Joshua Leung [Wed, 26 Sep 2007 07:33:31 +0000 (07:33 +0000)]
== Clamp To Constraint ==
Now there's an option for the owner to follow the path of the target cyclically. Previously, if the owner moved past the extents of the side of the bounding-box used for the calculations, the object was placed on the curve at the nearest extent.
This option is only really useful if the curve itself is cyclic, although you can still use it otherwise. To enable, just turn on the cyclic option.
Matt Ebb [Wed, 26 Sep 2007 06:49:16 +0000 (06:49 +0000)]
* Made the UV editor dashed lines a little less overbearing
Campbell Barton [Wed, 26 Sep 2007 06:46:08 +0000 (06:46 +0000)]
re-arranged buttons from matts suggestions. removed some unused vars and added some constants to replaced magick numbers for draw types.
Campbell Barton [Tue, 25 Sep 2007 14:39:04 +0000 (14:39 +0000)]
mistake when setting the active vert color (was setting the color value outside the range of the value)
Joshua Leung [Tue, 25 Sep 2007 09:12:02 +0000 (09:12 +0000)]
Track-To Constraint - Bugfix:
Now this should work nicely again. Somehow I thought I'd committed this change already, but anyways, here it is.
Campbell Barton [Tue, 25 Sep 2007 07:42:55 +0000 (07:42 +0000)]
snap transform for UV editing, missing the draw circle at the moment.
Matt Ebb [Tue, 25 Sep 2007 06:36:02 +0000 (06:36 +0000)]
* Use nice AA lines for curve ui control
Joshua Leung [Tue, 25 Sep 2007 05:04:34 +0000 (05:04 +0000)]
== Armature Animation Fixes ==
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag.
What's new/fixed:
* Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change.
* On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too)
Notes:
- Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo.
- These tags only get removed on frame-changes or inserting new keyframes.
Campbell Barton [Tue, 25 Sep 2007 04:11:57 +0000 (04:11 +0000)]
store snapping in the scene, (theeth's suggestion)
Campbell Barton [Tue, 25 Sep 2007 03:31:12 +0000 (03:31 +0000)]
made active vert/edge/face draw properly with modifiers applied and made their theme default white.
removed active face draw in Face/UV (which is now paint mask mode) mode.
Matt Ebb [Tue, 25 Sep 2007 01:33:29 +0000 (01:33 +0000)]
* Changed the "Not allowed" error message in the Scene set chooser to
something a little more meaningful
Joshua Leung [Tue, 25 Sep 2007 00:15:21 +0000 (00:15 +0000)]
Copy Rot. Constraint - Bugfix:
I've removed the quaternion-based rotation copying that I added during the recode as it was causing artifacts on some rigs.
Joshua Leung [Tue, 25 Sep 2007 00:05:53 +0000 (00:05 +0000)]
This commit might fix some compile errors reported by jms on MSVC 8.0.
error C2036 : http://msdn2.microsoft.com/en-us/library/1kay26wa(vs.71).aspx
Matt Ebb [Mon, 24 Sep 2007 13:17:42 +0000 (13:17 +0000)]
* Adaptive QMC ray shadow sampling wasn't working with transparent shadows - fixed.
Martin Poirier [Mon, 24 Sep 2007 12:25:13 +0000 (12:25 +0000)]
fix typo that broke compilation
Joshua Leung [Mon, 24 Sep 2007 12:14:36 +0000 (12:14 +0000)]
== NLA Editor ==
Added some features to the NLA Editor that had previously only been added for the Action Editor.
* It is now possible to choose whether timing is displayed in Frames or Seconds like in many of the other Animation Editors. Use Ctrl-T or the View menu to change this.
* Autosnap behaviour from Action Editor is now also available for the NLA Editor. It was partially done in the previous commit (for transform). Use the new combo-box on the NLA Editor header (like the one on the Action Editor header) to set this.
* editaction.c: silenced a compiler warning from the previous commit related to a function which is no longer needed.
Joshua Leung [Mon, 24 Sep 2007 11:29:25 +0000 (11:29 +0000)]
== Action and NLA Editor Transform ==
I've refactored the Action and NLA Editor Transform tools to use the Transform System instead of setting up their own transform loops. This should have happened ages ago, but no-one got around to doing so.
