Commit Graph

47594 Commits

Author SHA1 Message Date
Chris Want
c2a691a94e Support for the STL (stereolithography) file format. Reads the ASCII and
binary subformats, and writes the binary subformat. Read is done with
usual F1, write is done in the menu 'File->Export Selected->STL'. Writes
meshes only, writing the 'displistmesh' if subsurf is on. The 'magic'
to determine whether it is reading the binary or ASCII subformat
could use a little work, but makes the correct choice most of the time.
2004-03-30 03:10:34 +00:00
53b9bc5990 Bug fix for #977
Removes the creation of a password table for Non Windows machines
and instead calls getpwuid Was a lot slower before,
 on systems with many users.

fix provided by Ryan Hayward (rhayward)

Kent
2004-03-29 18:39:48 +00:00
5d8a0fe8bc - change <bpy_types.h> to "bpy_types.h" 2004-03-29 13:59:55 +00:00
6d8c0dc72c - fix use of unitialized variable in v2d scrolling (mousewheel code) 2004-03-29 13:50:21 +00:00
Stephen Swaney
f3feb77918 General housekeeping and cleanup. Move static declarations and
data definitions from .h files into corresponding .c files.
Blame zr for this since he's the one who pointed out that our
bpy headers were a mish-mash of stuff that belonged in the .c files!

In a nutshell, the headers should contain the declarations necessary
to use a module or class.  The implementation files ( .c in this case )
should contain statements that allocate storage ( definitions in
the C sense ) and executable code.

When used at file scope, the keyword 'static' means "don't tell
anyone else about this".  Since headers describe a public
interface, static declarations and definitions belong in the
implementation files.

The net result of all this is that after stuff has moved out
into the .c files, the .h files are empty or mostly empty.
I didn't delete them since there seem to be some public
declarations and because I did not want to cause too much
disruption at one time. Time enough for that later!
2004-03-29 08:16:18 +00:00
Chris Want
0a6d0e62e1 A fix for the MIPSPro 7.4 compiler ... please let me know if there
are problems with 7.3.
2004-03-28 22:37:56 +00:00
Chris Want
8476097a01 Disable compilation of the game engine for irix.
I don't want to do this, but the new Open GL extension stuff won't
compile under Irix, and the glext.h from sgi only works under
linux/windows (Kester: can you look into a work around for this?)
2004-03-28 22:36:28 +00:00
Chris Want
07067e1a95 I had misspelled a macro name. 2004-03-28 22:33:21 +00:00
bbb94cd3df Fixed bug #963: UV editor wrong center
When using "From Window" unwrapping in a 3d view (that isn't square), the UV
coords would not be centered in the UV editor, even if the object was centered
in the 3d view.

Fixed two warnings (type definition defaulted to int for a variable that
should have been a float).
2004-03-28 22:13:25 +00:00
Chris Want
2cd00774cd Makefile support for solid -- assumes solid and qhull are in the lib
dir, i.e., ../lib/your_platform/{solid|qhull}.
2004-03-28 21:56:00 +00:00
9206a1eba6 - replaced G.{edve,eded,edvl} with G.editMesh, atm just a structure to
hold the three lists, nothing major, but gives a place to hang data
    off of and a single "mesh" structure to pass around for editing
    functions.
2004-03-28 08:46:35 +00:00
d29d7030b6 - bug #979
the non-flat quad detecting routine apparently didn't do anything
  anymore! I've fixed it now with more comments, so people are warned
  not to mesh with this... er... mess!
2004-03-27 18:27:55 +00:00
d3670aa4be - bug fix #996
Apparently the reorganize of code in this c file, to merge the converter
  routines for normal Mesh and subsurfed Mesh, cancelled out the fix I did
  before to make sure Material option Wire correctly takes the OPTIM mode
  into account.
  Error was that it always rendered in OPTIM wire for subsurf, regardless
  setting for subsurf.
2004-03-27 11:32:25 +00:00
Stephen Swaney
34693b400d fix warnings about implicit declaration of sprintf before Mom finds out. 2004-03-26 01:12:45 +00:00
Nathan Letwory
89ebf84b41 [GameEngine] As Kester Maddock pointed out to me, I had left one small, but important patch out. Now 2.25 blends are read correctly. 2004-03-25 18:17:40 +00:00
50cee47be0 - typo in 'saave as videoscape'/ :) 2004-03-25 16:13:32 +00:00
334999e9b8 - just a typo in button. sizeZ should be sizeY!
(bug 1070)
2004-03-25 15:32:37 +00:00
d82ab2bfc3 - small patch to make sure buttons are fully used for strings (when it
doesnt fit), plus the 'user count' button now increases in size when
  amount is larger than 10.
  was report #1049
2004-03-25 13:30:20 +00:00
Stephen Swaney
29baa5026e add info about units for rotation IPOs and Object Euler angles. 2004-03-25 06:18:56 +00:00
e418052d85 - bugfix for texture types
- fix supplied by alex mole
2004-03-24 23:43:56 +00:00
Stephen Swaney
cd5ea5e724 add comment to BezTriple struct. 2004-03-24 16:06:01 +00:00
9acb3c8ff0 - bugfix for 1078
- slider crashes blender because of redraw commands - fixed
- styken reported/fixed this bug
2004-03-23 03:07:41 +00:00
Nathan Letwory
00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00
Chris Want
5b90aafbd6 Added 2 options to the Makefiles (enable in environment, user-def.mk,
or whatever):

