Commit Graph

47594 Commits

Author SHA1 Message Date
996b594d01 Bugfix:
Groups are supposed to play its entire (internal) animation system
properly, also when using a dupli-group, linking the group from other file.

When dependencies in a scene change, the groups didn't get corrected,
causing dupli-group to not playback without lag.
This commit resorts the group objects on each DAG_scene_sort() call.
2006-05-15 12:32:54 +00:00
4e1d71fd8d Commit from Alexander to store last 10 saved entries didn't work proper.
It always set G.sce to zero... for example on a F1 press the current
directory wasn't set to last saved file.
2006-05-15 12:18:47 +00:00
f2c043082a Recode of the "Set Scene chaining" patch from Nathan.
- code for detecting loops was overly complex, and detected loops wrong
  even (when chains partially overlap it gave error)
- that code could NULLify sets of other scenes than the one you tested
- and that code should be in blenkernel, so it can be called in more
  locations, like fixing potential loops in old files

- the code for looping over the chained scenes was bad too, I created a
  nice #define to keep code readable. (See SETLOOPER in BKE_scene.h)

ALso fixes reports in tracker :)
2006-05-15 10:46:04 +00:00
3b783f1db8 Recommitted Erwin's change in version patching Bullet;
- code was on wrong location, all version patches should be grouped,
  otherwise we completely lose track!
- code didn't use the WOPHY_BULLET define...
- made more clear comment on meaning of version patch
2006-05-15 09:52:59 +00:00
Alexander Ewering
ab30cf7489 As nobody else ever felt like doing it, and I work too much with official
CVS these days in order not to be terribly annoyed by its absence, here it
is: instinctive-blender's "Recent files list".

It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is
the same as the only entry that used to be in the former popup.
.
2006-05-14 19:42:48 +00:00
16f4d0c0b6 *documentation update 2006-05-14 18:29:32 +00:00
d305965b3d *applying patch
[ #4143 ] Methods for reading bone movement limits
Submitted By:
Aron Cristian (criller)

Gives the ability to return/set the limitations on a posebone when that bone is part of an IK chain.
2006-05-14 18:24:11 +00:00
1b7f9dfee6 On changing screens (which is also when going to a 'full window') the
queues get signalled to all escape, this to prevent things happening
on old windows.

The code then still did a redraw though... which was invisble (another
draw happened after, but caused icon system for example to choke on
not-initialized values.
2006-05-14 18:02:46 +00:00
ee2baaf3e3 === Transform ===
Bug #3657

Texture Space transform
* grab/size: did not support local constraints properly
* size: constraint support did not respect object orientation
2006-05-14 17:02:56 +00:00
422d2e3a89 === BPY ===
Proper typed return. NULL != 0
2006-05-14 14:14:32 +00:00
Ken Hughes
d9045c860b ===Python API===
Make me.faces.sel and me.edges.sel behave like EM_select_face() and
EM_select_edge() in source/blender/src/editmesh_lib.c.

Script users should note that if they change ANY of the selection states
(vertex, edge, face) and then call a mesh "tool" method (like me.remDoubles)
that the selection states of the mesh MAY change, since these tools use the
edit mode (which updates select states).
2006-05-14 14:12:45 +00:00
eaa12a2e93 Basic support in modifiers_isDeformedByArmature for multiple armatures per mesh- use Selected armature object first, if no armatures are selected then return the last/only found armature. 2006-05-14 12:45:13 +00:00
425dc54834 Bugfix #4036
Shadowbuffer "soft" option got totally messed up by a commit done 3 months
ago. You could still get soft shadow, but the values to be used had to be
scaled tenfold.

Too bad this now will mean our movie DVD will not render with official
cvs or release... I'll think over some patch to scale down 'soft' values
in certain conditions.
2006-05-14 10:13:58 +00:00
bee09fc6ce Patch #3994
Added simplified fix as proposed by Stephan Kassemeyer to allow scaled
Armatures to still have a working 'stride bone'. Only works for uniform
scaled armatures though.

