Commit Graph

47594 Commits

Author SHA1 Message Date
e99320e7d2 Fix for scalling bug with Stretch To constraint (practicly same bug as Track To last week, but deeper ramifications since stretch to affects scalling).
Quick description of bug: scalling armature had a weird effect on stretch to bone size.
2004-09-19 15:07:16 +00:00
143f0edc32 Editmesh spliting project files fix (MSVC 6.0) 2004-09-19 14:33:33 +00:00
3b065f929e Moved the 'Load UI' option from the File menu to the
fileselect window header.
2004-09-19 14:08:04 +00:00
790a34e9a6 Service: SConscript file! 2004-09-19 11:50:38 +00:00
ca5b7386e5 Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.

include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files

src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)

And a new file:

src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
fd5f3e13d2 Convert and use actuators with no target object set.
Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene.  If the actuator target is always set from Python, this could be annoying.
2004-09-19 01:33:08 +00:00
131e5908a6 Evil commit! Nothing really changed except;
- EditVlak -> EditFace
- variables called 'evl' -> 'efa'
- functions with 'vlak' in it now have 'face'

Just thought was nice starter for editmesh recode...
2004-09-18 20:15:37 +00:00
Stephen Swaney
a2ea84903e One small part of the Great Bpy Code Cleanup.
Add cvs $Id tag to files
2004-09-18 18:47:03 +00:00
Chris Want
03ccc18d99 For the Bass* people: pad plus/ pad minus moves nla strips up/down in
the nla editor.

Release note blurb:

Selected nla strips may be reordered down or up in the nla editor using
numpad plus/minus.
2004-09-18 18:36:11 +00:00
34aa59c5c3 - redo now also ctrl+y.
- made undo/redo display of previewrender nice
2004-09-18 18:34:50 +00:00
e7087aa26b Found little bug in undo system for editing Font objects. Causing
crash at undo after editing.
2004-09-18 13:58:35 +00:00
cd79d25e83 OSX only: the Apple key now is a normal modifier in code, so can be
detected as others, LR_COMMANDKEY

Unline previous commit, Apple key doesnt map to control anymore, but is
handled separate where needed. Now only for undo (Apple-Z)
2004-09-18 13:25:29 +00:00
562d6958cb Another step in the undo evolution.
- Made unified API for undo calls, to be found in space.c
  BIF_undo_push(char *str)
  BIF_undo(void)
  BIF_redo(void)
  These calls will do all undo levels, including editmode and vpaint.

  The transition is work in progress, because mesh undo needs recode.

- New global hotkey CTR+Z for undo
  Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc
  the lighting in shaded mode, which already became much more interactive,
  like during/after any transform().
  Recalc hotkey now is SHIFT+ALT+Z

  CTRL+<any modifier>+Z is redo.

- For OSX users; the Apple-key ("Command") now maps to CTRL as well. This
  disables the one-mouse-button hack for rightmouse btw, will be fixed in
  next commit. At least we can use Apple-Z :)

- Old Ukey for undo is still there, as a training period... my preference is
  to restore Ukey to "reload original data" as in past, and only use new
  CTRL+Z for undo.

- Added undo_push() for all of editobject.c and editview.c. Meaning we can
  start using/testing global undo in the 3d window. Please dont comment on
  missing parts for now, first I want someone to volunteer to tackle all of
  that.

- Since the global undo has a full 'file' in memory, it can save extremely
  fast on exit to <temp dir>/quit.blend. That's default now when global undo
  is enabled. It prints "Saved session recovery to ..." in console then.

- In file menu, a new option is added "Recover Last Session". Note that this
  reads the undo-save, which is without UI.

- With such nice new features we then can also kill the disputed
  Cancel/Confirm menu on Q-KEY.

- Added fix which initializes seam/normal theme color on saved themes.
  They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
3d8a485fb9 Fixed PyObject_IsMT_Matrix 2004-09-18 06:03:15 +00:00
0a6730d830 curve_modifier() call was in makeDispList() already, and called twice,
causing initrender to free illegal pointer...
2004-09-17 21:30:53 +00:00
e656ce232a updated the documentation on how to add new image types which consisted of:
removed autoconf stuff and replaced with scons info.
Added info on how to make your format showup in the thumbnail viewer.