NAN_NO_KETSJI: when set to true, disables compilation of the game engine.
NAN_JUST_BLENDERDYNAMIC: when set to true, only dynamic executable is
build (i.e., no plugin, etc).

Note that NAN_NO_KETSJI implies NAN_JUST_BLENDERDYNAMIC.
2004-03-21 19:59:51 +00:00
86108b3665 - removed unused sortfaces function 2004-03-21 00:10:05 +00:00
44a74dbf29 - added editmesh_[de]select_by_material function
- added mesh_set_smooth_flag, mesh_delete_material_index function
 - isolated some globals
 - got rid of reliance on meshdata in buttons_editing.c and material.c
2004-03-20 23:59:57 +00:00
aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00
0d4300eb49 - added object_apply_deform, removed lt_applyflag global 2004-03-20 22:06:01 +00:00
1f61dc31da - rendering documentation adding for the python scene module 2004-03-18 11:57:05 +00:00
48d2ea15f1 SCons updates
* Removed win32 specific stuff from the SConscript in makesdna/intern.
  This stuff is obsolete after yesterdays update.
2004-03-16 18:43:18 +00:00
90d179f014 SCons updates
* Added the following flags to config.opts:
  - PYTHON_LINKFLAGS
  - PLATFORM_LIBS
  - PLATFORM_LIBPATH
  - PLATFORM_LINKFLAGS
  Backup your original config.opts file and run scons again to get these new
  options.
* Use freetype-config instead of pkg-config for determining the freetype2
  flags.
* The new PYTHON_LINKFLAGS now enable the dynamic linking on Linux and
  possibly other platforms as well. This should resolve all linking problems
  reported to the mailing lists. (At least for Linux, I can't test other
  platforms).
2004-03-15 19:55:11 +00:00
127e57d983 -bug fix: matrix_item callback now returns rows from a matrix as in previous API implementation (exmple: ob.getMatrix()[0]) 2004-03-15 00:43:38 +00:00
Chris Want
6c650c586d Fixed issues surrounding the increased vertex limit:
* Created a MESH_MAX_VERTS macro in DNA_mesh_types.h
* fixed vert limit for converting displistmesh ==> mesh
* fixed vert limit when doing boolean operations
2004-03-14 21:21:09 +00:00
807db2ea40 - redundant code killing for MFaceInt removal 2004-03-14 21:21:08 +00:00
Chris Want
dd3c9c0c46 Removed the struct MFaceInt from DNA_mesh_types.h (by the recommendation
of zr). This struct was never written to file and the new 'int based'
MFace can be used in it's place. Some removal of redundant code could
perhaps be done now (I didn't do any though, just "s/MFaceInt/MFace/").
2004-03-14 21:00:51 +00:00
Chris Want
a91ef3f4e1 Change an AUTOSPACE to ME_AUTOSPACE to comply with the new naming
convention.
2004-03-14 19:19:58 +00:00
16e90d56d2 - replaced AUTOSPACE define with {ME_,CU_,MB_}AUTOSPACE,
different objects shouldn't share flags this way (still sharing of
  other mesh flags in renderer... ickity pickity, but I'm not fixing now)
 - removed some unnecessary uses of DNA_mesh_types.h
2004-03-14 16:59:48 +00:00
d99a49593d -update to sconscript for render module 2004-03-14 02:07:30 +00:00
c0966e309b - new files sceneRender.c/.h
- added new rendering module as part of the existing scene module
- support for individual scene rendering
- support for yafray rendering
2004-03-14 02:06:57 +00:00
332c6c3512 Added Vertex loop select to the toolbox in editmode.
Johnny Matthews (guitarGeek)
2004-03-12 21:09:53 +00:00
421d8ba383 Added a non-proportional mode to loopcut:
Short usage info:
In loopcut mode after selecting a 'reference edge' and you are selecting the % to cut press p to toggle non-proportional mode.

