Commit Graph

47594 Commits

Author SHA1 Message Date
27806f37d5 Bugfix - Transform Properties (ParBone):
Editing the value of the ParBone field in the Transform Properties panel was not stable. The problem seems to have been buffer-overflow type problems caused by maximum character limit that was set too high.

I've also added auto-complete functionality for this field while I was tinkering around there.
2007-08-14 11:14:00 +00:00
61f4d6ae4d added bone comparison for the python api 2007-08-14 06:38:44 +00:00
03d4cd1240 superficial changes, button alignment and minor tooltip changes. sculpt mode moved the ParBone button when it didnt need to. 2007-08-14 05:01:39 +00:00
5c1335a4a5 Fix for bug #7406 'Compositor Crash'
Previously when deleting a scene, no checks were made to see if 
any render layer nodes in other scenes were referencing them,
leaving them pointing to bad memory. Now, this checks all other
scenes' nodetrees and sets pointers to the to-be-deleted scene to
NULL, which gets taken care of elsewhere.
2007-08-14 04:38:31 +00:00
149d4ab4de Added selection by similar edge seams and sharpness to the "Select
Similar" menu (Shift G). Also did some tweaking in there to make 
the menu a bit more sensible.
2007-08-13 23:25:15 +00:00
d098c61bd2 == Multires ==
Partial fix for bug #7013, adding multires removes all vertex color layers

* Added a warning when adding multires levels to a mesh with more than one vcol layer. The user can choose to allow multires to delete the non-active layer(s), or cancel.

Note that this is a temporary fix; a better solution will be to make multiple vcol layers work with multires.
2007-08-13 21:08:52 +00:00
cb79780abe added a 2 error messages when the user tries to join objects that dont support joining and when there is no active object 2007-08-13 14:52:17 +00:00
bbb1f26b9c == Sculpt Mode ==
Fixed bug reported here:
http://blenderartists.org/forum/showthread.php?t=102975

* Removed an opengl texture attribute change used while drawing the propset sculpt brush; was causing model shading to disappear on textured models.
2007-08-13 01:01:32 +00:00
bbe4f83de2 only draw the xor line when the mouse moves (border moving).
This is the only thing that made software GL unuseable, and would even hang blender when using some debugging tools.
The lag was noticibel on some cheap graphics cards also.

There is a problem with blenders events that means the mouse movement events are sent while the mouse button release event isnt for some time. This could make resizing a border take a fairly long time... 4-10sec.
even though this is a workaround, only redrawing when the mouse is moved is logical.
2007-08-12 08:10:26 +00:00
33e4972cdb Action Editor - Code Cleanups:
* I've replaced the long lists of #defines in header_action.c with enums, which should make that easier to maintain/add new items as needed.
* Added a few comments also
2007-08-12 07:30:11 +00:00
fb985daf01 move mesh_vgroup_average to the weightpaint menu and rename. also added an option to add the active weight group or all groups.
- fix from 2.44 so makeDisplayList updates 3d text
2007-08-12 06:14:33 +00:00
c8332ccff1 Fix compiler warning.
bb and mselect are different struct, gcc warning about assignment
incompatible pointer.
2007-08-11 20:45:27 +00:00
bd5e0a9246 when applying size/rotation the envelope and bone radius wasnt being scaled. 2007-08-11 12:58:35 +00:00
bd1db95452 Restoring a part of BeBraw's patch that I removed before committing as it didn't seem to be working at the time. 2007-08-11 12:09:09 +00:00
4294de8610 Patch #7035 by Juho Vepsalainen (bebraw):
Multiple selected bones are now able to be parented to the active bone in EditMode. Previously, only one selected bone could be parented to another at a time.
2007-08-11 11:50:31 +00:00
e8668988a3 == Action Editor - Time Stuff for Tools ==
Part 2 of work from yesterday. Now tools in Action Editor are aware of (work well) with time display in seconds as well.
2007-08-11 09:20:56 +00:00
0f3af56e26 Changed a few comments for Action Editor flags. 2007-08-10 12:12:00 +00:00
246e675b60 == Action Editor - Time Display ==
The Action Editor can now display timing in seconds too. By default, it still displays timing in frames, but it is possible to switch the time display to seconds.

The hotkey to toggle this is  Ctrl T.

