blender.git
14 years ago== Add Constraints Menu ==
Joshua Leung [Thu, 14 Dec 2006 23:20:47 +0000 (23:20 +0000)]
== Add Constraints Menu ==

Now, it is possible to add action constraints to the last selected bone
from the Add Constraint Menu (Ctrl Alt C)

14 years agoConstraints on bones working in 'local' mode, now obey the Enforce
Joshua Leung [Thu, 14 Dec 2006 22:58:22 +0000 (22:58 +0000)]
Constraints on bones working in 'local' mode, now obey the Enforce
value for constraints. Only Copy Rotation used to do so.

Note: only enforce values of 0.0 or 1.0 are useful/totally predictable

14 years agonew Uv-Calculation tool,
Campbell Barton [Thu, 14 Dec 2006 19:36:37 +0000 (19:36 +0000)]
new Uv-Calculation tool,
Click project, a nifty 3 click way to use a face to set a projection aurientation and then 2 more clicks for the U and V scales
with realtime updating as you move the mouse
should be faster then using view project all the time because you dont have to line the view up with the faces.

14 years agofaster sorting syntax in python, try/except for py 2.3 backwards compat
Campbell Barton [Thu, 14 Dec 2006 14:53:32 +0000 (14:53 +0000)]
faster sorting syntax in python, try/except for py 2.3 backwards compat

  ls.sort(key = lambda v: v.foo)
rather then
  ls.sort(lambda a,b: cmp(a.foo, b.foo))

14 years ago* reverted and tweaked UV calculation menu after IRC discussion with Cam
Matt Ebb [Thu, 14 Dec 2006 10:43:13 +0000 (10:43 +0000)]
* reverted and tweaked UV calculation menu after IRC discussion with Cam

14 years agofixed mouseViewRay in BPyWindow, was not applying the objects matrix to the mouse...
Campbell Barton [Thu, 14 Dec 2006 09:56:56 +0000 (09:56 +0000)]
fixed mouseViewRay in BPyWindow, was not applying the objects matrix to the mouse direction correctly.
VCol and Weight gradient work again.

14 years agoobject_apply_def - use new BPy Object API funcs, no error in localview
Campbell Barton [Thu, 14 Dec 2006 03:43:02 +0000 (03:43 +0000)]
object_apply_def - use new BPy Object API funcs, no error in localview
off_export - minor changes
uv_archimap - cleanup. slightly slower but less duplicate code
uv_from_adjacent - nothing

BPY_menus - renamed py slot UvCalculation to UVCalculation to be consistant

14 years ago== Action Editor ==
Joshua Leung [Thu, 14 Dec 2006 00:08:49 +0000 (00:08 +0000)]
== Action Editor ==

When the active action in the action editor is the active strip in the
NLA editor, translating (GKEY) the selected keys now shows the
'visual' time instead of the action's local time in the header.

14 years agoMake 'WITH_OPENAL' a configurable option. This is mostly cosmetic
Chris Want [Wed, 13 Dec 2006 18:31:54 +0000 (18:31 +0000)]
Make 'WITH_OPENAL' a configurable option. This is mostly cosmetic
because it gets set to one value or another on most platforms.
On windows, only link to DirectX if WITH_OPENAL is set to ON
(it isn't needed otherwise). This OpenAL stuff is pretty confusing!

14 years agoReverting IMAnames_to_pupstring to IDnames_to_pupstring
Kent Mein [Wed, 13 Dec 2006 15:37:59 +0000 (15:37 +0000)]
Reverting IMAnames_to_pupstring to IDnames_to_pupstring
until Ton changes it to whatever he was thinking ;)

Kent

14 years agoCMake: Fix reqular expression message on Windows from Apple framework detection by...
Jacques Beuarain [Wed, 13 Dec 2006 12:27:11 +0000 (12:27 +0000)]
CMake: Fix reqular expression message on Windows from Apple framework detection by using common OPENAL_INC variable instead of CMake detection var OPENAL_INCLUDE_DIR

14 years agoArmature Proxy bugfix: synchronizing the pose went wrong when the proxy
Ton Roosendaal [Wed, 13 Dec 2006 08:50:11 +0000 (08:50 +0000)]
Armature Proxy bugfix: synchronizing the pose went wrong when the proxy
had new dependencies added internally (like constraints), changing the
evaluation order for pose channels. My optimized code didn't like it, so
now it falls back to a reliable slower method.

