bone module: bone.set???() methods now accept both n
    floats or a list of n floats: fff or (fff).  All these additions were requested
    by user Carlos Lopez (Klopes).
- New doc: for module Registry.
2004-01-23 02:59:54 +00:00
Chris Want
f237bb28bf Bug Fix: bones get updated after using NKEY in pose mode (not really
useful, but anyways ...).
2004-01-23 02:25:51 +00:00
Chris Want
8766a719e4 Bug fix: meshes deformed by armatures were not getting updated
when rendering an animation, i.e., the deformation was delayed.
Please test by rendering any animations you have that involve armatures.
2004-01-23 02:10:36 +00:00
4e9ac81f77 I modified it so that the particles on a face's position are affected
by the seed variable.  Requested by S68.

Basically they move slightly when you change the seed.  Might be
a good idea to split this up so there are two seed options in a
particle effect, however there are already quite a bit of them so I opted
for this.

Kent
2004-01-22 15:45:42 +00:00
d4fc04f76a - increased max targa size to 8192x8192
was done before by Phase in tuho1, and no error found...
2004-01-22 12:59:46 +00:00
f844d011a2 - added clipping value for spothalo rendering. Unified render doesn't like
alpha>1.0, the 'threshold' calculation in vanillaRenderPipe.c then works
  wrong... not sure if this should be fixed there.
- for now, the spothalo render function itself clips.
- again; thanks to horrible intrr test scene! :P
2004-01-22 12:14:21 +00:00
acdcc29990 - fix for specularity calculus. Because of new area lamps and new ray-shadow
some tests where moved around, causing specularity being calculared when
  light actually shines behind a face.
  Thanks inttr for the (horrible!) test scene that showed it. :)
2004-01-22 11:15:28 +00:00
220e2f0c25 New loopcut version. much praise goes to Johnny Matthews who implemented precision cutting.
new features:

- after choosing a loop to cut you go into a second mode that lets you choose where exactly on the edge you want to cut.
the placement is in percentages, so 0% is one side of the edge, and 100% is the other side.

- holding CTRL snaps the placement to whole percentages. 1.00 instead of the standard 0.01 of a percentage.

- Pressing S while you place the cut turns on Smooth-subdivide for the cut (or as I like to call it: Loopcutsubdividesmooth :)

- the percentages and the ON/OFF for smooth cut can be seen in the view3D header.

fixes:

- loop takes into account hidden vertices, this solves bug #895.
- Cutpreviews are drawn correctly for triangular faces.
- renamed the function from loop -> loopoperations. I'm sure someone has a problem with the new name too, but BLAH! :D
- the parameters for the function are defines. loopoperations(LOOP_CUT) cuts, and loopoperation(LOOP_SELECT) selects (duh). this is changes in all the places the function gets called.

if people find new bugs, feel free to yell! :)

Roel
2004-01-21 21:45:38 +00:00
83fc1730e6 findnearestedge() ignored hidden vertices. both vertices of the edge should be non-hidden and at least 1 of them should be on-screen (visible in the 3D viewport) 2004-01-21 21:06:19 +00:00
79eb9de35a some MSVC cleanup.
- removed DNA_script_types from makesdna project.
- fixed a few errors in the projectsettings of the yafray project...it's a wonder people actually got it to compile.
2004-01-21 20:57:29 +00:00
0a25a54569 - fix for bug #903
this was an error as reported more, with horizontal lines in raytraced
  renderings. It appeared to be an Osa struct being not reset to zero
  for normals... only happens when using bumpmapping.
2004-01-21 20:52:31 +00:00
30cedebbe9 - some declaration was missing. Blender runs again at IRIX 2004-01-21 12:45:13 +00:00
Nathan Letwory
314f4db5e4 - (win32) moved the .res addition to source_files to after the first use of source_files, so the addition makes sense.
- (win32) set the path for ode_include to the prebuilt library.
2004-01-21 09:05:17 +00:00
1652884463 BPython:
-- removed struct Script (DNA_script_types.h) from makesdna to blender/include/BPI_script.h
   (BPI meaning Blender Python-related external Include file).
   Had agreed with Ton that makesdna was not the proper place for it.
-- fixed two small warnings in Ipo.c (variables might be used uninitialized)
-- fixed a bug reported on blender.org's python forum by Wim Van Hoydonck (aka tuinbels):
   Blender would hang if a script failed.  My fault, accidentally put a node=node->next type call outside the while loop check, so it never ended.

With makesdna/DNA_script_types.h removed and include/BPI_script.h added, msvc projectfiles will need to be updated.  Sorry to do it now, but I promissed I'd fix this before next release.
2004-01-21 04:38:03 +00:00
24bb131b7c - Fixed Displacement Hollow vs. Solid problem. Test for flipped
normals was commented out.
2004-01-21 01:53:56 +00:00
2883110a54 SCons updates: (All done by jesterKing)
* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
  I tried building the game engine on Linux, but I get weird errors when
  building with ode. There's a dirty #include path in
  Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
  like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
  use_sumo, use_ode, solid_include and ode_include
2004-01-20 20:28:39 +00:00
Chris Want
1942e4897e Fixed the "bones on invisible layers, that are constrained to objects on
visible layers, don't move during transform()" bug.
2004-01-20 05:12:42 +00:00
57b91ddce8 Scripts in menus:
- now the file .Bpymenus is in ~/.blender/, please delete the old one
- both ~/.blender/scripts/ and (if set) user pref scripts dir are scanned for scripts
- 2 scripts of the same group with the same name, one in each dir: user pref overwrites the other's entry
- fixed the problem with trailing backslash, was my fault (used NULL instead of "/" for relbase in BLI_make_file_string
- slightly changed msgs to be less verbose and parsing to be more forgiving
- if a script registers with a wrong group, 'Misc' is used instead
- 'Blender' tag is now checked, gives a warning (notice) msg if script is newer than Blender program

Blender.NMesh module and doc:
- added vertex.sel var to get/set selection state of vertex.
2004-01-20 04:57:47 +00:00
32fa24339e Added missing headers for unix systems 2004-01-19 18:44:06 +00:00
033a16e258 Error checking in system call. 2004-01-19 18:36:53 +00:00
f7d5c46e53 Text Editor hotkeys fixing (Bug #904 http://projects.blender.org/tracker/index.php?func=detail&aid=904&group_id=9&atid=125 )
The real hotkeys didn't match the ones written in the menus.

I made the hotkey match the menu entry (I could have done the other way around, but the hotkeys in the menu were more consistant and logical than the real ones).

Also started cleaning hotkey management in this file. The even is splitted in two switch with some events being catched in both. This creates some strange double event catching sometimes. I'll be fixing that this afternoon (school time now).
2004-01-19 16:33:06 +00:00
81d9e52e20 Search for yafray path under unix like systems (using expected paths).
Should fix OS X problems with executing yafray.
2004-01-19 15:32:16 +00:00
e34cb90205 moved a local variable declaration, which crashed MSVC... Picky compiler... 2004-01-19 10:52:07 +00:00
969966f0e6 fixed a bug in addCurve function. The semantics has not been changed. Tkx to jms for pointing it. 2004-01-18 23:43:23 +00:00