Commit Graph

1606 Commits

Author SHA1 Message Date
27a250a163 Fix for removed streamglue stuff.
BLO_sys_types.h was moved.
2004-04-16 17:14:05 +00:00
Nathan Letwory
a9ecba8872 Forgot to commit this file, as part of the antiglue campaign.
/jesterKing
2004-04-16 16:36:11 +00:00
Nathan Letwory
39a8c014c4 This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.

Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.

Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).

Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +00:00
2cc124cf3b Improved sample pattern for AO. It used to jitter locatations within
a UV Sphere which isn't a very uniform distribution on a sphere.
Now I itterate a evenly distributed set of points on sphere, and use that
by random rotating the entire sphere for each pixel.

http://www.blender.org/bf/samp3.jpg
http://www.blender.org/bf/samp4.jpg

Both pics same rendertime, 36 AO samples. Quite a difference, eh!

Will put html page for release up.
2004-04-16 15:32:49 +00:00
4e2f7baff2 Improved rigid body handling for non spherical bounds type.
Polyheder dynamic objects are now converted properly.
2004-04-16 06:26:33 +00:00
98b8c5102d Increased maximum mass to 10000.
Added "%x4" to the end of "Polyheder" in drawtypes menu.
2004-04-16 06:07:09 +00:00
93fe8b63b9 Bug fix 1161
Rendering showed stripes in scanlines, caused by not re-initializing the
horizon and zenith colors for the AO "only sky color" type.
2004-04-15 17:59:45 +00:00
328f6c7c9e Added "Auto AA" toggle in Yafray Render panel defaulted to On (current functionality AA is determined by OSA and GI quality settings)
When disbaled, 2 number buttons appear to allow setting  manual AA passes and AA samples.

Johnny Matthews (guitarGeek)
2004-04-15 15:52:28 +00:00
d753f8a681 fix for bug #1144:
the tooltip of the To: field of a message actuator was saying that
messages will only be sent to objects with a property of that name,
while in fact it was sent to objects with that name.

Unfortunately, the GameKit (and probably other documentation, too)
is wrong about this as well.

corrected the tooltip to reflect what's actually happening
2004-04-15 15:15:20 +00:00
e2bed35011 - parenting checks for bone additions to armature
- update to addBone parenting transform code
- hide/unhide bones
- draw axes/draw names
- clear parenting and clear children from bones - removes childbase links from bone and set as root or remove parenting and set as root
2004-04-14 23:42:58 +00:00
837da93f19 enable openal support for os x and linux-powerpc
as there is a conflict between openal and sdl (when compiled with cdrom
support), i had to disable support for cd playing using sdl on os x
for the time being.
2004-04-14 13:00:36 +00:00
7dc152b01a Solved crash caused by referencing NULL ->camera pointer in preview for
World shading buttons.
Thanks Goofster for reporting it!
2004-04-14 12:52:35 +00:00
a96869198b Rigid body physics for non spherical bounding objects.
If your simulation becomes unstable, crank up the 'Form' control.

Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
2004-04-14 05:57:24 +00:00
e0ea7a230a - reversion to 1.5 2004-04-13 18:11:10 +00:00
8e3579d355 - fix for bug 62
I found it was an easy one to fix after all... the stars system is still
old and very cumbersome code, but for parts it now just works too, by
just disabling clipping in advance (as for panorama).
2004-04-13 15:23:24 +00:00
56f3fbb715 - Fix for compiler error regarding overloaded binary equality operator not defined on MSVC 2004-04-13 02:14:05 +00:00
bb2a34c60b Bug fix 1148
In do_versions() the new texture parameters were always initialized,
whilst we didn't go for a new release number yet.
Now it checks for a value==0.0
2004-04-12 20:27:48 +00:00
61091cb30b Alternative for abusing enter/exit editmode after doing an import.
mesh_add_normals_flags()

Basically this abuse was only for normals and draw flags. For huge imports
the editmode hack is far too slow.

