Commit Graph

47594 Commits

Author SHA1 Message Date
72b501beb6 Bugfix #4466 (half)
Object 'active shape' was only 1 byte in object. OK. Let's sacrifice another
byte for that then!
2006-06-25 12:30:33 +00:00
713711b8be Bugfix #4463
Render Pipeline: the error "No camera" wrongly popped up when rendering a
scene that has only compositing inside (can skip 3d rendering).
2006-06-25 12:16:05 +00:00
7e081266a9 Bugfix #4460
Compositor:
The option to re-render a single node, didn't free memory if nodes were in
use showing exactly same RenderLayer.
2006-06-25 12:00:34 +00:00
eacb3c4b45 Bugfix #4454
Lens flare: error in counting visibility per halo-flare in the to-be
cropped area of tiles. Halos now don't render in the 2 pixels exta outline
per tile, which is only used by faces anyway.
2006-06-25 10:52:13 +00:00
46d3f1efb3 Found one more case for drawing GL_FLOAT in preview render system.
Removed that for ATI issues too...
2006-06-25 10:11:53 +00:00
b45dc08d39 Bugfix #4449
The "Edge settings" menu in Scene buttons still was displaying old Unified
render options.
2006-06-25 10:08:26 +00:00
3364a53854 Dunno how... maybe during Orange merging, but these files should have been
removed from CVS too!
2006-06-25 10:02:18 +00:00
21fdfc1a64 Bugfix #4444
Material buttons: the Node Panel should draw the active node UI, but it
didn't use the correct width value to draw buttons, causing for example
the "Normal" widget to draw out of bounds.
2006-06-25 09:47:38 +00:00
68a5ac9f15 Fix for bug #4461:
- In weight paint mode, with the vertex paint flag also set, vertex
  paint would get the mouse events instead of weight paint.
2006-06-25 09:40:01 +00:00
93f2eb4487 Bugfix #4443
Mblur render without OSA set, still did render OSA.
2006-06-25 09:18:55 +00:00
3d59428183 Fix #4441
Ancient issue; when you make a path cyclic, inserting new points resulted
in wrong interpolation. Reason: the knots array was then created with the
wrong tag 'endpoint U'.
2006-06-25 08:20:45 +00:00
86e98f76f7 * Fix for my commit a while ago to correct the grid floor highting for darker
backgrounds, some of the logic was bakwards.
2006-06-25 06:00:22 +00:00
15920b37a2 Made Shift key slow down the flying by a to a 10th to work more like blender. alt is now mouselook
Simplified traveling on x/y/z axis and use WASDRF with RF for up and down.
Added cancel to the header tip
Made Esc/RMB go back to the initial view for normal perspective views (previously only worked for Camera view)
2006-06-25 02:26:01 +00:00
362b3674fe Potential fix for bug #4459:
- UV editor hotkeys not working. Likely due to paint mode still being
  enabled without an image visible.
2006-06-24 21:45:50 +00:00
47b5894e57 == Render ==
Bugfix:
- Frameserver rendering always got only the first frame, because
  re->cfra wasn't initialized.
2006-06-24 20:54:26 +00:00
893df43892 == Sequencer ==
Bugfixes:
- Previous seqaudio-patch broke mixdown functionality (no need to init SDL
  on mixdown case... || -> && )
- hddaudio-crash at end of track finally fixed.
2006-06-24 20:48:57 +00:00
2fc243bf6c I couldn't let this die. This commit adds yet another new line to the end
of BIF_editgroup.h. That should be *more* than enough ;) I couldn't let it
go with no commit message.
2006-06-24 18:37:21 +00:00
983570efd9 i
t
2006-06-24 18:28:50 +00:00
6fb7a7294e This better be the last fix!
Non camera objects work, you can now fly a cube to place it!
2006-06-24 18:00:10 +00:00
7013ee8950 reversed the order of suptraction for making the manipulator plane for adtive editmode objects, givea better results now for rotating about a verts normal. 2006-06-24 16:12:07 +00:00
bae3862439 Fix for bug #4448:
- Degenerate triangle issue for LSCM with reported .blend.
2006-06-24 15:14:13 +00:00
81a3aac88e Added strafe (side stepping) with WASD keys - for all those quake junkies! 2006-06-24 14:57:42 +00:00
2c72f5d5d6 Fixes for bugs #4450, #4451 and #4452.
- Unwrapper setting got reset unnecessarily in do_versions.
- UV pixel snapping did floor rounding, nearest pixel is nicer.
- Draw Faces button didn't trigger UV editor redraw.
2006-06-24 14:16:36 +00:00
a4315376da === bugfix ===
[ #4434 ] 3d view transform propereties float "Dim" fields lock
float comparison was inaccurate, resulted in code thinking  DimX was changed always
with change not noticeable.
Replaced it with comparison against small epsilon.
2006-06-24 12:35:34 +00:00
ffff27c897 Changed error message for "Screw" tool in Edit Mesh into:
"You have to select a string of connected vertices too"

(Was: "You have to select a Curve").
2006-06-24 11:30:19 +00:00
a9a2c19c1f Bugfix #4436
RenderWindow redraws (after rendering) was still using GL_FLOAT. Replaced
it with the faster glaDrawPixelsSafe_to32() call. Stupid ATIs! :)
2006-06-24 10:55:11 +00:00
5d3ddc842c Changed order of RenderLayer options to reflect the order of processing:
Sky - Solid - Halo - Ztransp - Edge

And added better info in the tooltips for it. It's important to know that
Halos will always be covered by Ztransp, if rendered in 1 RenderLayer.
2006-06-24 10:25:30 +00:00
aeddc2ac0f fix for report 4440 in the bug tracker
.
2006-06-24 07:43:13 +00:00
4d061263a9 Draw.c fixed error in exception I added with string max length.
Window.py added note about the view offset being flipped.
editview.c Fly mode timed redraws so motion is the same speed erespective of scene complexity.
2006-06-23 23:58:50 +00:00
9818b75a28 Small code cleanup for checking correct identifiers for Images called
"Render Result". (Image name vs Image ID name).

