Commit Graph

10681 Commits

Author SHA1 Message Date
Daniel Genrich 6a72fecca7 Some additional wind problems (hopefully) fixed, added force fields, reported by Rui Paulo Sanguinheira Diogo 2007-09-28 11:06:13 +00:00
Joshua Leung b8deeb934a Bugfix #7419:
Adding missing NULL checks for the Geometry Targets feature for Constraints.
2007-09-27 23:36:17 +00:00
Daniel Genrich 311694e7a5 Merge with blender svn -> svn merge -r 12064:12150 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2007-09-26 10:28:30 +00:00
Joshua Leung 7cf9c31272 == Clamp To Constraint ==
Now there's an option for the owner to follow the path of the target cyclically. Previously, if the owner moved past the extents of the side of the bounding-box used for the calculations, the object was placed on the curve at the nearest extent. 

This option is only really useful if the curve itself is cyclic, although you can still use it otherwise. To enable, just turn on the cyclic option.
2007-09-26 07:33:31 +00:00
Joshua Leung 98c87f16cd Track-To Constraint - Bugfix:
Now this should work nicely again. Somehow I thought I'd committed this change already, but anyways, here it is.
2007-09-25 09:12:02 +00:00
Joshua Leung 2d429e1d54 == Armature Animation Fixes ==
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag.

What's new/fixed:
* Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change.
* On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too)

Notes:
- Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo. 
- These tags only get removed on frame-changes or inserting new keyframes.
2007-09-25 05:04:34 +00:00
Campbell Barton 2c0db4d707 made active vert/edge/face draw properly with modifiers applied and made their theme default white.
removed active face draw in Face/UV (which is now paint mask mode) mode.
2007-09-25 03:31:12 +00:00
Joshua Leung fe99ea0518 Copy Rot. Constraint - Bugfix:
I've removed the quaternion-based rotation copying that I added during the recode as it was causing artifacts on some rigs.
2007-09-25 00:15:21 +00:00
Campbell Barton 0096d180b9 Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot

some tooltips didnt make much sense, edited a few.
2007-09-23 18:27:01 +00:00
Daniel Genrich b4fb141ea5 In the middle of switching to own collision detection, WIP commit (don't expect anything to work, but compile) 2007-09-23 17:40:44 +00:00
Peter Schlaile 37a8e56bf0 == Sequencer / FFMPEG ==
Updating to latest FFMPEG version.
2007-09-23 14:05:22 +00:00
Campbell Barton aee06ac0d0 added an active face for the mesh editmode and normal mesh - this is needed because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.

This has 2 commands to get and set, so the variable is not accessed directly.

all "UV Calculate" scripts work now

last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.

uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
2007-09-22 17:54:13 +00:00
Campbell Barton d5b186ba6b made draw shadow work as it used to (I didnt understand at first that this was to draw the subsurfed UV faces)
this is really slow, its unuseable on suzanne subdivided twice on my computer with 2.45 and trunk, this could be sped up however it would need to be subsurf spesific.
2007-09-22 15:32:08 +00:00
Daniel Genrich 5b9140a209 Fixed some collision response issues. (weekend commit, some half done work in) 2007-09-21 13:34:19 +00:00
Daniel Genrich 4c7c711b8a Fixed collision object init, New: Apply collision impulses so minimum distance is preserved (friction still missing) 2007-09-19 12:13:16 +00:00
Daniel Genrich 6e755b9089 Fixed wind force direction (reported by mfoxdogg) 2007-09-19 08:07:47 +00:00
Daniel Genrich 98e8486baf Fix: kicked springs caching since it's unused and needs lots of memory 2007-09-18 19:56:58 +00:00
Campbell Barton 78a20a930a fixed copy between UV layers.
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
2007-09-18 19:39:25 +00:00
Daniel Genrich b852223456 arround 50% speedup in calculating spring force using OpenMP 2007-09-18 14:05:36 +00:00
Daniel Genrich 138b436914 Fixed floating point rounding error in goal velocity computation, pointed out my mfoxdogg, additional code cleanup 2007-09-18 11:42:52 +00:00
Daniel Genrich 9dbcffadec Temporary fix for loading crash of .blends with cached frames. Also fixed some goal behavior/init problem to match SB behaviour 2007-09-18 07:16:57 +00:00
Joshua Leung d86a03113d Another purge of compiler warnings (some of which I've been getting for a while) as a warmup exercise. 2007-09-18 06:33:24 +00:00
Joshua Leung 063fbdc2a4 Attempted bugfix for TrackTo constraint - reverting the only change (that I've picked up so far) that I made to the code of the TrackTo constraint. Apparently the Align to Target feature was broken... 2007-09-17 11:43:48 +00:00
Joshua Leung 52f551678b == Action Editor - Copy and Paste Tools ==
Now it is possible to do Copy+Paste in the Action Editor, like in the IPO Editor. There are two new buttons in the Action Editor header for this, using the familiar icons.

