Commit Graph

2309 Commits

Author SHA1 Message Date
f11c448cab Fixed something that annoyed me for ages;
In Object mode, Solid drawing, selection was just always not what you
wanted, the rules for wireframe (cycling) can't be used then.

New rule is;
- it always selects the frontmost visible item (wires in solid too), unless
  - frontmost is active already, then it picks the 2nd
  - mouse didnt move 2 pixels while selecting, then it starts cycling

Works nice :)
2004-11-28 19:48:53 +00:00
12795fede8 Bug fix #1903
Bug in Nurb Surface orco, causing illegal pointer to be set, and crash.
Another oldie, pre-2.25!
2004-11-28 18:35:40 +00:00
ac9f9298fd Fix for #1902
For composting sky behind alpha, a gamma corrected alpha_under was used,
but Blender didnt make the gamma tables unless OSA was set.
Old bug!

Changed; while rendering with "Backbuf" that doesn't exist, blender still
renders, but without backfbuf now. It used to stop render and return, with
only a print in console... confusing.
2004-11-28 18:14:57 +00:00
a7630c6faa Fix for unified rendering;
Gaussian sampling/rendering now supported too!
Also corrected gamma corrected adding of colors, which gives better alpha
and blending with sky than normal render does. The latter I could check
once too...
2004-11-28 14:28:55 +00:00
aa6484db87 cleaning commit
shut the warnings GCC was producing for Os X
2004-11-28 12:14:27 +00:00
8e9d54ced0 Not really bug, but fix for report in tracker;
Added more support for lasso select; it now does:
- UV FaceSelect
- Editmode curve, surface, lattice

Missing: MBall and Armature; these make use of opengl selection still.
2004-11-28 11:32:55 +00:00
20cd56e4af Bug fix #1842, "black scanlines appear in render on windows".
Thanks to Brecht & Valgrind, found 2 cases for unitialized variables in
the render code. Both were for 2D texture input (Window and Sticky) which
didn't initalize a the third coordinate. Goes fine for 2D textures, but not
for 3d ones :)
2004-11-28 10:31:18 +00:00
e80206e65f Added nearly full support for Blender's procedural textures, with the exception
of 'envmap', 'magic', and 'plugin' modes.
The stucci texture also is not exact match, since it cannot be fully
emulated in yafray because of implementation issues. It will work best
for low turbulence values (which is actually not taken into account
in the export code).
Also, since Blender's static noise is basically just direct random number
output, don't expect the exact same result when rendered in yafray, but in this
case that probably shouldn't be that much of a problem...
(needs yafray from cvs)

(btw, on a side note, I put this in the comments once when working on the noise
stuff for Blender, but noise is affected by the 'depth' parameter, and there
is no way to control this directly from the GUI, can only be done by temporarily
switching to 'clouds' for instance.)
2004-11-28 02:13:57 +00:00
9dbd01e879 Report #1841
Crash in this situation;
- one blender file with more scenes
- render image
- goto another Scene with no camera and larger output size for image
- render

Render buffer has to be freed then :)
2004-11-27 18:47:51 +00:00
e3b7dfe6e2 BPython:
- fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9
    Crash / hang when changing meshes that had edge data.  The mesh->totedge value was not being set to 0.  Reported by jms, thanks.
- fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125.
    Deleting a Text that was being used as script link crashed Blender.  Added a check to unlink the Text from eventual script links when it gets removed.  Reported by kaito, thanks.
- doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts).
2004-11-27 18:32:26 +00:00
fa5649796d - draw compatibility with engine; without lights texture-less objects
draw shadeless
- buttons for physics in Material menu lined up
2004-11-27 17:59:16 +00:00
5bdbf9d700 - Bug fix, reported by Stefano;
- Ztransp material didn't raytrace at all (now just traces it entirely,
    remember too set the transp depth for it)
  - tramsparent material reflected wrong in mirror material, due to
    specular being added without alpha.
- Cleaned up some code to improve raytrace speed some. The old conventions
  from before the AA recode were still there, this allowed coherence for
  octree traversal. Current AA doesn't allow this anymore.
  Added is improved check for 'first hit' on shadow render, per lamp this
  now is stored
  All in all, render with ray trace improved about 10-15%.
2004-11-27 17:33:40 +00:00
230784b824 Bug fix #1893
Option to switch left/right mouse didn't work for floating panels. It then
still selected stuff behind the button.
Was due to using wrong variable for events.
2004-11-26 20:20:42 +00:00
a34432aa8c Fixes in reading .dxf (bug #1883)
- fgets() doesn't recognize DOS strings in unices, made my own fgets
- reading polyline didnt support 3d lines
- reading polyline didn't create edges

All in all, this code isn't very nice and badly structured... a code
review or test (yes sirdude!) could have been useful. :)
2004-11-26 19:59:11 +00:00
91f48d0734 Two fixes;
- Bug #1890. While render subsurf in editmode, orco coordinates were
  incorrect (subsurf vertices in editmode have different ordering)
  Bug was oldie.
- IRC reported by Stefano; oops (not outliner) didnt show lamp textures
  nor material ipos correctly.
  Found error in oops curved lines too (the ones starting at right side)
2004-11-26 12:20:35 +00:00
4ef448cc51 Small tweaks to make 3d drawing a tad more interactive, and; something
for our interactive 3d artists!