Bug showed as totally messed up characters for proxies...

Also: increased range for 3D Window properties clip-start/end, this is
still a bad construct though...

14 years agopython multi UV support -
Campbell Barton [Wed, 13 Dec 2006 03:21:14 +0000 (03:21 +0000)]
python multi UV support -
active index was incorrect, removing layers after they had non was crashing blender, now raise an error.

14 years agoCMake: Give error on attempts to generate within the sources with
Jacques Beuarain [Wed, 13 Dec 2006 02:57:57 +0000 (02:57 +0000)]
CMake: Give error on attempts to generate within the sources with
instructions on how to do it out-of-source

14 years agoname changes from theeths suggestions
Campbell Barton [Wed, 13 Dec 2006 02:55:49 +0000 (02:55 +0000)]
name changes from theeths suggestions
totUvLayers -> totalUVLayers
addUvLayers -> addUVLayers

14 years agoCrude test so that if openal comes from apple framework stuff, use the
Chris Want [Wed, 13 Dec 2006 02:54:59 +0000 (02:54 +0000)]
Crude test so that if openal comes from apple framework stuff, use the
headers <al.h>, <alc.h>, and <alut.h> instead of <AL/al.h>, <AL/alc.h>,
and <AL/alut.h>

(cmake generated makefiles now work out of the box on my intel mac)

14 years agoSmall typo (-DNO_SOUND instead of -DNOSOUND).
Chris Want [Wed, 13 Dec 2006 02:11:11 +0000 (02:11 +0000)]
Small typo (-DNO_SOUND instead of -DNOSOUND).

14 years agoFixed bug #5402, retopo paint lines don't follow zoom level of 3d viewport. Retopo...
Nicholas Bishop [Wed, 13 Dec 2006 00:54:16 +0000 (00:54 +0000)]
Fixed bug #5402, retopo paint lines don't follow zoom level of 3d viewport. Retopo paint is now specific to one view (the first view you click in after activating retopo paint.)

14 years agoexposed CustomData_get_active_layer_index in BKE_customdata.h (needed by python to...
Campbell Barton [Wed, 13 Dec 2006 00:50:02 +0000 (00:50 +0000)]
exposed CustomData_get_active_layer_index in BKE_customdata.h (needed by python to get the active layer)

added python api stuff to deal with Color and UV/Image layers.

me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int

me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()

Variable names may need changing.

14 years agoBugfix: restriction buttons didn't draw correct when outliner view was
Ton Roosendaal [Tue, 12 Dec 2006 22:03:09 +0000 (22:03 +0000)]
Bugfix: restriction buttons didn't draw correct when outliner view was
'all scenes' or 'groups'. Caused by optizing drawing.

14 years agomesh_edges2curves - edge key optimize and made use of scn.objects rather then Object...
Campbell Barton [Tue, 12 Dec 2006 21:38:04 +0000 (21:38 +0000)]
mesh_edges2curves - edge key optimize and made use of scn.objects rather then Object.New()..
Object.py - passIndex mistake

14 years agoMultiple UV and vertex color layers: (still work in progress)
Brecht Van Lommel [Tue, 12 Dec 2006 21:29:09 +0000 (21:29 +0000)]
Multiple UV and vertex color layers: (still work in progress)

These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData

14 years agoadded ob.passIndex to bpy, changed passIndex tooltip to a better one ton suggested.
Campbell Barton [Tue, 12 Dec 2006 21:01:43 +0000 (21:01 +0000)]
added ob.passIndex to bpy, changed passIndex tooltip to a better one ton suggested.

14 years agoBugfix: usage of 2 unitialized variables (again!). I should set gcc to use
Ton Roosendaal [Tue, 12 Dec 2006 20:24:12 +0000 (20:24 +0000)]
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.