* To copy...
Select the keyframes you wish to copy, and the channels that they occur in (except for ShapeKey mode, where it is not possible to select channels). Click copy button.
* To paste... 
Place the current frame where you want the first of the keyframes from the buffer is to be pasted. Select all channels you wish the keyframes to be pasted into. Click paste button. 

Currently, keyframes are only pasted into 'compatible' curves (i.e.  LocX keyframes can only go to LocX, and so on). This may change after user feedback, if this is found to be too restrictive.

== Code Changes ==
I've made a few changes which allow this code to be nicer. 
* renamed insert_vert_ipo to insert_vert_icu, as that represents its actual purpose better (and changed all occurrences I could find)
* created a new function, insert_bezt_icu, which does the actual inserting of provided BezTriple data to a given IpoCurve 
* recoded insert_vert_icu to use this new function, and also the IPO-Editor keyframe pasting (i.e.  pasting in Editmode)
2007-09-17 11:41:12 +00:00
Daniel Genrich ca6e59bc48 stupid missing ";" 2007-09-17 11:19:07 +00:00
Daniel Genrich 26a0473c8c compile fix from elubie
special request from mfoxdogg: place modifier where you want
2007-09-17 11:18:04 +00:00
Daniel Genrich 7c05d8eb2b Fixed 2 crashers when activating collision object; Also put some additional openMP code in (doesn't hurt since #pragma gets ignored if no openMP available) 2007-09-17 10:41:20 +00:00
Daniel Genrich 1138bd3014 New: Min & MaxFrame of simulation; Fixed: Many reset problems gone 2007-09-16 23:19:02 +00:00
Daniel Genrich cd998aaadd Initial checkin of cloth files + changes 2007-09-16 16:23:21 +00:00
Matt Ebb 90daa8f811 * Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.

* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance

* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance

* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.

* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.

But much better for precise control over the lamp falloff now is:

* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.

Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg

http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg

http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
Campbell Barton 3a90f211d2 new view option, SolidTex, to draw textures in solid mode.
In the view panel as well as the shortcut Shift+T

this works in editmode as well as object mode

giving results like this
http://members.optusnet.com.au/cjbarton/temp1.jpg

where before you could only see textures in textured draw type like this
http://members.optusnet.com.au/cjbarton/temp2.jpg
2007-09-15 18:12:16 +00:00
Campbell Barton f6aa903e10 * added functions to copy between UV and vertex color layers.
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index
  since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index
* fixed some warnings
* made the colored edge in active face draw mode only display when texture mode enabled.
2007-09-12 02:13:35 +00:00
Geoffrey Bantle 4bfa934ff3 -> Added mesh properties to modifiers
Mesh properties layers were not getting copied in the modifier stack.
2007-09-10 22:56:29 +00:00
Geoffrey Bantle 5e7dc24042 -> Fixed initialization of Octree Resolution and Tri2Quad threshold
add_scene() in scene.c didn't properly initialize the octree resolution
for new scenes or the join threshold for Triangle to Quad conversions.
2007-09-10 22:52:32 +00:00
Campbell Barton 0bd32f3ac6 Changes to "Face Select" mode
* Does not indicate that UV's exist, nor does it add UV's when used.
* Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask)
* Not accessible from the mode menu, this is only an option that applies to paint modes.

This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled.

Other changes
* UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway.
* UVCalc in editmode adds a UV Layer if there is not one alredy.
* texture draw in editmode does not draw the face dots (they are get in the way of texturing)
* some missing updates were added.
* removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
2007-09-10 19:32:44 +00:00
Campbell Barton e8a808da24 UV Editing is now done in editmode rather then UV/Face Select mode.
Notes
* you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name)
* going into Face Select mode no longer adds UV's and does not need UV's to work.
* The UV Calculation menu is now in editmode (Alt+W)

Todo..
* Image replace - partly broken in stable also.
* Rotate/Mirror UV/VCol are still only in Face Select mode.
* Hide/Reveal is not quite right, (issue with editmode flushing)
2007-09-10 12:26:36 +00:00
Ben Batt df1e3f1c49 Fix for edgesplit crashes reported in bugs 6695 and 7142. The problem, as
found by Riku Palomäki, was that "bridge" vertices (which connect two or more
faces that don't share edges) were not being included in the maximum final
vertex count calculation (used for memory allocation, hence the crashes).

Unfortunately Riku's patch actually stopped bridge vertices from being split
correctly, so I have fixed the problem by adding the maximum number of vertices
that can be generated from bridge vertices to the maximum final vertex count.

