Commit Graph

47594 Commits

Author SHA1 Message Date
38b993f787 Speed up the physics engine: hook the SOLID broad phase, so we can either reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test. 2004-11-06 04:58:10 +00:00
ce4b232f8c Fix the action actuator (bug #1699) 2004-11-06 04:53:41 +00:00
e9017926c9 Three minor fixes;
- themecolor for the 'bars' in NLA used signed char
- global undo, restore pointers for UI accidentally added user values for
  oops and outliner, causing unused blocks to show used
- moved popup menus one pix up or down, it was overlapping the button
  causing accidental selection of menus
2004-11-05 17:18:17 +00:00
c013711c07 Inserted new convex method in beveling for editmesh too. 2004-11-05 13:34:23 +00:00
b169abb4cf Bug fix #1678
Deformed meshes (by armature for example) didn't get drawn correctly
for vertex paint, weightpaint, UV faceselect. Was OK in 2.34 :)

Additional to that I found out vertex paint doesn't correctly use the
'Area' option, when a mesh was deformed. That was an oldie.

Plus; made tooltips for 'Area' and 'Normals' in Paint Panel clear.
2004-11-05 12:58:12 +00:00
5ffb4cb338 Bug report #1732
Function "deselect vertex group" didn't use proper code for new edge/face
flags yet.
2004-11-05 10:19:13 +00:00
82f8a02926 - Added proper undopush for 'apply object'
- Added proper edgeflag test for knife
- Fixed error in 'make face' for cases I again didn't foresee (ordering
  of vertices can be any, need to try 3 cases before rejecting)
2004-11-04 20:00:57 +00:00
0ad6944283 - MBall displays smooth again in 3d win (coding nice smooth for curves
borkened this... )

- Improved rule for adding face (FKEY); it now checks first for existance
  of 4 connected edges, if that exists a face is created anyway, otherwise
  it does the convex test. Alexander correctly noted that for subsurfs
  non-convex quads should be allowed anyway. Hope this rule satisfies it.
2004-11-04 15:35:24 +00:00
772b66d79f build on Linux/x86_64 2004-11-03 14:45:52 +00:00
691302f28d Two fixes;
- The function "convex()" in editmesh_lib() actually did not deliver
a proper test for convex at all. It was checking only if a quad could
be subdivided into 2 trias. Code for adding face (FKEY) used this
call in total confusing manner. That code was there in 1.40 already,
cannot find any clue what it was supposed todo... :)
Recoded convex() to deliver a proper test. FKEY will give warning on
attempt to make convex faces now.

- Added undo-free for editmode undo on file load
2004-11-03 11:25:27 +00:00
318fb94c4b Fix IPO actuator (Bug #1694) 2004-11-03 10:48:02 +00:00
15f17707ca Fix (thanks goran!) for stupid || and && mixup... causing dither to underflow 2004-11-02 22:51:09 +00:00
fb27561c49 Potential fix #2 for error in 'flashing UI' while adding Bones.
Also added redraw events for object buttons, to show constraints when
selecting bones
2004-11-02 15:58:36 +00:00
0737153338 BPython:
-- applied patch by Michael Reimpell that lets scripts registration info be either commented out or not (commented, it doesn't interfere with Python documentation tools.  The patch also fixes potential overflows, thanks (and sorry for the confusion) again, Michael.
-- fixed NMesh_hasFaceUV, it was returning true for false and vice-versa.  Reported by Jonas Petersen with patch, thanks.
-- added 'homedir' and 'uscriptsdir' to Blender.Get() to get Blender's home dir and the user defined scripts dir.
-- related to the above doc updates.
2004-11-02 05:13:52 +00:00
bad7e33eac Wavk report #1730
Mesh editmode, 'add face' didn't do an undopush
2004-11-01 21:17:42 +00:00
cae8b8783d - Added initialize to '4' for new tab variable in text window
(prevents crash reported by sgefant!)
- Selection outline for Curve objects didnt draw right after leave
  editmode
- outliner now default when first viewing Oops window (dangerous?)
- Zoom with ctrl+middlemouse works in Oops again
2004-11-01 20:50:42 +00:00
9a5f98576a Small tweak in dithering; the noise varies around 0.0 now.
Value 'dithering' in buttons can go to '2', for extra noise. 1.0 defaults
to exact 1.0/256.0 noise.
2004-11-01 18:04:18 +00:00
c66741510c - Fix for #1726, the convex() function is smarter now, checking on valid
trias to test in quad

PLus:

- Add undo-push after 'assign material' in curve editmode, plus redraw
  to reflect material change
- Added tooltips for opengl light buttons in user presets
- Added correct buttons window redraw for armature selecting in
  editmode
2004-11-01 17:03:05 +00:00
6d672eee9a Last new feature before release; patch provided by Goran Kocov.
In DisplayButtons, Panel "Output", a new slider "Dither" allows to add
random noise dither to rendered output. It works on sky as well as solid
and transparent. Note however that in OSA render, the Unified Render gives
much better results, since that render nicely delivers full scanlines of
high definition color. The old render mode isn't well suited for this
postprocess.