* There are still a few bugs left to iron out of a few features, but on the whole it should work as well as it used to. These are: the values which get displayed when working with NLA-scaled actions may not all be correct yet; and the Time-Slide tool in the Action Editor is currently kindof broken.
* One of the main benefits of this work, is that it is now possible to use Numeric Input during Transforms.
* Also, a bug that meant that it was not possible to negatively scale keyframes in the Action Editor has been resolved.
Campbell Barton [Mon, 24 Sep 2007 09:40:09 +0000 (09:40 +0000)]
Made the remaining UV py scripts work with editmesh now.
DrawShadow option didnt check the final derived mesh had CD_MTFACE's can would crash when enabled with mirror modifier.
Matt Ebb [Mon, 24 Sep 2007 03:03:43 +0000 (03:03 +0000)]
* Changed the "Make Links -> To Scene..." menu to use a columned
popup menu - more manageable when you've got a lot of scenes.
Also changed an error message from using a popup menu to the proper
error() function with icon etc.
Matt Ebb [Mon, 24 Sep 2007 02:18:00 +0000 (02:18 +0000)]
* Change/fix to texture comp node
Previously if the texture node was not connected directly as the
second input to a node like Mix, the size of the generated image
was initialised to 140x140, which is not that useful. It now is
initialised to the size of the render result if it exists, and if
not, the size of the scene render sizeX/sizeY.
This alleviates bug #7068, which is caused by the displace node
trying to get pixels from a texture node, where the texture node
doesn't contain pixels to cover the entire image (only 140x140)
but it's not really a bulletproof solution...
Campbell Barton [Sun, 23 Sep 2007 22:02:18 +0000 (22:02 +0000)]
bugfix - running scriptlinks did not initialize the armature weakref dict, thanks for finding caedes!
this bug is in 2.45 but can work around by setting it manually
---
import sys as pysys
try:
pysys.modules['__main__'].__arm_weakrefs
except:
pysys.modules['__main__'].__arm_weakrefs = {}
---
changed how draw modes work - when displaying textured meshes in editmode, only draw selected edges when "Edge Draw" is not enabled. this makes it easy to see the texture/mapping without edges getting in the way.
This means editmode can draw like UV/Face mode did when "Draw Edges" was disabled.
Also made the active vert/edge/face color themeable, still need to set the default to somthing other then pink.
Campbell Barton [Sun, 23 Sep 2007 18:27:01 +0000 (18:27 +0000)]
Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot
some tooltips didnt make much sense, edited a few.
Peter Schlaile [Sun, 23 Sep 2007 17:26:22 +0000 (17:26 +0000)]
== Sequencer / FFMPEG ==
Confused RGBA32 with RGBA.
Peter Schlaile [Sun, 23 Sep 2007 17:16:13 +0000 (17:16 +0000)]
== Sequencer / FFMPEG ==
Updated to latest FFMPEG-version, which uses new swscaler.
Campbell Barton [Sun, 23 Sep 2007 15:10:41 +0000 (15:10 +0000)]
drawimage wasnt updating when shadow mesh was enabled
transform manipulator was shown in sculpt mode which is inconsistant sicne G key dosnt work and other painting modes have this disabled. - thanks theeth for finding this.
Peter Schlaile [Sun, 23 Sep 2007 14:05:22 +0000 (14:05 +0000)]
== Sequencer / FFMPEG ==
Updating to latest FFMPEG version.
Peter Schlaile [Sun, 23 Sep 2007 14:04:23 +0000 (14:04 +0000)]
== Sequencer / FFMPEG ==
Updated FFMPEG to latest version.
Since we now use swscaler, things should be a lot faster!
Please check on Big-Endian, if this still works!
Peter Schlaile [Sun, 23 Sep 2007 14:02:25 +0000 (14:02 +0000)]
== Sequencer / FFMPEG ==
Updated FFMPEG to latest version. (And fixed some Tab-codes, that Emacs
didn't like in OPENEXR-related lines)
Andrea Weikert [Sun, 23 Sep 2007 13:52:08 +0000 (13:52 +0000)]
fixing some compile problems with MSVC7.1/scons
* stupid misplacement of declaration
* replacing fmodf with fmod (fmodf not available with MSVC7.1 when compiling C-code)
* appending CXXFLAGS to CCFLAGS in tools/Blender.py to avoid linking errors with runtime library (/MT not set)
- jesterKing, could you please check if that's ok?