Now added to vrml importer. Hos can check for his stl work!
2004-04-12 19:29:52 +00:00
ff5c159730 Just code cleanup here. I tried to check if a replacement of malloc() and
friends with a group-malloc system would speedup. That wasn't...
While doing this I noticed such mess... so spent a while cleaning things
a bit:

- all malloc() replaced with MEM_mallocN()
  (this except for vertices/edges/faces, for speed)
- unified free_xx names, this was too confusing! so now we have:

  free_editvert()
  free_editedge()
  free_editvlak()

  free_vertlist()
  free_edgelist()
  free_vlaklist()

  and only very few calls to free() and alloc() themselves.
2004-04-12 17:32:29 +00:00
c2526dc922 More AO fun to play with:
- AO energy slider to control amount
- option "Use sky color" for colored AO. The horizon color will define
  bottom diffuse color, the zenith works on top
- option "Use sky texture" will do a full sky render to define AO color

Please note that AO energy and color only is found when a ray does not
intersect. So for interior scenes make sure 'Dist' value is sufficient
low.

New also is:

- World "Map input" allows "Ang Map" (Angular mapping) which can be used
for 360 degree spherical maps, aka as Light Probes. Check samples here:
http://www.debevec.org/Probes/
Note that Blender doesn't support HDRI images yet, but option "Use sky tex"
already gives intersting results with such images

- World sky rendering with Image Textures now correctly filters and uses
antialiasing. Also noticable for raytrace mirror reflections

- World preview render for sky type "Real" now gives correct view as
defined by current used camera.

I tried to speed up AO tracing with coherence systems, none of it really
worked yet... time to tackle octree itself i guess!
2004-04-12 14:53:17 +00:00
450fdbfd82 SCons updates
* Updates to the cygwin build.
  the dna.c file used to be generated with a full path. Cygwin doesn't like
  this. The problem was with some cflags and linkflags that are used to build
  makesdna.exe
  Hos nicely pointed this out and proposed a solution.
  Now, these flags are only added to the command when the platform != 'cygwin'.
* Updated some variables in SConstruct.
2004-04-11 21:11:18 +00:00
Chris Want
585ea4df06 Fix for Bug #620.
Selection in the NLA window was often offset due to bad handling of
constraint channels (whatever the heck they are) and such.

Thanks to malefico and slikdigit for example blends.
2004-04-11 15:18:39 +00:00
c31b44b670 Bug fix 1130
In buttons_object panels, there was an old check for used library data
that evaluated data linked on objects, instead of object.
Restored it to checking for ob->id.lib only.

BTW: the setButLock() is persistant, and should be reset after.
2004-04-11 13:54:47 +00:00
c9a7e7e392 Fix bug: adding Armature as parent for object, which is not Mesh, crashes blender. Menu item "Use Armature" is present only for Mesh object. 2004-04-11 10:32:14 +00:00
149fad4be6 BPython: cleaning some bug tracker entries:
(excuse me for doing all in a single commit, but they are tiny
fixes and it's bpython, that dark corner ...)

#1025 - FileSelector SEGV on dynamic callback Category:

  Can't reproduce with current cvs, I'd say recent changes to fix
another crash related to FileSelector in gui-less scripts solved this
one, too.

#1028 - Reserved button event number:

  Menu choices generate two events, one extra related to the menu
itself, with value=4.  Made bpython ignore this extra event.

#1068 - FileSelector No file extension support:

  As Ton wrote there, Blender itself doesn't support this yet.  But the
requester also wanted Window.File/ImageSelector to accept a pathname.  Done.  Also updated doc.

#959 - Segfault on background rendering:

  This happened in bg mode (blender -b filename -a, for example) when
a script with the line "Blender.Redraw()" was linked to FRAMECHANGED events.  As reported in the bug page, it was because curarea is NULL in bg mode.  Made Redraw() check for this and not call functions that expected curarea in Redraw, like one to swap buffers.