A dither value of '1.0' will exactly add maximum of 1.0/256.0 to the
pixels.

Potential improvements for next releases;
- regular patterns
- dither per color channel
- not only add, but also subtract dither

Also note that this gives best results for print work or stills. Animating it
gives slight visible noise. Also runlength compression wont really work, and
Jpeg needs to be given higher quality too.
2004-11-01 15:21:50 +00:00
275c5e7ee3 Fix for #1722
Reported was that padplus/padminus doesn't do a zoom in the NLA or Action
windows. Was missing since very beginning! :)
Found conflict with the new NLA strip move up/down, but using the pad
keys for that is a bit too inconsistant. I've now made it using the
PageUp/PageDown and normal plus/minus keys... Hos could check on this
though!
2004-11-01 12:42:03 +00:00
84b3980b92 Making Curve objects display smooth/solid was nice, but then the Surface
Objects should do that too, right? Bad testing... tsk! :)
2004-11-01 12:11:03 +00:00
ab36f4a2d2 Select Menu patch, as provided by Campbell Barton, but recoded to make it
a nice separate function, reducing code size to half and keeping it
readable code :)

Functionality; while holding ALT on a mouse-select, a menu will pop up
displaying all Objects that can be potentially selected. Maximum 22
objects will be displayed. When only one object is found it selects it
automatically, otherwise it allows the user to select/activate by the
menu.
2004-11-01 10:59:20 +00:00
67ed54a188 Bugfix for #1717 http://projects.blender.org/tracker/index.php?func=detail&aid=1717&group_id=9&atid=125
Scaling with PET with numerical input used a three axis input while it only gave access to one.
Made it use and give access to only one as it should.
2004-10-31 21:45:00 +00:00
a89a4f531c - Bug #1714; editmode undo error when ESC after extrude (missing undopush)
- Curve Join now moves all curves to 2D (if its 2D)
- FGon extrude keeps FGon flags correctly
- After Append undo-push added
- In almost all Ipo editing commands; undo-push added
- Icons in outliner now all consistant grey
- Zoffs button had to 20 high (hmetal :)
2004-10-31 21:11:03 +00:00
1a49bf0c37 Bug #1721
Crash reported on combo of append object, do global undo, and re-append
same object. Appears to be an open filehandle...
2004-10-31 20:18:14 +00:00
3e197898f7 Serious omission; select-all also selected hidden vertices/edge/faces
Bad me!
2004-10-31 17:46:04 +00:00
fdef7d8f1a Fix for #1713
Snap-to on 2D curves could move points out of 2d space...
2004-10-31 14:52:46 +00:00
12843fc152 Fix for #1715
Old & annoying; error() menu doesnt work while rendering, and is still
called for many occsasions. Error also caused Blender window to screw up.

Now error() just prints during render.
2004-10-31 14:51:35 +00:00
6c04fe887e Just some nice updates in drawing (extruded) Curve objects;
- display of 'smooth' or 'solid' is correct now
- standard bevel and extrude displays in 'smooth' correctly now (with sharp
  edges where you expect it)
2004-10-31 13:51:36 +00:00
c00d921739 Three cosmetic changes;
- removed obsolete ">>" from several menu buttons
- removed convert to cardinal/bspline buttons, dont work you know :)
- made sure a HOME event on ActionWindow works on epty window too
2004-10-31 10:52:38 +00:00
13e7525152 BPython -- a few fixes:
-- fixed bug #1689:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1689&group_id=9

Reported by Tom Musgrove (thanks), the problem was that Window.QHandle was not passing events to windows that had id's below the current active window.  It was a stupid mistake (mine), the code was iterating from curarea instead of from the first area in the areabase list.

-- fixed bug #1568:
http://projects.blender.org/tracker/index.php?func=detail&aid=1568&group_id=9&atid=125

Stephen investigated the problem, reported by Gabriel Beloin, and left hints in the bug report, thanks :).  I also implemented what he suggested, now Effect.Get('objname') returns a list with all objname's effects and as before, Get('objname, position') returns the effect at position 'position'.  Ref doc already updated.