Kent
2004-09-17 11:31:17 +00:00
8464889c80 Fixed crash caused by new (strict) rule for displists. Reminder: to signal
that a displist has to be recalculated, you only have to free it.

In the init_render_mesh() not all situations were checked OK.
Thanks Basse for finding it!
2004-09-17 10:36:43 +00:00
a539a727d4 Bug fix in code committed for hooks; mesh check for displist was on
wrong location... causing tremendous slowdowns!

Note: in previous commit some WIP slipped in.. not dangerous. Plus it
has a text typo fix (beaty)
2004-09-16 19:31:43 +00:00
e10bae596b Bug 1568
Wrong usage of B_NOP code in button events (xxxx | B_NOP), which is useles
since it is defined as -1.

Reminder for all: use a B_NOP if you want a button event not to be passed
on to the event queues.
2004-09-16 17:57:14 +00:00
2453774076 Bug fix #1525
RayTransp didnt work on Nurbs anymore (2.34 error).
Just a normal flip problem...
2004-09-16 15:32:38 +00:00
Stephen Swaney
0848aed9fc More Material settings: mirror and transparency.
Contributed by Joilnen B. Leite (pidhash)
2004-09-14 20:03:01 +00:00
37f57288cb Lot of code... 2 new features:
1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.

Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody

- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.

2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.
2004-09-14 19:03:11 +00:00
807339b4a7 A more correct and simple fix to the me->medge==NULL problem from my last
commit.
2004-09-13 23:37:24 +00:00
Nathan Letwory
538e11a45d Add two new options for appending *objects*:
1) append in current active layer (off by default)
2) append at 3d cursor (off by default). When more than one object is selected this will first calculate the bounding box of the centers of the objects, and then use the distance of the bounding box center to the 3d cursor to transform all objects.
2004-09-13 06:57:24 +00:00
025e6b8b4f Fix for error in last commit: forgot to check if me->medge==NULL when making
LSCM seam groups.
2004-09-12 22:35:49 +00:00
74c0946e4a Emilie and Chris work on the Constraint UI (alignement). 2004-09-12 19:06:01 +00:00
c2b71254ab Fix for bug #1591: Bones with TrackTo constraint do not scale properly when armature object is resized.
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1591&group_id=9
2004-09-08 12:12:52 +00:00
2e185f2c2f dangeling pointer fix :) 2004-09-07 20:45:09 +00:00
521f37cc5c Got rid of quite a lot of warnings. Lot of them MSVC-ism dealing with const casting.
Some implicit cast warnings and more importantly, changed the parameter type to int for functions passing the particles random number seed around. No need to use floats there, it's an int anyway.

Effect.c is now warning free (on MSVC 6.0 at least)
2004-09-07 01:39:44 +00:00
3b9ea9021b Added some align block where needed. (Sorting buttons and Link/Append) 2004-09-07 01:26:44 +00:00
01c17446ac Fix for bug #1582: LSCM mesh splitting based on seams gives incorrect results in some setups.
The algorithm used before to split up the mesh before unwrapping was based on
vertices, resulting in leakage in some setups. Now it's edge based, allowing to
select only two edges of a triangle, and not automatically selecting the third.
2004-09-06 14:30:28 +00:00
Nathan Letwory
17e20e26ba Add theme colour for "Draw Normals" 2004-09-06 08:10:56 +00:00
Nathan Letwory
28d1b60059 Small patch by Joilnen Leiter:
Cancel window split with RMB
2004-09-06 07:58:11 +00:00
ea815d51ce All constraints (except FollowPath) now check if subtarget (bone) is valid and disable constraint if not. Previously, this only worked with IK Solver.
The problem was that it defaulted to the armature object as target but didn't clear the subtarget field. This makes it clear that there's a problem.
2004-09-05 21:20:03 +00:00
ae9347662b Stretch To constraint
Read today's meeting minutes for a description.

Bjornmose: We'll need some example and screenshots for the dev pages of blender3d.org. If you can do some, neat, if not, I'll do them.