- AL+Z (potato) texture view now draws objects without Texture Faces
  compliant with (new) default in engine. Meaning lit faces, using
  Material RGB for diffuse and specular. It used to draw these as 'shaded'
  which is quite useless.
  Per definition, Potato mode is supposed to show what engine draws.
  (Note; this only for Mesh objects)

- Added a couple of more calls to ensure Shaded drawmode updates on
  changing RGB sliders, moving lamps to layers, or switch layers

This based on feedback from Mal, who'll also give it all good tests.
2004-11-25 21:52:07 +00:00
806ebc7c7a Fix for #1806
View3d windows have 'unlock' option and 'localview', which was also
supported on render (F12 with mouse in window) to render only what is
visible there.
This didn't work very nice, with even code in render module to read from
interface variable. Removed that from render, and coded the exception
where it belongs, in renderwin.c
2004-11-25 18:16:50 +00:00
9928ecc642 One free too many on shading displaylists, causes material-less objects not
to render.
2004-11-25 16:27:21 +00:00
2ca8c680a7 Bugfix #1889
Reporter found omission in editmode undo. When you convert objects from Font
to Curve and/or to Mesh, the stack wasn't cleared (same object pointer!)
giving crashes on undo-restore calls. Nice discovery. :)
2004-11-25 15:48:19 +00:00
b16a1c5ad2 Bug fix #1844
Joining Meshes, with the active Mesh having no vertexgroups, and other
Meshes having them didn't work.
2004-11-25 12:02:47 +00:00
a9d6a57745 Fix for #1887 and #1636
Old code in displist.c caused crash on OGL "render this view" option for
3D windows. No idea why this exception was in displist.c... must be for
old engine or so?
2004-11-25 11:30:56 +00:00
970ac5aa99 Bug fix #1880
Two accumulating errors, causing 'scanline' errors too, but now based on
using different filtering values for transparent shadows.
Was another 2 cases of unused variable render as well. :)
2004-11-24 18:53:45 +00:00
06f47623b8 Made sure exporting files (any, ranging from dxf to python scripts) signal
FileWindow to refresh on second usage, to show new file.
2004-11-24 18:02:07 +00:00
598e5053cd Bug reported on IRC by Chris Want
Remove doubles, editmode Mesh, returns short. doesnt work nice on large
meshes! Is int now.
2004-11-24 16:29:10 +00:00
a34a8d2472 Bugfix, based on Stefano IRC report.
Nkey panel in IpoWindow, the "Xmin" and "Xmax" buttons had a much too
narrow range, causing weird results when trying to fill in larger values.

NOTE; the button range method in Blender is still totally insufficient...
2004-11-24 15:52:25 +00:00
964e81d432 Uncommit changes for "bind_textdomain_codeset". Apparently windows gettext
doesn't have this function, needs to be updated in lib/ dir.

We also dont have official maintainer for internationalization...
2004-11-24 12:11:06 +00:00
d6a36633c5 Patch provided by Yann Vernier
This patch should make gettext return unicode, which is what freetype
expects (also explicitly set in the same file). It makes translations
that support non-ascii *and* non-unicode encodings, such as latin 1 for
western european languages, draw correctly. The problem only occurs for
platforms where those encodings are default, i.e. in Linux if
/etc/locale.gen looks like this:
sv_SE ISO-8859-15
If it were to read UTF-8 this patch doesn't change the behaviour at all.
This is probably the case for Mac OS X and perhaps Windows.
2004-11-23 12:19:18 +00:00
88b556fd57 Possibly related to bug #1851:
orco coordinates were assumed to be valid when pointers were non-null,
this seems to have been a wrong assumption, pointers were probably unitialized
(but only for some objects like surfaces?), so when the export code tried to
access them, it crashed.
Now the rendermaterial texco flag is tested instead, which probably is how
it should have been done in the first place...
2004-11-23 06:10:03 +00:00
f3c8c47adb Fix for #1839
On large changes of the Lattice resolution button, the undopush crashed.
Reason was that the push happened for buttons before the actual event for
buttons was executed.
Solved by creating new event UNDOPUSH that's being added to the queue by
by buttons now.

