Commit Graph

6688 Commits

Author SHA1 Message Date
dd88a8ca0f Bugfix: usage of 2 unitialized variables (again!). I should set gcc to use
O2 by default... without O2 it doesnt warn me for it.

This should fix errors in Material Node and "Vector Math" node.
2006-12-12 20:24:12 +00:00
12c0fb9312 Bugfix: Object "restrict render" option was missing in vectorblur
Plumiferos request: Made individual duplicated group objects still check on
the restriction flag, *after* the group-duplicator itself was checked for.
So it works both. (Matt; was urgent feature, hope you're OK? These options
showed in outliner for groups anyway :).
2006-12-12 16:47:18 +00:00
925caea404 Argh, bugfix to survive non-existing window types made top bar go
away.
2006-12-12 14:05:44 +00:00
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
97b6a65c74 Added a new Python slot "UvCalculate", moved Archimap and "UVs from adjacent" into it.
Removed 1/2 1/4 1/8 uv mapping options.
made re-evaluating the py-scripts dir use the wait cursor (could take a while at times)
2006-12-12 04:18:45 +00:00
237e7417e7 Fixed bug #5403, sculpt - alpha brush sizing shows fade even if fade is disabled 2006-12-12 02:36:21 +00:00
Chris Want
95c3e8041c Kludge to ensure that the BPY_*.[od] files are deleted during
"make clean".
2006-12-12 01:30:24 +00:00
b597093994 Bugfix #5406
If Material has "Shadow" off, it didn't skip AO correctly. Effect was it
showed AO colors from other materials on same scanline.
2006-12-11 19:20:10 +00:00
Ken Hughes
675ab02726 Python API
----------

Fix some typos in the documentation.
2006-12-11 17:13:56 +00:00
a919981d60 Bugfix #5401
Material Nodes still have undefined output to the passes. Currently only
the active Material node gives pass info. Bug was that check for active
was wrong, giving stripes because of hanging variables.
I'll work soon on providing all pass options in the Material nodes. This
fix at least correctly provides passes for active material, and clears
memory of pass info in advance.

Also: outliner view "current scene" did not show render layers.
ALso: outliner click on renderlayer now activates it (for UI)
Also: zbuffer for transparent was not initialized to 'infinity' correctly
2006-12-11 11:33:03 +00:00
66bbe3c737 Added missing menu entry for marker editing - Select/Deselect All Markers 2006-12-11 08:59:05 +00:00
9c3cacd283 added the flag group_exclusive to material
added restrictDraw/Select/Render to objects in python
updated group and scene docs for last commit
made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now)
fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182
2006-12-11 08:57:39 +00:00
b42d1fe544 Face properties were being propagated from the second highest level downwards, rather than than from the level beneath the current one. 2006-12-11 04:02:29 +00:00
c41e0e205f A little bit of code cleanup:
* Moved BEZSELECTED macro to blendef.h as it is used in several files
* Removed other duplicated macros
2006-12-11 03:47:15 +00:00
b69fdd21ba renamed objects.add() and .remove() to .link() and .unlink() for scene and group objects to be less pythonic and more like blender.
for scn.objects.new() a optional second argument can be used to spesify the name.

We still need a way to add a new Empty (some constant)
2006-12-11 03:23:17 +00:00
c4a15783ae Re-added the BKey hotkeys to sculpt mode 2006-12-11 02:45:41 +00:00
c0823d1de6 Do a better job of propagating face data in multires, including flags and materials 2006-12-11 01:54:34 +00:00
Ken Hughes
3d2dfe8631 Python API
----------

Bugfix #5398: setting object layers from background render caused "bad call
to addqueue: 0 (18, 1)" messages to be sent to the console.  Add a check in
addqueue_ext() for G.background first before printing.
2006-12-11 01:44:59 +00:00
e314b7a43d Cleaned up radiosity mesh adding code, was using ugly pointer tricks. 2006-12-10 23:39:20 +00:00
027025b1f6 =bad level calls=
added

antialias_tagbuf

and

iibuf_sample

to stubs so that we can compile the gameengine again - ton please check when you wake up...
2006-12-10 23:31:17 +00:00
089e87ccea Composite & Pass render goodies:
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased

As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html

For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.

Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.
2006-12-10 20:30:15 +00:00
b003221c7a Fixed bug #5353, retopo paint - changing in and out of full screen double frees 2006-12-10 19:09:19 +00:00
fddd9fad46 The fade togglebutton should show for the Default, untextured brush. 2006-12-10 18:34:14 +00:00
6451c2b156 Bugfix #5399
Irregular Shadow Buffer: doesn't support wire shadow, but also should not
crash then!
Note that ISB works with real face coverage, not zbuffering faces at all.
For wires to work in this method, we have to introduce a wire thickness,
but that will give endpoint condition troubles.
2006-12-10 13:20:57 +00:00
c9b23feaf5 Bugfix: (2nd part of bug #5393)
Action Channel 'protecting' now works for the NLA editor. Action
channels in the active action that are 'protected' cannot get
transformed, duplicated, or deleted in the NLA editor.
2006-12-10 05:52:51 +00:00
b17ac64640 Hotkeys for Mirror operations are now correct. Shift M not Ctrl M. 2006-12-10 05:11:50 +00:00
c66b56b6e0 Fixed bug #5390, smooth brush ignores verts on outer edge
The fix is to allow smoothing for edge verts, but only use other edge verts in
the calculation.
2006-12-10 05:05:48 +00:00
ab150e8512 == NLA Editor ==
Strips under an object's strip in the NLA editor can now get collapsed,
like items in the Outliner.