Campbell Barton [Sun, 23 Sep 2007 13:00:35 +0000 (13:00 +0000)]
added lasso selection for UV coords
Campbell Barton [Sun, 23 Sep 2007 10:38:09 +0000 (10:38 +0000)]
missing null check
Nicholas Bishop [Sun, 23 Sep 2007 06:02:58 +0000 (06:02 +0000)]
== Retopo ==
Changed some of the retopo functions to use doubles instead of shorts; this makes the transformation more accurate if the view is zoomed out far enough to have multiple vertices appear at the same pixel location.
Campbell Barton [Sat, 22 Sep 2007 19:28:36 +0000 (19:28 +0000)]
new snap tool in UV mode "Selection -> Adjacent Unselected"
(functionality from recently removed python script: uvcalc_from_adjacent.py)
This is useful when adding faces in areas that are alredy UV mapped, this can be used to snap the selected face to the existing face's UV's.
Campbell Barton [Sat, 22 Sep 2007 17:54:13 +0000 (17:54 +0000)]
added an active face for the mesh editmode and normal mesh - this is needed because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.
This has 2 commands to get and set, so the variable is not accessed directly.
all "UV Calculate" scripts work now
last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.
uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
Campbell Barton [Sat, 22 Sep 2007 15:32:08 +0000 (15:32 +0000)]
made draw shadow work as it used to (I didnt understand at first that this was to draw the subsurfed UV faces)
this is really slow, its unuseable on suzanne subdivided twice on my computer with 2.45 and trunk, this could be sped up however it would need to be subsurf spesific.
Campbell Barton [Sat, 22 Sep 2007 08:34:40 +0000 (08:34 +0000)]
fix for some button overlap problems
Campbell Barton [Sat, 22 Sep 2007 06:58:40 +0000 (06:58 +0000)]
made sticky UV editing options more accessible by adding them to a popup in the header.
Changed how the sticky setting is stored in DNA - (as a char rather then 2 flags).
replaced the UV/FACE icon with another needed for the sticky menu.
removed 2 unused icons.
commented the UV transform panel since it only had 2 buttons in it.
depgraph update calls needed to be added to Ctrl+V/E/F menu's because some commands were crashing.
Ken Hughes [Fri, 21 Sep 2007 20:46:17 +0000 (20:46 +0000)]
Python API
----------
Bgfix #7386: added support for texture flags TEX_PRV_ALPHA, TEX_REPEAT_XMIR and
TEX_REPEAT_YMIR to tex.flags attribute.
Campbell Barton [Fri, 21 Sep 2007 14:34:29 +0000 (14:34 +0000)]
unwrapping would crash if there was no space image
Campbell Barton [Fri, 21 Sep 2007 10:28:04 +0000 (10:28 +0000)]
added draw types for UVs
speedup for UV display (the MTFace loopup is only done once and stored in the EditFaces temp pointer)
Campbell Barton [Thu, 20 Sep 2007 22:38:04 +0000 (22:38 +0000)]
image display option for viewing non square pixels (x/y aspect for each image) - useful when editing UV coords with textures that have been resized to values that run fast in openGL (256/512/1024) but have lost their original aspect ratio, especially useful when rotating UV's.
Bumped the subversion to 2, so the default aspect is set to 1:1.
Made "Repeat Image" option time image drawing and bail out early if its taking too long. (quater of a sec max) this could be avoided if the texture was drawn on a quad, but that wouldnt support other image draw options.
This is a good short term solution because it was possibly to lock up blender if you zoomed out a long way then enabled "Repeat Image".
Matt Ebb [Thu, 20 Sep 2007 05:56:57 +0000 (05:56 +0000)]
* Fix for old files loading up with gloss = 0.0 and gloss samples = 0.
I blame the 2.45 version-raising!
