Commit Graph

47594 Commits

Author SHA1 Message Date
Nathan Letwory
f1fdc6d608 Under certain circumstances a null-pointer could get dereferenced. Disabling 'dynamic' on an object was one of the situations. Now checking before using.
NULL->m_mass never works, of course :)

Ryan Showalter spotted and located the problem.
2004-08-01 09:00:36 +00:00
59765b488e Tiny tweak to the selection mouse button prefs- put the
'left mouse' button on the left side, and vice versa :)
2004-08-01 03:07:56 +00:00
8224b1b164 - calculation of position within HSVCUBE button (picker) had wrong Y
coordinate, only noticable in Panel versions of picker

- the fix to give Transform properties new name "Paint" can't
  work with this code... this due to fact that panel positions are saved
  in files or looked up on re-open based on their names. Giving the Panel
  a new new name then causes it jump to another position, and back on end
  of painting.
  Needs to be solved in another way. Not feasible for 2.34...
2004-07-31 22:05:46 +00:00
8c1b11286c Fixed small annoyances with drawing selection circle and paint brush.
With glflush() change as committed before, updates weren't that good
anymore. Solution is actually just flipping drawing order.
2004-07-30 13:59:09 +00:00
d2a424b814 Menu item for the sequence editor properties panel wasn't
showing in some circumstances - fixed and simplified.
2004-07-30 10:53:10 +00:00
fc94d2908c Moved the drawing of size and diagonal of border select into the chunk
that draws the XOR border as well, this prevents unnecessary updates, and
makes sure all drawing uses a single glFlush()

Should solve redraw errors as reported by Goofster
2004-07-30 10:07:47 +00:00
7ce069850f First of all thanks Kent Mein for committing the fix to space.c and Peter den Bak for reporting and testing it.
- making Blender not warn about 2.34 scripts, as Ton requested.  Will turn this on again before release;
- small fix to the new helpwebsites and helpsystem additions in BPy_menus.c, should solve problem reported by Jean-Luc Peurière about empty menus on startup;
- updated version info of a few scripts to 2.34, since they use recently added bpython api functions.
2004-07-30 05:18:14 +00:00
c726751760 Attempt #3 (or so) to solve the "weird buggy" hardness slider updates. :) 2004-07-29 20:50:13 +00:00
cfbe0f3119 Willian's patch for enabling the menus again.
Kent
2004-07-29 19:10:52 +00:00
425cfa10eb Reflection caustics did not work, fixed.
Note to users: even when you only want reflection caustics (metals/mirrors)
you have to set a IOR value higher than 1, similar to glass materials.
The higher, the brighter the caustics.

That should be it...
2004-07-29 18:51:17 +00:00
6bcf9d5139 Panel layout tweaks courtesy of Chris 'Desoto' Burt, and
Emilie 'hmetalcowgirl' McDavid
2004-07-29 14:12:30 +00:00
295989f42a Circle select (B+B) had drawing error, a missing segment in the circle. 2004-07-29 13:57:59 +00:00
28f0f2d048 Help menu!
Thanks to Willian for integrating the webbrowser module.

Some of the URLs (Python reference, Release notes) will
need to be updated upon release. These are contained in
http://www.blender3d.org/Help/index.php
2004-07-29 12:12:20 +00:00
Stephen Swaney
7ed803f6a8 some code cleanup. minor bug fixage: don't try to free null ptrs.
accidentally ran CurNurb.c thru indent utility  Doh!
2004-07-29 12:00:34 +00:00
8ccd19ec18 A hopefully less weird way of doing the selection mouse
button user preference
2004-07-29 05:03:02 +00:00
891b749d9f Removed an unnecessary separator in the Object/Mesh->
Scripts menus
2004-07-29 02:35:26 +00:00
91d782ece7 Fixed up the layout and language of the
View Properties Panel.

(reminder: http://www.blender3d.org/cms/Language_and_terminology.338.0.html )
2004-07-29 02:25:10 +00:00
8faca4189a First victim of the hurried work, halo spots always cast shadows.
So removed 'ray shadow' button for that case.
So what I said in the previous commit is not true, with  halo for
spots enabled, shadows are always cast, and cannot be disabled,  sorry...
2004-07-29 00:12:43 +00:00
e9b0238d0c Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.

Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.

Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.

Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.

And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.

Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.

Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
fcd19e73df Change in handling of ui_do_buttip(). It doesnt use the global var, but
gets it as argument. Potential fix for windows crash
2004-07-28 21:31:26 +00:00
268da28875 As requested; the Ramp shaders have same blending operators as were added
for texture blending.

Also made the popups for this blending stuff in more logical order.
2004-07-28 20:20:43 +00:00
6b1eb45dda Scripts:
- Campbell Barton updated his sel_same.py script;
- Added to Mesh scripts a call to Window.EditMode(0) to leave editmode before changing meshes.

BPython:
- small doc fixes / updates;
- added a call to undo_push_mesh inside Window.EditMode(0).

Mesh scripts could change the mesh but not the editmesh -- that would then overwrite the changed mesh.  Made all mesh scripts leave edit mode before changing a mesh.
2004-07-28 17:46:29 +00:00
bbdfacfde3 added a nice alert box when blender is run on a mac with less than 8Mb VRAM 2004-07-28 16:47:08 +00:00
7047817c36 Added crease value in NKey menu editmode 2004-07-28 16:45:00 +00:00
846da79887 Oops, include file belonging to previous commit...
Plus: moved particle interaction and effect buttons back to a single
Object context. The proposed solution (sub context) has workflow issues,
(adds another click (no hotkey) to view settings)
whilst almost all Object buttons nicely fit in single view still.

This was on todo since first particle commit, actually the idea was to
move particle related issues to a special sub-context, but leave the
effects themselves in the Object main menu. Splitting off Particles from
the Effect system isn't in the scope of what is feasible now.

Also note; the current panel 'particle interaction' actually should be
a generic 'forces and collision' panel, since it's also relevant for
soft body feature (WIP)... that can be changed later.
2004-07-28 15:07:35 +00:00
76616c266e Added new selection outline as option in View->View Properties panel. And
while working there added 3d cursor there as well.
I admit it isn't the best location ever, but let's do the threaded
discussions after 2.34 is out. :)
2004-07-28 13:21:27 +00:00
4f9cd88087 Removed unnecessary window-close on subsequent renders. This not only causes
delays and lotsof redraw events for the desktop, it also made it impossible
to drag a renderwindow to a desired position.
Now it only re-opens on render size changes. Maybe enables to have the
window permanent on 2nd monitor for extended desktops?

Note; the 'pref position' preset in F10 still works, but only on window
open of course.
2004-07-28 12:47:50 +00:00
11ec0170cf Both transparent render and Unified render now behave with old speed
again. Use raytraced material, or set the "full Osa" option if you
like slow rendering, but with nice specular/shading/texture AA.
2004-07-28 12:27:28 +00:00
95eb490d0d fix for #1479
Caused by commit Kester 7 weeks ago, adding sound actuator always crashes
when no sounds have been loaded. He forgot to put a MEM_Free within the
brackets. :)
2004-07-28 10:01:22 +00:00
fc362f9538 Added framework OpenGL to link path, to enable the video memory check
in osx ghost now.
2004-07-28 09:31:36 +00:00
2f5c4123d6 fixed a typo in Mathutil.Matrix (inverse --> invert) 2004-07-28 09:00:46 +00:00
595be0fed5 Interface drawing tweaks:
* Made the shaded ends of popup menus the right shape,
 when the button is aligned, connected to another button.
 Found by desoto, fix by desoto

* Made the icons inside icon buttons scale up with zoom,
 rather than just sit down in the bottom-left corner. The
 scaling up is rather ugly - consider this a temporary
 measure until we can find a nicer solution, on the
 backburner for 2.35. Found once again by Bugmaster
 Desoto, fix by ton.
2004-07-28 00:21:11 +00:00
1564409217 Uncommited dashed lines to indicated 1x1 zoom. While it did look nice and useful, it caused some rather nasty slowdown on some 3D cards. It was decided to push the feature as well as further discussions on it (zooming indicator in corner or others means of showing zoom level) for after 2.34. 2004-07-27 23:24:56 +00:00
fb40ae6413 Added option to set 'full Osa' on non raytraced scenes. This makes sure
old files still use the old fast OSA, and when you want a specific
material to have specular/shader/texture AA you can set this individual.