Notes:
- Many of the Action Editor's tools have yet to be made aware of this. Therefore, they will still work as though frames are used. Only Transform, Snap, and Mirror should really be affected. This will be fixed when I wake up.
- Nothing *should* be broken, but I might have missed something.
2007-08-10 12:10:03 +00:00
9776f489e6 Mesh.c - getVertFromGroup ~25% speedup.
export_fbx.py - initial support for bones applied to weighted meshes.
2007-08-09 13:34:44 +00:00
c66acd3c9a Bugfix:
Made inserting new keyframes use a coarser threshold for determining when to replace existing keyframes with new ones. Now, it shouldn't create so many keyframes stacked on top of each other, but yet still keep some bizzare cases working.
2007-08-09 09:09:25 +00:00
9e32291a75 Small Transform code cleanup and addins for future features.
- Removing evil InitTransModeFlags (I would always forget to update that when adding new stuff). It's properly done in the per transform init now.
- Add toggleable mode for Shear (with MMB) for horizontal or vertical shear. Toggle shear mode also changes the input mode from vertical to horizontal and vice versa (it's intuitiver that way). (This was suggested in a really old patch but never implemented because I disliked adding transform specific handling in the main event switch).
- Add custom event handlers per transform (currently only used for Shear)
- Add custom data pointer and freeing flag (only (a)bused by Shear).

NOTE to Levi Schooley: Some stuff in there might be useful for you.
2007-08-09 01:07:27 +00:00
5f5b35889b Added comments documenting a few variables in the DNA_curve_types.h structs 2007-08-08 07:14:27 +00:00
4d6eb37676 == Snap Cursor to Selected -> EditMode Bones ==
After complaints from wavez, Snap Cursor to Selected for Bones in EditMode now results in the cursor being snapped to the midpoint of the selected joint(s) like it did before my no zero-length bones commit.
2007-08-08 07:00:20 +00:00
17ff9acac9 Bugfix #7019: Mirror Function for IPO curves gives strange results
This problem was resulted from the handles on keyframes not being mirrored as well. I thought that the handle resetting function would solve that, but obviously it didn't.
2007-08-08 06:36:23 +00:00
38ec778cb7 This should fix up saving a blender runtime.
If you look at the log, the last change to this file I was trying to fix
game engine bug #6667.  In so doing I added a print usage if you do not
pass any arguments to the gameplayer.

Things should work better now.

Kent
2007-08-07 16:34:45 +00:00
2807d82e90 getVertsFromGroup was vaguely documented 2007-08-07 13:20:46 +00:00
44e0306562 == IPO Cleaning - Refactor ==
I've finally come to the conclusion that the old code used to clean up IPO-curves was utterly unsafe/unstable. It used to have a lot of memory-related bugs early on, which I had resolved, but still I found a file where this broke quite badly (thanks Cessen).

Now the code should be saner, as it does away with that evil memory copying that seems to be at fault. It would be advisable to have this properly tested for a few days before considering it for inclusion in 2.45 (stable) branch.
2007-08-07 11:26:39 +00:00
2e6fd021b8 Added include path ../include
reported by Melchior FRANZ.

Kent
2007-08-06 15:32:21 +00:00
fbb6a133df Bugfix:
Crazyspace correction for quaternion deform interpolation was broken.
2007-08-06 14:32:10 +00:00
Ken Hughes
6af121b407 Fix minor typo in error messages for Mathutils.DotVecs(), reported on python ML. 2007-08-06 14:27:08 +00:00
e3fd45abe1 == Preview Range Bugfix ==
Preview Range could get set with frame numbers less than 1. This caused problems with playback in a few cases, and also gave gibblish in the counter-cursor thing.
2007-08-06 07:13:34 +00:00
b3655aeac6 Fix for bug #6977:
Drawing float images with the tiles option crashed.
2007-08-06 00:51:17 +00:00
2b9f61a8da Fix for bug #6604:
Texture painting location was not accurate in perspective mode.
2007-08-06 00:38:29 +00:00
cb7e393307 == Sequencer ==
This fixes [#6996] Sequence Nesting and enables sequence nesting for the
first time :)

The old hack done by Ton prevented eternal loops by preventing Sequence
tracks being added to Sequence scenes.

We now disable "Do sequence" temporarily for the _current_ scene, which
has the same effect but leaves the possibility of sequence nesting 
untouched.