14 years agoBugfix: Object "restrict render" option was missing in vectorblur
Ton Roosendaal [Tue, 12 Dec 2006 16:47:18 +0000 (16:47 +0000)]
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 :).

14 years agoArgh, bugfix to survive non-existing window types made top bar go
Ton Roosendaal [Tue, 12 Dec 2006 14:05:44 +0000 (14:05 +0000)]
Argh, bugfix to survive non-existing window types made top bar go
away.

14 years agosome fixes in a recent contribution, added return values and check for valid pointer...
Erwin Coumans [Tue, 12 Dec 2006 13:24:45 +0000 (13:24 +0000)]
some fixes in a recent contribution, added return values and check for valid pointer, to avoid crashes.

14 years agoCMake: Oops. Fix Info.plist problem from recent changes in bundling steps.
Jacques Beuarain [Tue, 12 Dec 2006 12:43:02 +0000 (12:43 +0000)]
CMake: Oops. Fix Info.plist problem from recent changes in bundling steps.

14 years agoThree-fixes-in-one:
Ton Roosendaal [Tue, 12 Dec 2006 11:13:43 +0000 (11:13 +0000)]
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.

14 years agosimple change, made
Campbell Barton [Tue, 12 Dec 2006 10:38:43 +0000 (10:38 +0000)]
simple change, made
Changed...
  me = NMesh.GetRaw(ob.data.name)
To
  me = NMesh.GetRaw(ob.getData(name_only=1))

The line above converts the entire mesh to a python thick wrapper just to get its name, then only to that that same mesh again??
A lot of older scripts did this but theres no reason to do it.

in most (all?) cases..
  me = ob.data - should be ok, but theres a subtle difference and I dont want to break anything.

xfig_export, xsi_export and videoscape_export need error checking too.

14 years agopopup error if the active objects datatype cant have keys as well as other cases...
Campbell Barton [Tue, 12 Dec 2006 08:05:08 +0000 (08:05 +0000)]
popup error if the active objects datatype cant have keys as well as other cases where it would quit,
use Mesh rather then NMesh to get the keyblock, enable restrictRender for driver objects.

14 years agoadded many checks to uvcopy so it dosnt raise errors.
Campbell Barton [Tue, 12 Dec 2006 07:28:20 +0000 (07:28 +0000)]
added many checks to uvcopy so it dosnt raise errors.
Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace)
obdatacopier - was getting the selection but not using it. made it ignore some read only properties.
BPyMesh - minor change: use face iterator rather then making a tuple()

14 years agobevel_center.py - avoid 2 python errors. (doing recursive before bevel, now UI preven...
Campbell Barton [Tue, 12 Dec 2006 05:29:42 +0000 (05:29 +0000)]
bevel_center.py - avoid 2 python errors. (doing recursive before bevel, now UI prevents this)
console.py - if the scriptdir didnt exist it would do an error, now just ignore and dont try to do the console_autoexec.py stuff
doc_browser.py - If you typed in an invalid module it would give an error and exit, now have a message instead.

14 years agomade the script work with no images, redraw when done and some optimizations.
Campbell Barton [Tue, 12 Dec 2006 04:34:35 +0000 (04:34 +0000)]
made the script work with no images, redraw when done and some optimizations.

14 years agoAdded a new Python slot "UvCalculate", moved Archimap and "UVs from adjacent" into it.
Campbell Barton [Tue, 12 Dec 2006 04:18:45 +0000 (04:18 +0000)]
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)

14 years agoadded some new Bullet files, and upgraded to latest Bullet 2.x
Erwin Coumans [Tue, 12 Dec 2006 03:08:15 +0000 (03:08 +0000)]
added some new Bullet files, and upgraded to latest Bullet 2.x

Please make sure to have extern/bullet/src/LinearMath/btAlignedAllocator.cpp in your build, if you add the files by name, instead of wildcard *.cpp

14 years agoFixed bug #5403, sculpt - alpha brush sizing shows fade even if fade is disabled
Nicholas Bishop [Tue, 12 Dec 2006 02:36:21 +0000 (02:36 +0000)]
Fixed bug #5403, sculpt - alpha brush sizing shows fade even if fade is disabled

14 years agoKludge to ensure that the BPY_*.[od] files are deleted during
Chris Want [Tue, 12 Dec 2006 01:30:24 +0000 (01:30 +0000)]
Kludge to ensure that the BPY_*.[od] files are deleted during
"make clean".