Campbell Barton [Wed, 19 Sep 2007 23:50:46 +0000 (23:50 +0000)]
added a view properties panel for image/uv. moved the cursor x/y there to match the 3d view.
added an optional view setting - Repeat/Tile image display so mapping with tiled textures you dont have to guess the locations or look in the 3d view to see what your mapping to.
copy and face menu was missing depgraph update calls.
Campbell Barton [Wed, 19 Sep 2007 16:28:52 +0000 (16:28 +0000)]
reworked how tile functions, seperated image and tile setting functions/events and made tile work with image pinning.
changed how image replace works,
it used to load a new image and then assign that image to all faces in meshes active UV layer.
without replacing images in textures or images on inactive UV layers
now it simply changes the filename of the existing image and reloads the contense.
This is different in some other subtle ways,
1) replace used to use an existing image if it was available,
this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally.
2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged,
This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again.
Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"
Campbell Barton [Wed, 19 Sep 2007 10:54:49 +0000 (10:54 +0000)]
Local Image View for UV/Editmode
When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image,
this is an option that only displays UV's for faces use the currently displayed image.
Campbell Barton [Wed, 19 Sep 2007 09:15:16 +0000 (09:15 +0000)]
meshes with no faces would raise an eror when setting their .faceUV to true.
Matt Ebb [Wed, 19 Sep 2007 06:07:54 +0000 (06:07 +0000)]
* Documented scene.objects.camera , used for getting the active camera
of a scene.
Campbell Barton [Tue, 18 Sep 2007 19:39:25 +0000 (19:39 +0000)]
fixed copy between UV layers.
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
Diego Borghetti [Tue, 18 Sep 2007 14:01:33 +0000 (14:01 +0000)]
Fix insert_vert_icu, missing the new "fast" argument.
Campbell Barton [Tue, 18 Sep 2007 13:10:17 +0000 (13:10 +0000)]
added pin for images, this is useful because you might want to edit a model's verts without the image changing.
Campbell Barton [Tue, 18 Sep 2007 12:24:22 +0000 (12:24 +0000)]
The option to automatically run scriptlinks wasnt in the preferences so it was not at all obvious that it was a preference. added a button for this in the prefs.
Joshua Leung [Tue, 18 Sep 2007 08:29:18 +0000 (08:29 +0000)]
Missing newline character in printf
Campbell Barton [Tue, 18 Sep 2007 06:41:29 +0000 (06:41 +0000)]
A user submitted a BVH file that took a long time to import (I didnt end up finishing since it was so slow)
this is mainly because adding pose keyframes recalculates every handle so importing became increasingly slow.
added a 'fast' argument to insertkey that python api's insertPoseKey can make use of since it alredy accepts a 'fast' option.
The ~4450 frame, 31 bone BVH imports in ~108sec now
Seperated editmode switch statement in space.c's event handling,
if editmode is disabled, or the images is a render or composite, UV editing operations are ignored.
In previous releases it has given an annoying warning if selecting or scaling is attempted when out of UV/Face mode.
Joshua Leung [Tue, 18 Sep 2007 06:33:24 +0000 (06:33 +0000)]
Another purge of compiler warnings (some of which I've been getting for a while) as a warmup exercise.
Campbell Barton [Tue, 18 Sep 2007 02:59:57 +0000 (02:59 +0000)]
unwrapper wasnt working properly when UVSyncSelection was NOT enabled.
unwrapper and UV mapping menu items were not selecting UV's when initializing a new UV layer
selecting with the brush (BB) in the UV window did not update in the 3D view realtime, use the lock settings to make this work.
Campbell Barton [Mon, 17 Sep 2007 18:24:53 +0000 (18:24 +0000)]
small text cleanup
Campbell Barton [Mon, 17 Sep 2007 18:22:06 +0000 (18:22 +0000)]
New feature for UV/Editmode - 'Sync Mesh Selection' a button in the UV header this mode is disabled by default.
This is implimented by defining macro's that take the mode into account when get/set/checking the selection and that a face can be drawn.
When this is enabled, things work a bit differently
* all faces are drawn in the UV view (except hidden faces).
* selecting faces/verts in the UV window selects them on the mesh also and vice vercer.