- Made button undo texts for number buttons more clear
- Added undo push for missing Add lamp/empty/lattice/camera
2004-11-22 22:41:07 +00:00
0d9fa74348 Potential fix for Sun glCopyPixels problem.
It's an ifdef, copying pixels with offset of 1 pixel.
2004-11-22 21:22:09 +00:00
f7b8e05f8e Bugfix on irc report;
Static-animated particles didn't recalculate on render
when used for duplicators (did work for halos). Allows material/texture ipo
for animated motion.
2004-11-22 18:13:56 +00:00
2e33e173f2 Three cases of unitialized variables found.
Hopefully it fixes the black scanlines error, as reported in #1842, but
need MSVC compiler to test it. ;)
2004-11-22 15:32:57 +00:00
39022ffb88 Bug fix, irc report.
Move to layer buttons, using SHIFT+hotkeys to set button values and use
mouse to press OK undid the last change, this due to active flag hanging
on that button. It now clears hotkey active flags on mouseclick first.
2004-11-22 11:48:51 +00:00
46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00
87048d0901 Bug fix #1838
AO option "Use sky" or "Use tex" now also take option "Use distances" into
account, so you can control shades of AO better then.
2004-11-21 22:37:06 +00:00
b4f035e9dc Disabled B-B to goto circle selecting on armature edit mode. 2004-11-21 14:39:20 +00:00
7d7acbf6bd Bug #1865
On appending in posemoding, Blender could crash.
Found out the new 'select appended' also sets the 'active base/object'.
This isn't OK on that level of the code, 'active' exists (and needs to be
set) on UI code level in src/, not in the middle of file reading function.

Also removed weird negative bitflag that enforced 'select appended' to
be default. If you want that, set the flag itself in do_versions or so.
In my opinion it is best saved in .B.blend instead. Another time...
2004-11-21 13:25:54 +00:00
9b9f9fc038 Fix for #1864
In transform code the old global G.totvertsel was still used to define
centroid (editmesh). Replaced with nice local variable.
2004-11-21 12:23:21 +00:00
f2aa00d2d0 Bug fix #1859
Appending or Linking data from other file always cleared scene scriptlinks,
due to having 1 line of code just on wrong location... is bug since 2.25,
so finally something again I didn't recently break in working code :)
2004-11-21 11:44:50 +00:00
0069a48897 Fix for strange (showed in windows only) error that delivered flat curve
deforms by default. Proved to be a [3] array passed on to function needing
[4] array. Bad bad...
Thanks Ole for finding it! :)
2004-11-21 10:42:42 +00:00
cbb66c68f0 - bug fix #1843
https://projects.blender.org/tracker/index.php?func=detail&aid=1843&group_id=9&atid=125

  function find_basis_mball() sometimes returned duplicated MetaBall as basis mball, which caused crash of Blender. It happened only when basis MBall object was used for duplication. It was propably caused by some changes in duplicator code.
2004-11-20 11:59:44 +00:00
a91f7ff763 Bugreports keep coming in... including real bad one.
- Deformed mesh didnt give correct 'orco' anymore on render
- Mesh editmode, "Separate loose parts", crash on empty mesh (no verts)
- Global undo; buttons sending redraw events gave extra undo push called
  "Make single user or local". That latter was wrong event handling for
  REDRAW event, harmless, until now :)

First one is a real showstopper... bah!
2004-11-19 22:44:06 +00:00
63060902e0 Fix for bug #forgot
Edge rotate tool didn't copy face material and smoothing flags.
2004-11-18 14:35:29 +00:00
a0de0d084e Made view3d "home" and "local view" and "zoom to selection" (dot key) doing
all the same. The latter two didnt take aspect ratio of windows into account
2004-11-18 14:34:30 +00:00
b0db81b0df Bug fix #1833
Switching to oops from outliner didn't call a view2d checking, needed because
oops uses different matrix methods than outliner.
2004-11-18 14:32:06 +00:00
e696cdfd70 Bug fix for #1835
Found out the conversion functions for indices <-> framebuffer only went
up to 18 bits, making selection in zbuffer-select (or vpaint/faceselect
even) not work on large datasets. Provided you have 24 bits display, of
course.

This limit was just dangling in the code since long ago... modern times eh!
2004-11-18 13:58:37 +00:00
c7d8c44de9 In plugin mode, blender's zbuffer will now also be filled, so it can be used
with the zblur plugin for faster dof (or other seq.plugins that need the
zbuffer).
I don't think the conversion to a blender zbuffer value is quite correct,
but at least it does produce usable results for zblur without too much
differences with the blender render (at least not for the short tests that I
could do in this short time...)
2004-11-18 05:22:18 +00:00
53d58505c5 Material TexFace mode support was still not quite correct, didn't work for
objects that used faces having same image but not the same material.
2004-11-18 01:50:09 +00:00
cefd1b2729 Three bugfixes from tracker;
- Nurbs objects didnt render ray-transp. Was caused by 1) wrong normal calc
  and 2) quads with vertices on same locations. Solved it with nice code that
  checks illegal quads and turns them into triangles
- Made 'physics engine' variable SUMO default
- Typo in toolbox fix; cyclic isn't F but C
2004-11-17 17:15:36 +00:00
32c95ccae4 Three bugfixes, as reported on release;
- loopselect doesnt work proper with vertices outside window
- outliner crash on script select (potential showstopper...)
- make curve parent menu, press ESC, crashed blender

All minimal changes in code. no new development, promised!
2004-11-16 15:08:42 +00:00