In general, for properly working armatures, I'd recommend to never scale
it at all, and certainly not non-uniform scaling. It will give issues with
constraints, IK and drivers all over...
2006-05-14 10:02:24 +00:00
5947fae18a Fix #4087
Flipped layer render order for halo and ztransp. This because the ztransp
layer changes z values now (for vblur).

This means the default order is: solid + lamphalo + halo + ztra. Different
combinations can be achieved with composting nodes.
2006-05-14 09:02:50 +00:00
4cf0e75f8a Fixed a problem with button alignment I added a while ago.
Added button allignment to sequencer, ogl light prefs some areas of the fluidsim
2006-05-14 08:49:10 +00:00
337a84ee96 GamePython related: changed ordering of python destruction, and reverted some python changes (it caused problems) 2006-05-14 03:39:07 +00:00
4a5826fa83 Patch from Charlie:
Cleared the python dictionary at the end of the game engine, should fix some issues,
also reverted the python controller changes, related to this

This should fix the following bugs:
[ #3789 ]
[ #3815 ]

possiblyy fixes:
[ #3834 ]
2006-05-13 23:31:36 +00:00
bc124747f7 Fix 4190
Using the "RVK" sliders in Action window, on a Library-linked Mesh, crashed
due to using a NULL pointer. Added menu warning.
2006-05-13 13:39:40 +00:00
b0c5df16f6 Made editmesh remove_doubles work with vertex colours,
added vertex colour support to BPyMesh_redux polygon reducing function.
2006-05-13 12:36:48 +00:00
8899af40fd Bugfix #4191
NLA window: the "blend in/out" values were limited to action lenght, which
should the strip length instead.
2006-05-13 10:38:39 +00:00
4600b3e475 Browsing Mesh data in editmode used to be locked (uiButLock). Cleanup of
headerbuttons code in orange branch disabled this lock. Brought it back.
2006-05-13 09:55:52 +00:00
50a1d9fc8b Text patch for game player, from Charlie: TFace from KX_PolygonMaterial, as opposed to KX_BlenderMaterial 2006-05-13 00:08:14 +00:00
Ken Hughes
b69cde1eb7 ===Python API===
Fixing some nmesh typos in Mesh docfile (thanks, Hos).
2006-05-12 20:47:39 +00:00
3b9e0e65d2 Compositor: Pressing Rkey now gives a popup for OK, and then will read in
all RenderResult nodes (when "Save Buffers" used) at once.

Before it only read 1 Scene... not too useful.

Also: added wait-cursor for saving images in UV/Image Editor.
2006-05-12 15:17:24 +00:00
Ken Hughes
24c08a722e ===Python API===
* use CONSTRAINT_LOCAL instead of SELECT in "Copy Rotate" constraint
* remove "LOCAL" key for now from "Copy Size" constraint; not supported
  right now in Blender UI
2006-05-12 13:10:55 +00:00
f0a5fe5c76 New Compositer option: "Free Unused". In the Node Editor header.
This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
2006-05-12 11:27:01 +00:00
6cc46d087e A stupid x/y mixup gave error "Sorry, exr tile saving only allowed with
equally sized parts" when the tiles were equally sized anyway.
2006-05-12 11:22:45 +00:00
Ken Hughes
d6bad3e236 ===Python API===
Added NULL constraint (and fixed bug that didn't allow appending FLOOR
constraint), and added support for Constraint.Settings.LOCAL key support in
COPYLOC, COPYROT and COPYSIZE constraints when target object is an armature.
2006-05-12 04:34:02 +00:00
4b4029afaf patch from Charlie, bug fix (3795) , improves CubeMaps in game engine 2006-05-11 20:41:28 +00:00
831a1fa91d Added MVert.hide property because hidden verts were hanging BPyMesh_Redux 2006-05-11 20:35:43 +00:00
3e3b1cc164 -> New menu and toolbox entries
Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: '

-Path Select
-Edge Loop Multi-Select
-Edge Ring Multi-Select
-Loop to Region
-Region to Loop

Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
2006-05-11 19:46:26 +00:00
ede20c166a - Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
2006-05-11 17:58:23 +00:00
722adde86f Added warning popup menu to note that Planar Environment maps cannot be
saved yet.
2006-05-11 15:06:07 +00:00
db39cdd8dd Bugfix 4158
ALT+C convert for modifiers works again for Armatures etc.
Note; this is another victim of the very confusing derivedmesh...
2006-05-11 13:33:30 +00:00
74fc4fa254 - fixed MSVC problem in fluidsim.c
- removed some more debug output in the solver
2006-05-11 13:19:41 +00:00
ea2eb88f97 OMG! Can't be true, a new feature for character animators!
When weightpainting, with the armature in posemode, you now can press the
NumPad-period key to zoom in to the selected bone. (it used to zoom to the
painted mesh instead). Actually bugreport 4161.
2006-05-11 12:13:49 +00:00
1c1164a967 Bugfix 4165
Environment map render:

- when an object is in multiple layers, the "don't render layer" option
  didn't work properly. Now it doesn't render an object when it is
  invisible completely

- the new scaling option also worked for cubic envmap, should not.
2006-05-11 10:27:12 +00:00
a3783d32e0 Added some shortcuts to Mesh
MFace.area
 MFace.cent
 MEdge.length

Updated some scripts that used these.
2006-05-11 10:06:15 +00:00
7bb1c768d1 Added extra pointer check in "save envmap", which can crash when using
the option without rendered envmap. Fixes bug #4166
2006-05-11 09:53:46 +00:00
0fae2e53e9 - removed debug output 2006-05-11 08:19:02 +00:00
6d935aee42 - New options for mesh voxelization: shell only (also
works for non closed objects), volume ("normal"/old way of
  doing it), and a combination of both:
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/voltcomp_sm.jpg
- Finally included bjornmose MSVC6 fixes
- Added support for animated meshes, e.g. meshes with
  parented skeletons. Is enabled for obstacles with a new button.
  A simple example with Bassam's mancandy can be found here:
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.mpg
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.blend
  (Warning - keep meshes as simple as possible, e.g. turn off subsurf
  for baking. Export probably shoulb be further optimized.)
- Changed handling of no/free/part slip obstacles, see:
  http://www10.informatik.uni-erlangen.de/~sinithue/blender/bndtcomp_sm.jpg
- Removed surface particle option for upcoming release,
  needs more testing & tweaking
- Added tracer particles instead (swimming along in the fluid)
- Updated wiki (description of IPOs still missing).
2006-05-11 08:09:02 +00:00
93c47e1071 - Added support for kinematic objects (interaction between rigidbodies), deriving linear/angular velocity from previous transform/current transform and deltatime.
- Made another attempt to migrate from Sumo to Bullet: import of older files automatically switch to Bullet, but you can override it, and save the file in 2.42 version. then it stays Sumo physics.
2006-05-11 00:13:42 +00:00
1fc1d769fb -> Fix for Bug #4167
https://projects.blender.org/tracker/?func=detail&aid=4167&group_id=9&atid=125

Stored selections (mselect array in mesh) were not getting freed along with their mesh blocks.
2006-05-10 21:08:38 +00:00
6e047236c3 -> Fix for Bug #4181
Silly typo in a call to memcpy was leading to crashes when doing remove doubles with vertex weights (whoops!) Fixed now.
2006-05-10 20:34:45 +00:00
d0acd78ad8 Bugfix #4175
Copying a Mesh did set the "texco mesh" pointer to zero... very weird code
from NaN days, which is a line that should just be removed. :)
2006-05-10 17:22:49 +00:00
8f84542c23 Modified mesh to allow writing to normals.
renamed meshPrettyNormals to meshCalcNormals, and it now writes to normals rather then returning a list of vecs.
updated vertexpaint_selfshadow_ao to be a bit more efficient and make use of the above changes.
2006-05-10 12:12:21 +00:00
f81206228c Fixed typo 2006-05-10 03:59:16 +00:00
1567254b12 (experimental) logic timestep to 60hertz instead of 30 hertz. 2006-05-10 02:04:21 +00:00
41623cbdb9 made mesh's getFromObject pick the materials from object or obdata as set by the objects colbits.
its crufty that None of the exports currently export materials correctly, hopefully this will help.
2006-05-10 01:38:02 +00:00