14 years agodont remove dummy 0 index verts to workaround me.verts.delete([...]) being buggy...
Campbell Barton [Mon, 11 Dec 2006 23:03:14 +0000 (23:03 +0000)]
dont remove dummy 0 index verts to workaround me.verts.delete([...]) being buggy (since tface > mtface conversion)

14 years agoBugfix #5406
Ton Roosendaal [Mon, 11 Dec 2006 19:20:10 +0000 (19:20 +0000)]
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.

14 years agoPython API
Ken Hughes [Mon, 11 Dec 2006 17:13:56 +0000 (17:13 +0000)]
Python API
----------

Fix some typos in the documentation.

14 years agoadded a note about using SCons version 0.96.1
Stephen Swaney [Mon, 11 Dec 2006 13:52:23 +0000 (13:52 +0000)]
added a note about using SCons version 0.96.1
problems reported with beta versions with mingw on forum.

14 years agoBugfix #5401
Ton Roosendaal [Mon, 11 Dec 2006 11:33:03 +0000 (11:33 +0000)]
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

14 years agoAdded missing menu entry for marker editing - Select/Deselect All Markers
Joshua Leung [Mon, 11 Dec 2006 08:59:05 +0000 (08:59 +0000)]
Added missing menu entry for marker editing - Select/Deselect All Markers

14 years agoadded the flag group_exclusive to material
Campbell Barton [Mon, 11 Dec 2006 08:57:39 +0000 (08:57 +0000)]
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

14 years agoFace properties were being propagated from the second highest level downwards, rather...
Nicholas Bishop [Mon, 11 Dec 2006 04:02:29 +0000 (04:02 +0000)]
Face properties were being propagated from the second highest level downwards, rather than than from the level beneath the current one.

14 years agoA little bit of code cleanup:
Joshua Leung [Mon, 11 Dec 2006 03:47:15 +0000 (03:47 +0000)]
A little bit of code cleanup:
* Moved BEZSELECTED macro to blendef.h as it is used in several files
* Removed other duplicated macros

14 years agorenamed objects.add() and .remove() to .link() and .unlink() for scene and group...
Campbell Barton [Mon, 11 Dec 2006 03:23:17 +0000 (03:23 +0000)]
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)

14 years agoRe-added the BKey hotkeys to sculpt mode
Nicholas Bishop [Mon, 11 Dec 2006 02:45:41 +0000 (02:45 +0000)]
Re-added the BKey hotkeys to sculpt mode

14 years agoDo a better job of propagating face data in multires, including flags and materials
Nicholas Bishop [Mon, 11 Dec 2006 01:54:34 +0000 (01:54 +0000)]
Do a better job of propagating face data in multires, including flags and materials

14 years agoPython API
Ken Hughes [Mon, 11 Dec 2006 01:44:59 +0000 (01:44 +0000)]
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.

14 years agoCleaned up radiosity mesh adding code, was using ugly pointer tricks.
Brecht Van Lommel [Sun, 10 Dec 2006 23:39:20 +0000 (23:39 +0000)]
Cleaned up radiosity mesh adding code, was using ugly pointer tricks.

14 years ago=bad level calls=
Tom Musgrove [Sun, 10 Dec 2006 23:31:17 +0000 (23:31 +0000)]
=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...

14 years agoComposite & Pass render goodies:
Ton Roosendaal [Sun, 10 Dec 2006 20:30:15 +0000 (20:30 +0000)]
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.

14 years agoFixed bug #5353, retopo paint - changing in and out of full screen double frees
Nicholas Bishop [Sun, 10 Dec 2006 19:09:19 +0000 (19:09 +0000)]
Fixed bug #5353, retopo paint - changing in and out of full screen double frees

14 years agoThe fade togglebutton should show for the Default, untextured brush.
Nicholas Bishop [Sun, 10 Dec 2006 18:34:14 +0000 (18:34 +0000)]
The fade togglebutton should show for the Default, untextured brush.