Once an object's strips have been collapsed, it is still possible to add
strips to that object; Other operations will not be possible.
2006-12-10 02:57:17 +00:00
877688129a Bugfix #5383
Raytraced transparent: silly error in commit of dec 5, forgot one multiply
in the code, which made transparency look very much different.
2006-12-09 15:21:00 +00:00
Ken Hughes
ba36ef9f3f Python API
----------

Bugfix #5373: creating a curve or text object using Object.New() without
linking any data to the object would later cause a segfault when ob->data
was later dereferenced.  This problem will be fixed (hopefully soon) in the
API when new objects are created with data and linked to scenes all in one
step, but for now check for curves that ob->data is defined before using,
otherwise print an error message to the console and skip the object.
2006-12-09 06:17:14 +00:00
178b5e11d2 Grab brush shouldn't show strength slider 2006-12-09 01:10:21 +00:00
9a9c417d8a Fixed bug #5368 retopology - tooltips in header are not shown 2006-12-09 00:08:56 +00:00
da0433e01d Temporal fix probably... Campbell has crashes in depsgraph, but that case
should not happen. This commit adds a harmless NULL check, but still.
2006-12-08 22:08:52 +00:00
2edcd75f9c Crash fix in adding lightgroups: previewrender.c sets ob->data to NULl for
a lamp it uses for preview... something I never thought of could get
rendered!
2006-12-08 22:00:44 +00:00
7f1e3874f9 Node editing usablity!
- Removed stupid idea to insert convertor nodes in Node Shaders, when a
  link is created by non-matching sockets. Now it works like Compositor,
  doing a default conversion. Works like this:

1 from 3 or 4 values: take average
3 from 1: copy to all
3 from 4: copy 3
4 from 1: copy to 3, set alpha to 1
4 from 3: copy 3, set alpha to 1

- Added select-linked in Nodes. Lkey or Shift+L. Also in pulldown menus
2006-12-08 21:20:36 +00:00
4cdf96ae19 Lightgroups!
Functionality was a bit limited still; now added the option to bind
a group of Lamps entirely to a Material, excluding them from any other
Material. Note that Lamp visibility layer options still work as for
Lamps usually.

In preview.blend: made a lightgroup for all lamps, and set them to be
the "RenderLayer override". That way it will ignore local material
lightgroups for previews.
2006-12-08 18:37:55 +00:00
c9686f9562 Only-shadow AO was inversed... and it didn't use the material ambient or
the AO strength factor.
2006-12-08 15:07:50 +00:00
45128f458d Another crasher: shadow in a ray-mirror crashed, unitialized vars again...
Gotta review how raytracing code uses memory once :)
2006-12-08 14:40:33 +00:00
9e634957e0 Two bugfixes:
#5387: transparent shadow crashed, caused by passes recode
irc report: buffer shadow for tangent shaders didn't work. (2.42 bug)
2006-12-08 11:51:31 +00:00
902a69a7d3 Numerous fixes in Render code:
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.

Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.

- New: Material LightGroup option "Always", which always shades the lights
  in the group, independent of visibility layer. (so it allows to move such
  lights to hidden layer, not influencing anything).
2006-12-08 09:40:44 +00:00
3da771fefc Fix for bug #5369, retopology - undo reverts elipse to pen
Moved the retopo tool settings into ToolSettings.
2006-12-08 00:44:44 +00:00
fb261464b0 Bug, caused by render recode for passes: raytraced transparency didn't
clear osa vectors for UV, causing textures to not show correct when
traced.
2006-12-07 21:48:31 +00:00
0bf069e8f3 I ment to commit this earlier but things kept comming up.
Fiddled with the button spacing a little bit so Disable Textures button fits
a little nicer.

Kent
2006-12-07 20:21:43 +00:00
Ken Hughes
02884e88d8 Python API
==========

Fix typo in Scene documentation.
2006-12-07 20:15:52 +00:00
c3fdaac9b4 Fix for bug #5177: EdgeSplit modifier mode "From Flag" doesn't show sharp
edges in Editmode

This bug was due to CCGDerivedMesh (the DerivedMesh backend used to store
editmode subsurf results) not copying edge flags correctly, meaning that
they were unavailable to the EdgeSplit modifier. I have updated
CCGDerivedMesh to copy edge flags correctly.
2006-12-07 18:30:00 +00:00
aae544e9f4 Pass render errors (thanks to irc review, thanks ZanQdo!)
- Color for refraction was added wrong (was using 3 x r, instead of rgb)
- Refraction was added on top of specular in Combined, should not.
2006-12-07 17:54:15 +00:00
40c77590f9 Small plumiferos wishlist item.
Adds a button next to the threads button to disable texture processing
in a render.  If anyone doesn't like the button feel free to revert this
one, its pretty simple.

Kent
2006-12-07 16:48:15 +00:00
8d457ec7d9 Stupid me bug! I've removed nicely global variables, which was used for
the N-key panel in 3d window. But, on duplicating the area windows, it
should NULL the duplicated pointer...

Error in Blender since 2006/11/26.
2006-12-07 16:30:28 +00:00
e14f6084e5 Fix in outliner code: var declaration on wrong place (gcc won't warn!) 2006-12-07 14:32:38 +00:00
17231f83f3 Work on RenderLayer and Pass control:
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html

In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
  'restriction collumns'. :)
2006-12-07 14:17:38 +00:00