Matt, Emilie and Chris: Please review UI addition. Pixel alignement and all that fun stuff has not be overly looked for (though I did some cleaning by adding alignment blocks).
2004-09-05 20:21:16 +00:00
fbfa96f647 Quit confirm dialog 2004-09-05 15:43:45 +00:00
54a5870f3e Typo in ListBase -> listBase 2004-09-05 14:18:45 +00:00
e3286f5f60 Huh! that file was added... anyhoo, here again! 2004-09-05 13:59:08 +00:00
949bcc5016 SConscript for new file 2004-09-05 13:53:55 +00:00
bf83f6ddd8 Second itteration of global undo system. Now based on:
- file-to-memory save
- incremental difference steps (compression)

everthing has been tightly coded to use minimum of memcpy or allocs. In
fact this system works with a single full buffer (=file) in memory, and undosteps as differences from it.
Speed gain is factor 4-8 faster. I've added it in CTRL+ALT+T timer menu for
a test. Please note the gain is especially in the undo-storing, not in
retrieving undo.

Also new: file read option to skip UI read (file menu). This now also is
default for the undo system.
2004-09-05 13:43:51 +00:00
Chris Want
61e4707bdb Fix for bug #1580.
If the mesh 'key' doesn't have an IPO, then don't try to
select any key's on the non-existent IPO curves in the
action window.
2004-09-03 16:42:46 +00:00
f284ba64b0 Ipo.c
Removed a block of a bunch of unused vars...
	Added a return NULL to the end of a funtion that is suppose to
		return something and could fall through.

editconstraint.c
	Added a newline to the end of the file to get rid of a stupid warning.

Kent
2004-09-03 14:31:06 +00:00
076a2eb4ea removed 3 forward declarations's inside of a fuction.
They were not needed were for functions that were in the same .c file
higher up and I think its sort of a non standard way of doing things.
(using prototypes would probably be more inline with the other code but
as I mentioned they are not needed and were causing warnings in gcc)

Kent
2004-09-01 13:29:44 +00:00
ea8c97b44b fix typo in GameLogic documentation 2004-09-01 13:19:42 +00:00
e63db96a57 I removed the following:
LEVEL_2_CPP_WARNINGS += -Wstrict-prototypes
  LEVEL_2_CPP_WARNINGS += -Wmissing-prototypes

Every version of g++ i've used has stated these two were not for g++
but for c or objectivec.

Kent
2004-09-01 12:09:22 +00:00
2e0380f365 The undo test is now safely hidden behind a user-button (temporal)
Activate it in User menu "edit methods"
2004-08-31 21:01:21 +00:00
bd31cc5eb4 Enabled trial for 'global undo'. This now only has undo steps for
- transform (grab, rot, scale, etc)
- all button commands, including menus

I sacrificed for now the UKEY in the 3d window for it. Shift+U does a redo.
(Only in 3d window)

What this system does is saving files in the temp directory (user pref).
The filenames are cycled around (32 in total now).

This commit will follow shortly with a userpref for it, not to frustrate
people who want to work in normal fashion with blender.
2004-08-31 20:13:32 +00:00
934a11e9ff ok my last little tweak for today ;)
I cleaned up the code a little did a couple of these:
if (blah > stuff - wah)  blah = stuff - wah;

changed to....
tmp = stuff - wah;
if (blah > tmp) blah = tmp;

and combined multiple if statements

Kent
2004-08-31 14:23:29 +00:00
0a305446a5 Three functionalities in one commit, but there's overlap so I can't
separate it...

1) Curve/Surface editmode undo
Uses same syntax as mesh undo, so simple to integrate. Edit-curve data is
also quite simpler, so no need for any hack at all.
It re-uses the undo system from next point, which is nice short & clean
local code

2) Framework for global undo
The undo calls themselves are commented out. In a next commit I want to
enable it for a couple of main features, for further feedback.
The speed goes surprisingly well, especially with this new version that
'pushes' undo after a command, ensuring interactivity isnt frustrated

3) framework for texture based icons in Blender
Not activated code, but tested here. Part of 2.3 UI project.

btw: Johnny Matthews will assist in (and complete) the undo project
2004-08-31 13:43:18 +00:00
e525578f4d Some small clean ups again...
I added ifdef's around a var declaration since the code using
it had them...  Also initalized two vars that were questionable if they
could reach a state where they weren't assigned.

Kent
2004-08-31 13:10:45 +00:00