the base side of the reference edge will be indicated by a large pink vertex. This is the side that 0% is calculated from and the side that the non-proportional  cut will mimic. To change the side of the base, press the Fkey

The header has always shown the % of the cut, but now in non-proportional mode, it will show the distance from the base side of the loop. It will also show which cut mode you are currently in.
2004-03-12 20:58:11 +00:00
7e5f2c2457 - fixed a few setattr calls to use tuple parsing
- bug reported by Alfredo de Greef
2004-03-11 12:23:53 +00:00
0ab4e6e503 Added Activator Code for a Loop select rotation
Rotation Current;y goes like this in editmode...

alt-b : vertex loop select
alt-b : face loop select
alt-b : off

I also removed the console output for changing to small cursor.
2004-03-09 22:00:51 +00:00
44cf2c587d Constraint blending and accumulator fixes for bug #924 and #983
924: Constraints (especially tracking) on objects with non uniform scaling was screwing the orientation of the object badly
983: Two or more Follow Path constraint on one object was fubar

Fixing 983 enables nice tricks like this: http://www.clubinfo.bdeb.qc.ca/~theeth/Work/Path.blend

URLs for both bugs:
http://projects.blender.org/tracker/index.php?func=detail&aid=924&group_id=9&atid=125
http://projects.blender.org/tracker/index.php?func=detail&aid=983&group_id=9&atid=125
2004-03-09 17:21:08 +00:00
f5d3649d17 Added Simple Image Background Exporting for Yafray
Add an image texture to the world (in any channel, the first one with an image will be used) and it will be exported as an image background
   The texture 'bright' slider is connected to the 'power' variable

If the image selected ends in hdr, it will be exported into an HDRI block.
   The texture 'bright' slider effects exposure adjust (it is slider value - 1) so a value of 1 == no expousre adjust. (this needs a better solution in a later    implementation)
2004-03-09 17:06:21 +00:00
Nathan Letwory
22d1a84968 * fix for bug 1008 where the gamma slider for post process (unified renderer) wouldn't update when toggling the gamma button. Fixed by making the toggle redraw.
(fixes: http://projects.blender.org/tracker/index.php?func=detail&aid=1008&group_id=9&atid=125)
2004-03-09 14:55:59 +00:00
7ba0272093 rwenzlaff: Added a small round-off constant to Faceloopcut's percent calc
so that it rounds numbers off consistantly.  (Fixes bug #970) Though
	it was only a 0.03% error.

	Also fixed some sloppy/missing comments.
2004-03-09 13:49:45 +00:00
9d68a346bb Initial commit for vertexloop select. I altered the version that is in tuhopuu to not take into consideration hidden verts.
This commit: selection code, loop cursor and menu option for 3d header committed.

Still to come will be activation code (perhaps shift-B rotation) after more discussion.
2004-03-08 02:49:50 +00:00
c7a71e4042 rwenzlaff: Added call to makeDispList() in test_all_displists() after
object_wave(ob) called so subsurf and wave will update 3D window for Alt-A
	and frame change.

	fixes other 1/2 of bug #1000.
2004-03-08 02:48:43 +00:00
afe04971c2 Rwenzlaff: Force update of displist when effects are present.
In an attempt to optimize, displist wasn't recalced if 3D window subsurf
	level was the same as render subsurf level, this kept wave effect
	from being calculated in animations if leves were equal.

	Fixes 1/2 of bug #1000 (Still doesn't update 3D Window)
2004-03-08 00:24:44 +00:00