* when EditMode (Face only) is enabled, selecting faces in the UV view is not sticky.
* hiding/(de)select all and invert selection simle call the editmesh functions.
* there is no way to select 1 uv corner of 1 face (because a mesh cannot have this as a valid selection) either all UV's that use a vert (sticky), or the whole face.
Kent Mein [Mon, 17 Sep 2007 15:39:03 +0000 (15:39 +0000)]
Added a NULL check that was needed.
Kent
Kent Mein [Mon, 17 Sep 2007 15:32:10 +0000 (15:32 +0000)]
Updated calls to insert_vert_ipo to be
insert_vert_icu since insert_vert_ipo no longer exists.
Kent
Joshua Leung [Mon, 17 Sep 2007 11:43:48 +0000 (11:43 +0000)]
Attempted bugfix for TrackTo constraint - reverting the only change (that I've picked up so far) that I made to the code of the TrackTo constraint. Apparently the Align to Target feature was broken...
Joshua Leung [Mon, 17 Sep 2007 11:41:12 +0000 (11:41 +0000)]
== Action Editor - Copy and Paste Tools ==
Now it is possible to do Copy+Paste in the Action Editor, like in the IPO Editor. There are two new buttons in the Action Editor header for this, using the familiar icons.
* To copy...
Select the keyframes you wish to copy, and the channels that they occur in (except for ShapeKey mode, where it is not possible to select channels). Click copy button.
* To paste...
Place the current frame where you want the first of the keyframes from the buffer is to be pasted. Select all channels you wish the keyframes to be pasted into. Click paste button.
Currently, keyframes are only pasted into 'compatible' curves (i.e. LocX keyframes can only go to LocX, and so on). This may change after user feedback, if this is found to be too restrictive.
== Code Changes ==
I've made a few changes which allow this code to be nicer.
* renamed insert_vert_ipo to insert_vert_icu, as that represents its actual purpose better (and changed all occurrences I could find)
* created a new function, insert_bezt_icu, which does the actual inserting of provided BezTriple data to a given IpoCurve
* recoded insert_vert_icu to use this new function, and also the IPO-Editor keyframe pasting (i.e. pasting in Editmode)
Matt Ebb [Mon, 17 Sep 2007 11:30:45 +0000 (11:30 +0000)]
* For some reason this didn't go through last night - bumped the
subversion for lamp curve mapping loading.
Andrea Weikert [Mon, 17 Sep 2007 11:07:28 +0000 (11:07 +0000)]
fix compile on not-windows platforms, accidentally removed declaration
in warning fix.
Matt Ebb [Mon, 17 Sep 2007 11:07:21 +0000 (11:07 +0000)]
* Tiny tweak to 'set border render (shift B)'. It was always
annoying to have no hotkey to disable render border, having to
switch to render buttons to disable it even though you used a
hotkey shift B to enable it.
This change makes it so that if you drag the border to cover the
entire camera view, it will automatically disable border rendering.
Andrea Weikert [Mon, 17 Sep 2007 10:26:09 +0000 (10:26 +0000)]
thumbs.c: warning fixes
filelist.c: warning fixes
Joshua Leung [Mon, 17 Sep 2007 06:11:06 +0000 (06:11 +0000)]
Patch/Bugfix #7334 by 'gsr b3d:
Some more compiler warning fixes. Some of these seem to be specific to GCC 4.1
Joshua Leung [Mon, 17 Sep 2007 05:26:18 +0000 (05:26 +0000)]
With the scons compiling option 'BF_NO_YAFRAY' or so turned on, there were a few unneeded functions still being compiled in buttons_scene. #ifdef'ing them now to reduced compiler warnings
Joshua Leung [Mon, 17 Sep 2007 05:16:34 +0000 (05:16 +0000)]
filelist.c - culled some compiler warnings.
Elubie, could you check to see if any of these cause problems?
Matt Ebb [Mon, 17 Sep 2007 05:12:57 +0000 (05:12 +0000)]
removed an unused function, was giving warnings.
Joshua Leung [Mon, 17 Sep 2007 05:00:36 +0000 (05:00 +0000)]
Bugfix #7360:
In svn-trunk, deleting a lamp crashed when the Lamp Buttons were active. Also, removed and old duplicate variable.