Also fixes a warning in editseq (uninitialized variable).
2007-08-05 19:13:34 +00:00
ad4e54c20c == Sequencer ==
This fixes [#6876] snapping to current frame crashes when one end of strip selected.

Some null checks were missing, that made generator strips fail...
2007-08-05 18:53:41 +00:00
7c7c62409b == Sequencer ==
This adds "[#6766] Transform Sequencer effect" by damiles.
* Configurable interpolation: no, linear, bicubic
* Makes it possible to specify coordinates in units of pixels or by percent
  of the picture size

It makes the code a lot more clean, since new imbuf functions are used.

This patch also fixes
[#6829] Limit on VSE Transform Effect
2007-08-05 18:22:45 +00:00
Ken Hughes
d638f54c08 Python API
----------
Fix documentation for Blender.CountPackedFiles(), incorrectly referred to
Blender.Blender_CountPackedFiles() instead.
2007-08-05 16:48:55 +00:00
c4114780d4 Little code cleanup.
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway.

I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-08-05 09:21:29 +00:00
7dfbe481e2 == Multires ==
Fixed bug #6939, Multires doesn't set level of edges to display properly.
2007-08-05 05:28:02 +00:00
c6785e3292 fixes from 2.4x 2007-08-03 16:33:08 +00:00
3237a56b5d Bugfix #6983: Incorrect behavior of cancelling transform of IPO CVs
Woops! The code was using the wrong variable in one place.
2007-08-03 12:04:25 +00:00
fa5b4954a2 == Bone Roll - Align to Cursor ==
In this commit, a new way to set the bone roll is introduced. It aligns the z-axis of the selected bone(s) to the 3D-Cursor, so that the cursor intersects with the YZ plane. 

This makes it easier to align bone rolls to a target, for use in rigs where arms/legs are not horizontal/vertical. To use this, just press Ctrl N, and choose the "Align Z-Axis to 3D-Cursor" option.

Credits go to Robert Christian (wavez) for providing the method as a working BPy script, that demonstrated this in action.
2007-08-03 11:16:12 +00:00
834e64e0e6 Bone Roll Bugfixes (Ctrl R transform mode):
* Now, when X-Mirror is turned on for the armature, the roll from bones being 'rolled' is also mirrored.
* Disabled transform-constraints for this mode, as it didn't really make sense.
2007-08-03 04:04:00 +00:00
f707382e1e misc changes from stable 2007-08-01 18:04:44 +00:00
b38e987932 armature weakref fix from stable, Curve.c removed unneeded cruft 2007-08-01 12:57:59 +00:00
c79e2666a2 == Outliner - Patch #4364 ==
Now the Outliner can be scrolled horizontally too. This was the first patch I ever submitted, but it's gone through many revisions due to ugly Blender bugs that needed to be fixed.

Code Notes:
* I discovered an ancient bug which would cause Blender to hang when loading a file saved with horizontal scrollbars turned on for the Outliner/OOPS. 
* Therefore, I've added special B_SCROLLO and HOR_SCROLLO defines for use by the Outliner only. These are used in place of B_SCROLL and HOR_SCROLL so that older Blender's won't choke on this stuff. Thanks for this suggestion Ton.
* The hanging occurred in draw_scroll in draw_ipo.c
2007-08-01 11:38:47 +00:00
9df1b7d1fb =Lack of #ifdef INTERNATIONAL=
Recent font preview commit didn't have the proper enclosing #ifdef INTERNATIONAL
blocks.  Honestly, I have no idea why we bother, but added them anyway.
2007-08-01 10:33:01 +00:00
a84c598b35 Fix for bug in raytrace code refactoring, crash with empty octree. 2007-08-01 09:49:17 +00:00
Nathan Letwory
f1b0f114c7 * put declaration at *begin* of code block. Now MSVC shouldn't barf anymore. 2007-08-01 05:05:34 +00:00
c0e0f4698f Quaternion Deform Interpolation
===============================

This is a new armature deform interpolation method using Dual Quaternions,
which reduces the artifacts of linear blend skinning:

http://www.blender.org/development/current-projects/changes-since-244/skinning/

Based on the paper and provided code:

Skinning with Dual Quaternions
Ladislav Kavan, Steven Collins, Jiri Zara, Carol O'Sullivan.
Symposium on Interactive 3D Graphics and Games, 2007.
2007-07-31 19:28:52 +00:00