Commit Graph

44729 Commits

Author SHA1 Message Date
da7b4711a4 When Sound blocks are loaded, they can have packedfiles. If a Sound isn't
played (= packedfiles opened and copied to another block) these
packed data blocks where not freed.

The error showed in console at closing of Blender, like:
	read_struct len: 24 0x1c4423c
2004-04-23 13:11:29 +00:00
Chris Want
9095df6efb Enable the new, fast loading of the STL exotic file type
(thanks Ton!)
2004-04-22 22:33:57 +00:00
b043b0e37f -bug fix #1186
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1186&group_id=9

-I forgot somethig, when i commited to this file last (i'm really sorry)
2004-04-22 21:16:54 +00:00
feaa60081d typo in this file... 2004-04-22 20:37:24 +00:00
438331af8e Nasty Library linking and appending stuff!
Problem: when appending data, it called the local_all() function, which
indeed made all data local, including all other dynamic linked data.
Not very nice... but mixing dynamic & appending data from single file is
headcrunching code.

Solution: when appending data, it now only makes local_all() the data from
that specific library file, leaving dynamic data from other files linked.

(Bug report 1183)
2004-04-22 19:58:54 +00:00
66578d2900 Fix for CTRL+drag on sliders and number buttons.
The code wasn't correct at all (for ages!). Rule now again is:

Button range 0.0-2.0 : ctrl goes with steps of 0.1, shift+ctrl steps of 0.01
Button range 2.0-20.0: ctrl goes with steps of 1.0, shift+ctrl steps of 0.1
Button range larger: ctrl goes with steps of 10.0
2004-04-22 17:46:07 +00:00
a0b738fe89 Fixed bug #1187: tooltip typos in the uv calculation panel
- Draw Edges buttons all had the same tooltip
- aequator -> equator
2004-04-22 17:22:01 +00:00
90e69b1a30 bug 1181
Inconsistancy... choose International Fonts, choose Load Font, then disable
International font, but still load a font: AA fonts magically are set. :)
2004-04-22 17:11:20 +00:00
efc389fe4f In beginning of buttons for logic editor was weird code checking physics model.
It even has old enji buttons still!
Anyhoo, if no World was active it returned.. that could be coded friendlier.
2004-04-22 13:08:49 +00:00
b37e9eafeb - NLA Window:
Added support for Panels, and converted old NKEY menu here.
Also enabled zooming in further, as for Action Window.
(note: this editor can use some work, this action stuff is underdeveloped
and mysterious!)

- UI code
Brought back fix that sets for each Panel a GL matrix for UI code thats
coming after it. This makes system more flexible, and prevents conflicts
with other uiBlocks in a window (like ipo, action).
This will give a tinsy bit more load for moving mouse around... please
report back if this causes troubles.
2004-04-22 12:36:27 +00:00
004307a572 Small fix: when using vertex keys for Lattices, all buttons in the panel
where locked. This should not be for three of them, to set drawtype or
key mode (slurph, relative)
2004-04-22 10:35:02 +00:00
0d0ab24e4a - zeroed out a variable before strcat()'ing! :)
- removed a rogue debug printf().
2004-04-21 19:03:22 +00:00
282d063569 commented out code to enable multiple uiBlocks in window with different
matrices (like action window should have). This one gave error in
IpoWindow with Panel.
2004-04-21 18:04:02 +00:00
2e4d0e9c5a Fix for #1174
When toonshading is used, also backfacing polygons are rendered. This
causes a conflict with raytraced shadow, since backfacing polygons
always have shadow.
There was an error in the code that didnt set shadow for backfacing
polys, assuming shading would be 'zero' then as well. That's fixed.
2004-04-21 17:23:04 +00:00
562900689a fix for bug #1178
Apparently gcc 3.4 gives error when not casting a pointer to long.
Found and reported by Noselasd.
2004-04-21 16:43:51 +00:00
f80809825e Fix for radio render.
Somewhere after 2.28c I fixed some thing in radio rendering that prevented
textures to be applied to radio energy.
Now it is a normal 'diffuse' energy again, and multiplied with actual
(textured) material color.

Small fix: the radiosity steps show up as numbers printed in time-cursor.
2004-04-21 15:44:37 +00:00
ebd762b5e7 BPython:
- Michel's linux test builds with Python 2.3.x were crashing.  This of course shouldn't happen even when Python isn't installed in the system.  The problem was much probably some uninitialized internal type needed by the Mathutils module and the "fix" is stupid.

Moving the registration of Mathutils module in Blender.c to the end of the list solves the crash here.
2004-04-21 14:24:59 +00:00
Chris Want
2d7137151f Fix for bug #1176 -- During animation, NLA seems to like to have
'do_all_actions' run twice for all of the constraints to be updated
properly. (/me grumbles: I fixed this last week for the OpenGL
updating stuff in header_buttons.c ...  do we really need to have so many
update_for_newframe()-style functions?)
2004-04-21 14:18:02 +00:00
9722b25637 Fix for slow starting of Blender.
This was caused by calling sound_init_audio() at startup. In situations
where Blender was first started, or when other applications used memory,
this could take 5-15 seconds.
I have moved the init call to 'start ketsji', and made sure any call
to an audio play routine will invoke an init as well.