#1072 - Blender.Redraw() Segfault:

  Good catch : ). Scripts called from the scripts win that called
Blender.Redraw() or Blender.Window.Redraw() would crash Blender because of a dirty pointer in Spacescript->script.  Fixed.
2004-04-11 04:41:33 +00:00
ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00
1039d15f57 Fix for bug #1145 bevel numbutton not changing when clicking on the sides
http://projects.blender.org/tracker/index.php?func=detail&aid=1145&group_id=9&atid=125

I changed the fbutton function to give the possibility to control the a1 and a2 parameters of the button.

This commit also fixes two things in the bevel function:
- The numbut didn't do anything because it wasn't recalculating the proper variable
- The display wasn't recalculated when pressing Ctrl or Shift (it's now done by recalculating after every keyboard event. I've done it this way since the event loops seems to skip CTRL and SHIFT events)
2004-04-11 00:23:06 +00:00
Chris Want
337f98f04b Fix for a bug where changing frames would not update some blend's
using nla.
2004-04-10 18:02:26 +00:00
c8cadcd557 Bug 729
When more than 30 scenes are in a scene, the sequencer "Add" option didnt
show a databrowse window.
This was a nasty one, because databrowse facilities are more-of tied to
having a header. The fix is that I added option to IDnames_to_pupstring()
to not limit the menu (by passing NULL for menu short pointer).

Also noticed a bug with pupmenu_col(), which did return on a val==0 event
(mouse release) which shouldn't be, this makes sequences of menus not
possible.
2004-04-10 15:13:28 +00:00
2a0bc1ee26 Bug 1136
Saving images from UV editing window was confused... initially I thought
it only used the same format as input image, but it did use the same
as F10 buttons specified, sorta. Fixes include:

- BIF_write_ibuf() now uses current Scene renderdata to check for
  image type (it checked the global R struct instead, which is only
  set correct after render)
- Fileselector now gives correct title in bar (like "SAVE TARGA")
- Pulldown menu in UV window now always gives the "Save" option
- removed the weird usage of BTST() to check for flags, and made it
  using the #defines instead for readability
2004-04-10 14:24:57 +00:00
71abd64437 Bug fix 1139
Weight Painting didn't work with (Paint Panel) option "Soft". This due
to a wrong check for normals in displaylists.
2004-04-10 12:41:19 +00:00
e74a3b4166 Bug 1142
In Mesh editmode, with option "draw faces", hiding 1 vertex of a quad
doesn't always result in not drawing the face. Only 3 out of 4 vertices
were tested.
2004-04-10 11:33:01 +00:00
Chris Want
76a177a9b9 A fix for bug #1060 (crashes in armature editmode after IK children are
grabbed in pose mode).

Bug fix by pidhash (a.k.a Joilnen). Thanks!
2004-04-09 15:10:47 +00:00
a7354ea007 Fix for bug #1100
Under Windows, Quicktime images with a depth < 32 didn't
show up in the sequence editor. To fix this a non transparent layer was added to them. (bf227-bf232)

I now have disabled this trick for GIF images, so the transparency is preserved. But this is a quick fix and
should be replaced by a transparency check function.
2004-04-09 14:09:56 +00:00
c9d7d11215 Bug #1141
When choosing 'International fonts' this variable was not reset
when loading .B.blend again with CTRL+X.

Move the check for this to read_homefile() instead of init() call.
2004-04-09 13:51:48 +00:00
Nathan Letwory
1c3a1ba361 Tell the user he is trying to do a boolean op with a faceless mesh, instead of spewing a meaningless "An internal error occurred -- sorry" message. 2004-04-09 07:42:43 +00:00
0e9e6bdc72 Fix bug #1126: Ray sensor detects a near sensor attached to the same object and then goes into an endless loop trying to ignore it. 2004-04-09 03:48:17 +00:00
10eebdbd78 Fix for bug #1134 Numpad "." key broken for num entry
http://projects.blender.org/tracker/index.php?func=detail&aid=1134&group_id=9&atid=125

Thanks to jesterking for saving me the time to look for the proper spelling for the event ;)
2004-04-08 23:20:25 +00:00
Nathan Letwory
235c93e714 Fix for bug #1065: boolean ops with meshes containing 0 faces crashed on Linux and OSX.
Check first if meshes have faces, otherwise don't do boolean op.