Thanks to Riku Palomäki for finding the cause!
2007-09-09 18:03:58 +00:00
Joshua Leung 6798cc26e4 Reverting commit 11974 as the setting in question, apparently causes major performance bottlenecks. 2007-09-09 11:58:03 +00:00
Joshua Leung 3a51aed18d Bugfix #6923:
NLA was calculating extensions of strips in the wrong order. This was not an issue in many cases, although it is highlighted in the following case:

[strip 1 - 'hold' is on] ----------------------------
                               [strip 2        ]

Logically, the end of strip 1 would hold on until the start of strip 2. However, the start of strip 2 was extended to the end of strip 1 instead.
2007-09-09 11:54:12 +00:00
Joshua Leung f5f18044df Materials setting "TraShad" is now on by default for all newly created materials. 2007-09-08 11:04:23 +00:00
Matt Ebb 0ba5295404 * QMC Raytracing
This introduces QMC sampling for use in glossy reflections/refractions, soft raytraced shadows, and ambient occlusion.

This work includes many new features and speed-ups, so check out the nice docs here:

Glossy Reflection/Refraction
http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/

Raytraced Soft Shadows
http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/

QMC Sampling
http://www.blender.org/development/current-projects/changes-since-244/qmc-sampling/

Many thanks to Brecht van Lommel for some initial code snippets and for reviewing the patch, and especially to Alfredo de Greef who gave me a lot of guidance and help along the way!
2007-09-07 03:48:50 +00:00
Andrea Weikert 356ab94373 == imagebrowser ==
Initial commit of imagebrowser in trunk.
BIG COMMIT!

Main changes:
* completely reworked imasel space
* creation and storage of the preview images for materials, textures, world and lamp
* thumbnails of images and movie files when browsing in the file system
* loading previews from external .blend when linking or appending
* thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/
* for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still.
* filtering of file types (images, movies, .blend, py,...)
* preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete)

More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser

Places that need special review (and probably fixes):
* BLO_blendhandle_get_previews in readblenentry
* readfile.c: do_version and refactorings of do_library_append
* UI integration

TODO and known issues still:
* Accented characters do not display correctly with international fonts
* Crash was reported when browsing in directory with movie files
* Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome!

Credits:
Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images.

Many thanks to everyone who gave feedback and helped so far!
2007-09-02 17:25:03 +00:00
Kent Mein 6cd6bf7d80 Updated the Makefiles removing some of the gcc specific stuff...
Basically I moved  -funsigned-char -fno-strict-aliasing
from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS

Kent
2007-08-31 16:16:33 +00:00
Juho Vepsalainen c1e9ad9c80 Hue Saturation Value node - port to material node system
This commit ports Hue Saturation Value node to the material node system.
Unlike in composite version, each value is an input. Composite node version
will be updated later to use the same scheme.
2007-08-31 07:42:06 +00:00
Andrea Weikert ca5c21e180 * updated MSVC projectfiles with SHD_sepcombRGB.c shader nodes.vcproj
* fix for possible double free.
2007-08-30 20:32:43 +00:00
Brecht Van Lommel 8c0f96cde4 Another fix for the editmode textured draw commit, subsurf vertex color
drawing didn't work.
2007-08-28 09:30:46 +00:00
Brecht Van Lommel f118bebc36 Textured drawing in Edit Mode
=============================

- In textured drawmode it now draws the texture, with solid mode lighting.
- UVs and vertex colors for subsurf are not computed incremental yet, so
  editing in textured drawmode then may not be as fast as the other modes.

Implementation Notes:
- Added textured drawing functions to the editmesh and subsurf derivedmeshes.
- Removed some unused, legacy subsurf code that directly used Mesh.
- Restructured texture drawing a bit to make it more clear and allow for
  editmode drawing.

(Peach feature request)
2007-08-28 08:53:36 +00:00
Joshua Leung 2252b636a3 Bugfix: Constraint Geometry Targets didn't work yet when the Target Mesh was in EditMode
It turns out that a DerivedMesh needs to be generated explicitly if one needs to be used when the Mesh is in EditMode.
2007-08-28 08:43:38 +00:00
Joshua Leung 6ab498defc Several Minor Fixes:
* Grouped Up/Down buttons in constraint panel headers, and fixed their tooltips
* Removed unused variable from action editor code
* Minor formatting in constraint.c
2007-08-23 09:42:21 +00:00
Joshua Leung 6cd036ed44 Bugfix #7091: "blender crashes when i put a constraint between two armatures"
This crash only occurred when the RigidBody constraint was used, and the toObject field was set to an armature, as the RigidBody constraint doesn't use subtargets.
2007-08-23 06:25:45 +00:00