Tested with engine and loading/play sound in F10 menu. I don't know how
the BlenderPlayer handles it... should be investigated.

Result: At OSX Blender starts in a second again! :)
2004-04-21 13:38:54 +00:00
6d9b6ccbbf - code cleanup: blender/src now compiles -Wall without warnings again.
- first code for panel in NLA window, tomorrow I continue with it.
2004-04-20 22:00:33 +00:00
9a12219372 Small annoyance of mine. Upped the maximum of the extrude dup button in editbuttons to 100 instead of 10 2004-04-20 20:10:58 +00:00
255cd235a3 - Returned multi-user support on Win2k/XP.
Now uses 'Application Data/Blender Foundation/Blender' instead of old
  "Not A Number" dir.

- Updated windows installer to make this change transparent for the
  users. It copies /.blender to the new location and displays a short
  message to advise them of the change
  (http://homepages.nildram.co.uk/~aphex/installer_msg.jpg).

- Installer also includes fix for opening blend files from explorer (patch provided by Valentin Ungureanu (vung) - thanks!)

Note to CVS users on Win2k/XP:  Although blender will continue to work
without changes, you should ideally copy the /.blender dir to
<app data>/Blender Foundation/Blender for the sake of correctness :)
2004-04-20 19:12:48 +00:00
d694335cc2 Another phase in panelizing all window types. Did lots of small code
fixes, including:

- Panel in action window (disabled it, since there's no need for it)
- fix: when action was added to mesh with vertex keys, the action couldn't
  be deleted, nor did action window draw key names
- mouse on RVK (key) in Action window: Nkey menu pops as well.
  This is not a good candidate to put in Panel, no selection possible here.
- when you change name of RVK in action window, it shows in IpoWindow too
2004-04-20 18:27:10 +00:00
Nathan Letwory
b41cf698dc Tooltip for Ambient Occlusion button had wrong tooltip (c&p from starfield button ;), now reads "Toggle ambient occlusion" 2004-04-20 11:01:00 +00:00
8c22bae7c1 Fix for #1172
Just an update for correct mentioning of shortcuts in toolbox menu.
2004-04-20 10:46:28 +00:00
ccad67c92c Adds a 'Edit Selected' to the curve menu in the IPO window. So that the curve editmode can be entered with a menu selection as well as TAB. Previously, there was no reference to the curve editmode in the IPO window.
When one or more curves is being edited,there is a checkmark by the menu option and you can slect it again to leave editmode.

This commit is more for people learning Blender as people who know will just press TAB.
2004-04-20 04:59:04 +00:00
dfc824a134 Preparations to have Panels in all window types. Also implemented
it for the UV Image window (as Nkey replacement). Blendix can take
this further now.

Other little improvement: vertices in UV window now draw unselected
first, and then selected over it. Less confusing!

Next spaces: Action and Nla.
2004-04-19 22:05:37 +00:00
aaa7797e8a - world init for AO settings added. 2004-04-19 15:38:04 +00:00
9f63f5df7e Fixed error in OSA render & using AO causing stripes.
The OSA ofset vector for current rendercoord (O.dxco) wasn't
initialised in all cases. Actually, just removed it for AO, effect is
invisible.

Bug provided by jK, not in tracker. thnx!
2004-04-19 14:40:46 +00:00
fb4f255c15 BPython:
- Scripts that ended without an [eol] (end of line char) would give syntax errors when called from menus.
  Now all loaded menu scripts have '\\n\\0' appended to them, not only '\\0' as before.

- bug #1146: Kester reported a Valgrind warning, should be fixed now.
2004-04-19 10:19:41 +00:00
f490be9b59 -update to SCONS project for NLA module 2004-04-19 07:11:00 +00:00
a6a32cf504 -NLA module added
-ability to set poses for the armatures - allows for keyframing armatures
-adds support for actions/actionchannels
-additional checking for addBone and clear parenting
-moved getActionIpos from object module to NLA module
2004-04-19 06:57:41 +00:00
713a0ceefe Found error in Energy for AO. This didnt work correctly for 'sub' and 'add
and sub' methods.
Also reduced limit for slider. AO energy of value 50 was useless.
2004-04-18 16:18:08 +00:00
02dfa98a89 Better sampling for arealight soft shadow. Now using a distributed sample
pattern as previous commit for AO.

Previous setting, dither+jitter, has been cancelled. Now you can choose
for either nothing, dither, or for noise. With the latter giving same
nice noise as for AO.

Pics:
http://www.blender3d.org/cms/Render_engine_features.215.0.html
2004-04-17 20:01:00 +00:00
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
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
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
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
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