14 years agoCMake: Fix postbuild step in Unix Makefiles because cp return error code
Jacques Beuarain [Sun, 10 Dec 2006 17:38:38 +0000 (17:38 +0000)]
CMake: Fix postbuild step in Unix Makefiles because cp return error code
for CVS dir.

14 years agoDisabling the code is revision 1.161 that was tripping up users
Chris Want [Sun, 10 Dec 2006 17:22:47 +0000 (17:22 +0000)]
Disabling the code is revision 1.161 that was tripping up users
building with mingw.

14 years agoCMake: Copy packaging files for Unix in post-build and fill in missing files for...
Jacques Beuarain [Sun, 10 Dec 2006 17:09:48 +0000 (17:09 +0000)]
CMake: Copy packaging files for Unix in post-build and fill in missing files for other platforms as well (plugins, text etc.)

14 years agoCMake: Copy .blender structure and necessary dlls for Windows builds as part of the...
Jacques Beuarain [Sun, 10 Dec 2006 14:49:28 +0000 (14:49 +0000)]
CMake: Copy .blender structure and necessary dlls for Windows builds as part of the postbuild to target directories.

14 years agoBugfix #5399
Ton Roosendaal [Sun, 10 Dec 2006 13:20:57 +0000 (13:20 +0000)]
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.

14 years agoCMake: Remove odbc32 odbccp32 libs from Windows linking, these came from the SCons...
Jacques Beuarain [Sun, 10 Dec 2006 12:12:05 +0000 (12:12 +0000)]
CMake: Remove odbc32 odbccp32 libs from Windows linking, these came from the SCons configs and are apparently not needed. They cause problems on VS Express C++ builds.

14 years agoBugfix: (2nd part of bug #5393)
Joshua Leung [Sun, 10 Dec 2006 05:52:51 +0000 (05:52 +0000)]
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.

14 years agoHotkeys for Mirror operations are now correct. Shift M not Ctrl M.
Joshua Leung [Sun, 10 Dec 2006 05:11:50 +0000 (05:11 +0000)]
Hotkeys for Mirror operations are now correct. Shift M not Ctrl M.

14 years agoFixed bug #5390, smooth brush ignores verts on outer edge
Nicholas Bishop [Sun, 10 Dec 2006 05:05:48 +0000 (05:05 +0000)]
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.

14 years ago== NLA Editor ==
Joshua Leung [Sun, 10 Dec 2006 02:57:17 +0000 (02:57 +0000)]
== 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.

14 years agoBugfix #5383
Ton Roosendaal [Sat, 9 Dec 2006 15:21:00 +0000 (15:21 +0000)]
Bugfix #5383

Raytraced transparent: silly error in commit of dec 5, forgot one multiply
in the code, which made transparency look very much different.

14 years agoPython API
Ken Hughes [Sat, 9 Dec 2006 06:17:14 +0000 (06:17 +0000)]
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.

14 years agoGrab brush shouldn't show strength slider
Nicholas Bishop [Sat, 9 Dec 2006 01:10:21 +0000 (01:10 +0000)]
Grab brush shouldn't show strength slider

14 years agoFixed bug #5368 retopology - tooltips in header are not shown
Nicholas Bishop [Sat, 9 Dec 2006 00:08:56 +0000 (00:08 +0000)]
Fixed bug #5368 retopology - tooltips in header are not shown

14 years agoTemporal fix probably... Campbell has crashes in depsgraph, but that case
Ton Roosendaal [Fri, 8 Dec 2006 22:08:52 +0000 (22:08 +0000)]
Temporal fix probably... Campbell has crashes in depsgraph, but that case
should not happen. This commit adds a harmless NULL check, but still.

14 years agoCrash fix in adding lightgroups: previewrender.c sets ob->data to NULl for
Ton Roosendaal [Fri, 8 Dec 2006 22:00:44 +0000 (22:00 +0000)]
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!