When rendering ray_mir or ray_transp or ray_shadow the new OSA will be
effective by default however.

Still todo; make this switch work for transparant faces and unified...
2004-07-27 22:23:45 +00:00
f3beeec296 new window behaviour for macos X computers :
if video card is open GL accelerated and has 16 Mo or more
start window in maximized mode wich is a full screen mode
but keeping access to other windows and sytem menu items

older comps start as usual
2004-07-27 20:40:42 +00:00
Stephen Swaney
58fb16aa13 Add missing funcs to Lamp method table:
getIpo
  setIpo
  clearIpo
Methods were implemented but not in instance method table.
2004-07-27 20:15:57 +00:00
43c1dcdfe6 Solution for old reports, that ray_transp filtered image textures wrong.
Problem was in calculation of oversampling vectors for correct AA. With
the new AA method, this is less necessary, so the code now doesnt use
mipmapped or filtered images when it is refracted. For reflected rays it
does still use the filter though, there the error is hardly noticable.

For all tests and report .blend files it looks much better.
However, a real mathematical solution is preferable still.
2004-07-27 18:48:27 +00:00
f9e0731003 What one little missing comma can wreak havoc! :)
Solved crash with choosing World ipo
2004-07-27 15:23:09 +00:00
4d3cca252c Fixed small calculation error for non-float slider, which defined
whether redraw was needed. This shows on (some) windows cards that the
button continuously keeps updating/flashing.

Since I can't test it here, please confirm :)
2004-07-27 14:26:11 +00:00
Stephen Swaney
0a092a5ffa fix epydoc formatting errors. 2004-07-27 14:18:32 +00:00
d375a64fbb Removed inadequate cursor grab feature. 2004-07-27 12:25:37 +00:00
3d6fa14777 Bug fix #1477
Important for everyone to know; buttons with event return code 0 pass on
the button event to other buttons. This was in yafray panels so, causing
buttons unwanted to be pressed when dragging sliders.

The official 'empty' event is B_DIFF, to denote that back and frontbuffers
are different, since the button was updated in front only with a press.
Alternative is B_NOP, which doesnt do anything.
2004-07-27 11:42:50 +00:00
031b39521a Fix for #1476
This is another extreme old one; from before NaN days even!
Issue is that shadowbuffers have a bias to prevent faces shadowing itself.
To make bias smarter, code was added to adjust bias based on light angle.
This correction allowed a factor of 10 times smaller bias, being in many
cases much too strong, causing frontally lighted faces becoming too dark.

New correction only halves the bias on frontal light, which looks quite
more convincing and pretty.
2004-07-27 11:29:45 +00:00
db7566fa98 Fix for #1475
Apparently appending or linking from other files didn't call a proper
do_version() patch to initialize new variables correctly. Was result of
the streamgluing stuff in NaN period... fixed.
2004-07-27 11:00:09 +00:00
7b943f2a6d Scripts:
- Ben Omari sent an update version of his DirectX8.py, Jean-Michel Soler updated his disp_paint.py and Campbell Barton contributed a new one: sel_same.py (for now it's in the UV menu).  Thanks all, great scripts;
- small updates in some other scripts.

BPython:
- Finished wrapping radiosity functions for the Radio submodule;
- doc updates.
2004-07-27 03:13:45 +00:00
d0da285547 Fixed small annoyonce that was there for long;
New objects were not created with correct 'ipowin' value, to denote the
default ipo to show. That caused sometimes wrong display with weird empty
menu button in header.
2004-07-26 22:46:56 +00:00
73f1da749b Nathan's huge ipo patch.
- now more than 31 channels possible for ipos
- added lotsa new channels all over
- Texture block has ipo now too
- recoded getname_ei functions

(Will ask nathan to give release log info when he's back!)
2004-07-26 21:44:55 +00:00
0437f23008 Error in new particle deflector buttons; wrong type! Doesn't anyone
check warnings, eh! :)

space.c error is mine though... warning too!
2004-07-26 21:32:56 +00:00
3d299a5dce Button type error; declaring short button and giving it an int! 2004-07-26 21:23:20 +00:00
519fb27ad5 Removed 'static' declaration from addzbufImBuf(). This is an exported
function, static is for local functions...
Reason was it gave loads of warnings in compiling.
2004-07-26 21:20:42 +00:00