(see: http://projects.blender.org/tracker/index.php?func=detail&aid=1065&group_id=9&atid=125)
2004-04-08 18:58:32 +00:00
a9b1cd6a0e Bug 1016
When you use arrow keys to activate items in a menu (like IKEY for Ipos)
the selected items were not correctly choosen when mousepointer was over
an item, only when mousepointer over title.

Fixed by catching 'RETKEY' event in buttons event subloop.
2004-04-08 13:18:46 +00:00
4a86586ea8 Reenable the "Save Runtime..." file menu option 2004-04-08 12:57:03 +00:00
da26d4bf3b bug fix 1003
When no object active (after delete) a Panel in IpoWindow drawed wrong.
Solved by disabling drawing panels in such situations
2004-04-08 12:22:41 +00:00
30c8bc33ef Fix SConscript for GamePlayer. 2004-04-08 12:10:09 +00:00
eede1399f3 Missed this one! :-( 2004-04-08 12:01:48 +00:00
039719f3a1 Bug fix 823
Animated metaballs didn't update correctly when changing frame, this when
they were parented (for example) to an object with Ipo.
The fix consists of three things:

- the test_displist() call doesn't remake displist anymore, but frees it.
  this works, because when drawing an mball object it checks for a displist
  and creates one when needed
- the main drawing routine drawview3d() now has a separate loop where first
  all objects are updated with where_is_object(), then they're drawn.
  This effectively solves lag for mballs. Might improve other lags too!
- included in NumPad-9 call to test_displist() too, to force a full upgraded
  3d view
2004-04-08 12:00:58 +00:00
27c7048b9f Don't import Blender python module into the gameengine. It causes link problems for blenderplayer.
Added a python function for MT_Vector4s
2004-04-08 11:43:41 +00:00
80485c2926 In NaN times I suggested a python function to get the subject of a
Message using a python function of the MessageSensor.

Thats a nice thing if you want complex message handling in one python
script. Just get all messages, check the subject and do what you
want. In the current situation you end up with several MessageSensors
connected to the python script, instead of one Sensor and a smart
script.

Some developer (cant remember who) did implement that function, but
however not the way I wanted (maybe I was not clear enough) ;-) So the
getSubject() function will return whats entered in the "Subject:"
filter field of the MessageSensor. Quite useless IMHO.

So I added a new function getSubjects() which is similar to
getBodies(), in fact I stole the code from there ;-)

I left the getSubject() alone, because of backward compatibility
(never saw someone using that function, but...)


The future:

In conjunction with a wildcard subject: filter field the getSubjects()
function will be even more usefull.

i.e. Player* will filter for PlayerScore, PlayerKill etc.

-- Carsten Wartmann
2004-04-08 11:36:22 +00:00
5398f1ba77 Added resolveCombinedVelocities()
Fixed drot actuator.  The rotation matrix was being mutilated by passing a float[9] instead of float[12].
2004-04-08 11:34:50 +00:00
Nathan Letwory
fc080d30d6 Added preliminary support for GamePlayer building with SCons. GPG_ghost and GPC_common are now being built. These will be built by setting BUILD_BLENDER_PLAYER to true in config.opts. BUILD_GAMEENGINE must be set to true, too. 2004-04-08 10:40:12 +00:00
Stephen Swaney
9cabf31ebc fix for bug #1115
This was a problem with the BezTriple type.
Write access to BezTriple via 'pt' member did not work.

Preferred method to access BPy type members, especially for
write access, is via get*/set* methods.

BezTriple.setPoints() will accept x,y coordinates as either
a tuple or a list.

Updated BezTriple section of Ipo module doc.
2004-04-07 22:42:02 +00:00