14 years agoNode editing usablity!
Ton Roosendaal [Fri, 8 Dec 2006 21:20:36 +0000 (21:20 +0000)]
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

14 years agoPreview.blend: made lightgroup "Override" for all lamps, to allow
Ton Roosendaal [Fri, 8 Dec 2006 18:38:37 +0000 (18:38 +0000)]
Preview.blend: made lightgroup "Override" for all lamps, to allow
lightgroups to be ignored in preview render.

14 years agoLightgroups!
Ton Roosendaal [Fri, 8 Dec 2006 18:37:55 +0000 (18:37 +0000)]
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.

14 years agoOnly-shadow AO was inversed... and it didn't use the material ambient or
Ton Roosendaal [Fri, 8 Dec 2006 15:07:50 +0000 (15:07 +0000)]
Only-shadow AO was inversed... and it didn't use the material ambient or
the AO strength factor.

14 years agoAnother crasher: shadow in a ray-mirror crashed, unitialized vars again...
Ton Roosendaal [Fri, 8 Dec 2006 14:40:33 +0000 (14:40 +0000)]
Another crasher: shadow in a ray-mirror crashed, unitialized vars again...
Gotta review how raytracing code uses memory once :)

14 years agoTwo bugfixes:
Ton Roosendaal [Fri, 8 Dec 2006 11:51:31 +0000 (11:51 +0000)]
Two bugfixes:

#5387: transparent shadow crashed, caused by passes recode
irc report: buffer shadow for tangent shaders didn't work. (2.42 bug)

14 years agoNumerous fixes in Render code:
Ton Roosendaal [Fri, 8 Dec 2006 09:40:44 +0000 (09:40 +0000)]
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).

14 years agoFix for bug #5369, retopology - undo reverts elipse to pen
Nicholas Bishop [Fri, 8 Dec 2006 00:44:44 +0000 (00:44 +0000)]
Fix for bug #5369, retopology - undo reverts elipse to pen

Moved the retopo tool settings into ToolSettings.

14 years agoBug, caused by render recode for passes: raytraced transparency didn't
Ton Roosendaal [Thu, 7 Dec 2006 21:48:31 +0000 (21:48 +0000)]
Bug, caused by render recode for passes: raytraced transparency didn't
clear osa vectors for UV, causing textures to not show correct when
traced.

14 years agoI ment to commit this earlier but things kept comming up.
Kent Mein [Thu, 7 Dec 2006 20:21:43 +0000 (20:21 +0000)]
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

14 years agoPython API
Ken Hughes [Thu, 7 Dec 2006 20:15:52 +0000 (20:15 +0000)]
Python API
==========

Fix typo in Scene documentation.

14 years agoFix for bug #5177: EdgeSplit modifier mode "From Flag" doesn't show sharp
Ben Batt [Thu, 7 Dec 2006 18:30:00 +0000 (18:30 +0000)]
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.

14 years agoPass render errors (thanks to irc review, thanks ZanQdo!)
Ton Roosendaal [Thu, 7 Dec 2006 17:54:15 +0000 (17:54 +0000)]
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.

14 years agoSmall plumiferos wishlist item.
Kent Mein [Thu, 7 Dec 2006 16:48:15 +0000 (16:48 +0000)]
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

14 years agoStupid me bug! I've removed nicely global variables, which was used for
Ton Roosendaal [Thu, 7 Dec 2006 16:30:28 +0000 (16:30 +0000)]
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.

14 years agoLittle commit to roll back a previous one. Previous commit caused nVidia
Roland Hess [Thu, 7 Dec 2006 16:04:12 +0000 (16:04 +0000)]
Little commit to roll back a previous one. Previous commit caused nVidia
on OSX to have slow selection and mouse response.

Code from the previous commit is still there, but the #define that
triggers it has been commented out.