Also solves: when you saved Render Result image (with pulldown), Blender
was reading that image from disk on a re-render.
2006-06-23 20:40:22 +00:00
ad37091594 bugfix #4431
Sequence render: when a Scene strip renders from within the UI (because
the sequencer preview option demands so), the render-result for this
rendering was not stored or accessible for redraws in render window.
2006-06-23 20:11:02 +00:00
a1e77e2394 Bugfix 4424
When using the button in a RenderLayer node to render a single node, the
new 'render to fullscreen' crashed in end. Reason; the node editor was
still handling events after a render, as if the node editor was still open.
2006-06-23 19:43:48 +00:00
3e0d578c96 Bugfix #4430
Particle "Disp" percentage didn't work for particle-dulplicators. Now it
does!
2006-06-23 17:56:15 +00:00
e2e1f5ab2a Newer versions of openal require linking against lib alut.
I added a $(wildcard libalut)  to the linked libraries.
So if it exists its linked in. (Was causing issues on my laptop)

Kent
2006-06-23 17:45:50 +00:00
b4a61c441b ==== bugfix ====
fix for [ #4422 ] 2.42 RC1 Win32 build: IPO curve resize+flip = crash
bad size for a string could overwrite memory
2006-06-23 17:43:02 +00:00
0609066fe9 Bug 4429
When using multiple RenderLayers, each with own 'edge render', the buffer
holding edge pixels wasn't cleared from scratch, so the edges of previous
layers were showing too.
2006-06-23 16:48:28 +00:00
3851ea07d4 *msvc project update
- commiting fixes for vc8
- updating projects for added files
2006-06-23 15:25:57 +00:00
6d79aed0f2 Patch(s) provied by Fabien Devaux
This fixes bug# 4421

http://projects.blender.org/tracker/index.php?func=detail&aid=4421&group_id=9&atid=125

Initalizes audio in scrub mode properly.
also avoids playing back some samples twice.

Kent
2006-06-23 15:08:13 +00:00
619d0dc9ca bug: normalized raycast 2006-06-23 14:10:12 +00:00
03a1ee30b6 Bugfix #4420 + #3975
Found reasonable OK solution for a cyclic dependency that was bothering
a lot of (character) animators. They would like to drive bones with
Objects, but that lagged when you parent these Objects to the
armature, since that's a circular dependency.

Since Driver relations are only looking at local object properties (i.e.
it's local position/rotation) there's a simple way to solve it. In case
such Objects have an Ipo, it reads driver values directly from the
Object Ipo (on correct time) instead of Object values.
2006-06-23 12:15:22 +00:00
db3b6374df Made outliner default over oops - looks like it was intended to be but it didnt work,
need to change the .B.blend file so the default isnt OOPS.
2006-06-23 11:31:04 +00:00
d812e66138 face select mode would allow you to enter it even if the object was not on a visible layer.
Changed this to be the same as editmode.
2006-06-23 09:14:13 +00:00
d27c4e09ea Bugfix #4418
Too strict code prevented saving OpenGL rendered images with F3.
2006-06-23 09:13:05 +00:00
481364cc40 The "Render Result" image should get tagged "ok" after being set. Some of
the other functions in blender check for it.

Important note; this builtin generated image, also "Viewer Node", should
not be used as input for composite, or for Image texture. I should make
this excluded from browsing probably...
2006-06-22 16:56:55 +00:00
e21c782090 Plumiferos report: Using multiple levels linked scenes (as 'set') didn't
make sure animation updates were executed in the deeper levels. It only
still did the first set.
2006-06-22 15:25:30 +00:00
8be0682ea2 Bugfix #3773
Option SHIFT+CTRL+5, "select all non-tria/quad" didnt work at all.
2006-06-22 14:00:05 +00:00
7cb459b95d fix #4327
The Mesh Bevel tool doesn't look at selection (works on all) but it called
a recalc-normals that assumed selection. Added a select-all prior to bevel.

(bevel doesnt even respect hidden!)
2006-06-22 13:04:11 +00:00
7f72afa650 Button alignment error in Particle panel (set 'static').
Appeared to be a missing check in the alignment code even. :)
2006-06-22 12:25:28 +00:00
75c6fe760f Bugfix #4411
New option "Loop to region" selection crashed when no valid loop was
selected. Just a NULL pointer check.
Also: unified function declaration syntax, so it matches with rest of code.
2006-06-22 10:34:01 +00:00
bf6ecd67d9 Fix #4403
Render: the Lamp-halo (spots) didn't respect the local view-layer
options in the RenderLayers.
2006-06-22 10:10:12 +00:00