-- Allowed menu registration lines to appear commented out -- Python comments: '#', of course -- (suggested by Michael Reimpell) in scripts:
Some Python doc tools need the doc strings between triple double-quotes, so to avoid conflicts scripts writers can now comment out the registration code, it should work anyway.  Michael also provided a patch for this a few days ago, too (thanks), but to keep changes at a minimum because of proximity to a release I didn't use it.
2004-10-31 04:09:19 +00:00
e82d208b1c ESC during scanfill (triangulate) delivers corrupted memory
(well, not on OSX to be noticed :). Discovered thanks to adding filling
of curves in Solid display, and bugreport of intrr that ESC in grabbing
curve gives weird corruption.
2004-10-30 22:53:27 +00:00
3573252508 Found critical error in using pulldowns and toolbox menus; after returning
from menu code, it left the main window active (for global draw), this
sometimes could screw up drawing calls after... as happens when a command
is executed that draws immediate.

Now the previous window is restored before a menu command is executed
2004-10-30 21:18:53 +00:00
d292541cac For solid display of curves in editmode; found fix (thnx intrr :) that
hopefully prevents weird results in grabber... error was that the
editNurb was not used for triangulating.

Also; added drawing the wire as extra in solid display editing curves...
that for unfilled curves as well.
2004-10-30 20:46:10 +00:00
9968d2b5ba Fix for ALT+B loopselect, in Z-culling selection mode...
Order of drawing had to be flipped
2004-10-30 19:12:34 +00:00
8aa1948c10 AFAIK... last issue with new Z-culling selection.
Since the new menu system draws in backbuffer, the selectionbuffer then
needs a refresh after. Solved by nicely signalling stuff.
2004-10-30 17:13:10 +00:00
e1fb446ce7 Feat request intrr, he won a bet with me :)
Colorband sliders now activate automatic on a click closer than 12 pixels
away from it. No more clumsy 'act' button stuff.

BTW: Error in utildefines.h, ABS() was defined incorrect.
2004-10-30 16:11:36 +00:00
f3a6e55c82 Crease edit (SHIFT+E) didnt use the proper edge selection flag yet.
(Bug 1709)
2004-10-30 14:11:05 +00:00
d149a79ad1 Wybren report #1709:
Deleting only-faces from fgon still draws wires hidden in editmode.

Added extra: when mesh has no faces, it draws wire in solid view, also
doesn't draw the 'fat' outline for selection.
2004-10-30 13:42:49 +00:00
02b2fc5ec8 Added warning in makesdna to check for total struct sizes.
Found error in wipe struct, which was even constructed terrible weird :)
2004-10-30 12:06:22 +00:00
c47029a710 Menus like 'edge' or 'game engine framing' could get flipped whilst the
alignment of buttons was still active, resulting in garbish.
2004-10-29 18:47:58 +00:00
aa223d1812 - Two fixes:
1) Sound window displays 'frs/sec' value correct now (found a 25 hardcoded)

2) LeftMouse click in sliders of IpoWind, NLA, Action allows to make
sliders smaller/larger, for quick zoom. Used to work but disappeared in
early this decade or so :)
2004-10-29 17:21:28 +00:00
408702009e Finally something new!
- in Solid draw mode, curves without faces draw as wireframe now
- in Solid draw mode, curves without faces don't get fat outline on select
- in Solid draw mode, editing curves shows filled now!
2004-10-29 15:39:01 +00:00
63d81be035 Fix for #1706 (Wavk again!)
- Undo in texteditor didnt work, event (ALT+U) was swallowed by new undo
  menu (ALT+U too)
- global undo doesnt restore UI's as we know... so undo-ing with a text
  editor active cannot always restore correct text block you were editing.
  As extra service I added that when no restore is possible, it links to
  the first block available.
2004-10-29 15:00:11 +00:00
f33f2abe39 Two more wavk bugs (help he's pestering me!)
- 1702; edge selection should be evaluated properly before adding face
- 1704; crash in separate, two causes here:
        - separate didnt make selection flags consistant (needed badly
          there because of evil code)
        - after adding quad (Fkey) the face was not selected, but its
          vertices were... that can give bad bad crashes
2004-10-29 14:30:20 +00:00
bd9ac7d6ec Added an #ifndef PRINT
to get rid of this: "../../blenlib/BLI_blenlib.h", line 332: warning: macro redefined: PRINT

I know pathetic but hey...

Kent
2004-10-29 13:30:34 +00:00
3d815c3cf6 Bug 1702
Holding shift, while in extrude transform mode ('n', along normal) popped
the extrusion back to beginning, this due to storage of printing value
in dvec[3]. Simple fix :)
2004-10-29 11:35:13 +00:00
0439f2ce89 Bug fix #1606
Pulldown menu in action window "View All" didnt work
2004-10-28 22:06:42 +00:00
ca2b8f00eb Potential fix for #1684
Buttons (editingbuttons) flicker when adding armature bones. Added proper
redraw event extra for buttons menu
2004-10-28 21:50:32 +00:00
6321adf0d1 bug fix 1698
- border render + backbuf crashed (!)
- escape from border render didn't put half-rendered result in final pic
2004-10-28 21:21:24 +00:00