14 years agoAdding a function that gets a list of polylines from a curve object
Campbell Barton [Thu, 7 Dec 2006 15:22:55 +0000 (15:22 +0000)]
Adding a function that gets a list of polylines from a curve object

curve2vecs(ob, WORLDSPACE= True):
'''
Takes a curve object and returns a list of vec lists (polylines)
one list per curve

This is usefull as a way to get a polyline per curve
so as not to have to deal with the spline types directly
'''

14 years agoFix in outliner code: var declaration on wrong place (gcc won't warn!)
Ton Roosendaal [Thu, 7 Dec 2006 14:32:38 +0000 (14:32 +0000)]
Fix in outliner code: var declaration on wrong place (gcc won't warn!)

14 years agoWork on RenderLayer and Pass control:
Ton Roosendaal [Thu, 7 Dec 2006 14:17:38 +0000 (14:17 +0000)]
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'. :)

14 years ago== Auto-Keying - Needed ==
Joshua Leung [Thu, 7 Dec 2006 09:31:51 +0000 (09:31 +0000)]
== Auto-Keying - Needed ==

Now bones in target-less ik chains get keyed correctly. Reversing
the part of yesterday's commit regarding bones.

14 years agoCMake: Move genrated dna.c and cmake_blender_libs.txt to binary directories to keep...
Jacques Beuarain [Thu, 7 Dec 2006 00:18:57 +0000 (00:18 +0000)]
CMake: Move genrated dna.c and cmake_blender_libs.txt to binary directories to keep source dir pristine. Also flag removed libraries as status and not "error" messages.

14 years agoSome pretty hard core bullet2 cleaning (kills the bullet2 lib and headers
Chris Want [Wed, 6 Dec 2006 22:44:47 +0000 (22:44 +0000)]
Some pretty hard core bullet2 cleaning (kills the bullet2 lib and headers
in the lib dir).

14 years ago=IDProperties C-API tiny update=
Joseph Eagar [Wed, 6 Dec 2006 19:20:06 +0000 (19:20 +0000)]
=IDProperties C-API tiny update=

IDP_GroupIterNext returned void* rather then IDProperty*.
Made it IDProperty*.

BTW, any people out there interested in using IDProperties
from the C side, feel free to email me comments and (especially!)
file bugreports assigned to me in the tracker. :)

14 years agoTools
Ken Hughes [Wed, 6 Dec 2006 17:56:38 +0000 (17:56 +0000)]
Tools
-----

Fix typo in Material "TraShadow" tooltip.

14 years agoAnother fix for pass recode: lamp shadow for lamps not in visible
Ton Roosendaal [Wed, 6 Dec 2006 15:48:40 +0000 (15:48 +0000)]
Another fix for pass recode: lamp shadow for lamps not in visible
render-layers or with option "only layer" was still calculated, giving
unnecessary slowdowns.

14 years agoBugfix (caused by passes work): the 'default material' needed to become
Ton Roosendaal [Wed, 6 Dec 2006 15:40:50 +0000 (15:40 +0000)]
Bugfix (caused by passes work): the 'default material' needed to become
initialized properly before rendering. Effect was that shadow for Objects
without material looked weird.

14 years agoBugfix #5356
Ton Roosendaal [Wed, 6 Dec 2006 14:37:52 +0000 (14:37 +0000)]
Bugfix #5356

Outliner: the new 'restriction' options were drawn as buttons, and created
always even when not visible. Gave big slowdowns on large data sets.

Also: help lines were drawn as shorts, should be floats

Cannot fix: button coordinates are short by default still, giant outliner
data sets draw buttons in wrong location.

Did add nice feature though; on several events the outliner now is not
being re-built anymore, but redrawn only. I want to be a bit conservative
with it though... but it happens for:
- LMB drag to select items
- pageup/down, scrollwheel, mmb scroll
- search item
- show active item
- toggle selection
Makes a good difference :)

14 years agoRemoved SlowerDraw and FasterDraw buttons in Mesh panel after discussion
Ben Batt [Wed, 6 Dec 2006 12:34:26 +0000 (12:34 +0000)]
Removed SlowerDraw and FasterDraw buttons in Mesh panel after discussion
with Ton on IRC. This feature was old, something of a hack and didn't really
work well with the modifier stack. To paraphrase Ton: We want to make blender
higher quality, so poorly thought out code should be removed, or replaced
with decent implementations.