Campbell Barton [Mon, 17 Sep 2007 04:46:58 +0000 (04:46 +0000)]
when importing sys failed blender could crash on startup. Blender will now exit with an error rather then crashing.
Matt Ebb [Sun, 16 Sep 2007 13:50:34 +0000 (13:50 +0000)]
* Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.
* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance
* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance
* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.
* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.
But much better for precise control over the lamp falloff now is:
* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.
Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg
http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg
http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
Peter Schlaile [Sat, 15 Sep 2007 18:54:03 +0000 (18:54 +0000)]
== Sequencer ==
Bugfix for transform effect by Damiles.
Fixes crash with float buffers. (Don't try to render into output buffers,
that do not exist...)
Campbell Barton [Sat, 15 Sep 2007 18:12:16 +0000 (18:12 +0000)]
new view option, SolidTex, to draw textures in solid mode.
In the view panel as well as the shortcut Shift+T
this works in editmode as well as object mode
giving results like this
http://members.optusnet.com.au/cjbarton/temp1.jpg
where before you could only see textures in textured draw type like this
http://members.optusnet.com.au/cjbarton/temp2.jpg
Campbell Barton [Sat, 15 Sep 2007 10:43:13 +0000 (10:43 +0000)]
added a transform panel to the UV/Image window - at the moment it sets UV and teh cursor location.
added a stap menu to the UV/Image window for snapping the selection and cursor.
reverted to drawing face dots in editmode when Limit Selection is enabled. even though its not needed for selection its consistent and dosnt look like modes are being changed.
Andrea Weikert [Fri, 14 Sep 2007 18:41:00 +0000 (18:41 +0000)]
== imagebrowser ==
* activate imagebrowser for image node with CTRL+LMB on load button in image node.
Andrea Weikert [Fri, 14 Sep 2007 18:21:23 +0000 (18:21 +0000)]
== imagebrowser ==
* fix for do_versions, bump correction of old imasel to all files including version 2.44
* refactoring of filtering code using indices instead of copying entries in filelist
* memleak fix.
Campbell Barton [Fri, 14 Sep 2007 16:12:17 +0000 (16:12 +0000)]
2D Cursor in UV window
this can be placed by the moused and used for transforming around.
still need numeric location input but no room left in the image panel.
Campbell Barton [Fri, 14 Sep 2007 13:25:39 +0000 (13:25 +0000)]
reverted Mesh Specials WKey menu.
Ctrl+V/E/F are still there but Andy and Ton requested this unchanged.
Campbell Barton [Fri, 14 Sep 2007 11:39:53 +0000 (11:39 +0000)]
changed how shading works in editmode
Texture Draw; no shading only textures (better for mapping work)
Shaded Draw; textured with shading (in editmode it used to be like solid draw mode)
ZClip Option; dont draw face center dots.
Campbell Barton [Fri, 14 Sep 2007 06:46:57 +0000 (06:46 +0000)]
* minor changes, edited some tooltips (exr half and zbuf were not that helpful)
* UV coord buttons overlapped others since merging uv/face and editmode.
* added some quad join and triangulate into the Ctrl+F face menu.
* active face cant be hidden anymore.
Kent Mein [Thu, 13 Sep 2007 20:44:00 +0000 (20:44 +0000)]
This should hopefully fix bug
[#7310] FluidSim Domain/Fluid from Duplicate Object Bug Monitor
patch provided by Genscher
Kent
Campbell Barton [Thu, 13 Sep 2007 17:02:42 +0000 (17:02 +0000)]
Selecting faces in editmode did not delimit seams as it does in Face/UV mode.
added this to editmode, only delimit seams if face selectmode is enabled.
Kent Mein [Thu, 13 Sep 2007 16:49:59 +0000 (16:49 +0000)]
Bug spotted by genscher
fluidsimCopyMesh didn't actually do what it was suppose to.
(obvious cut and paste error)
Kent
Kent Mein [Thu, 13 Sep 2007 14:33:21 +0000 (14:33 +0000)]
This is patch [#6772] Background image drawing speedup
Thanks goto Matthew Plough (meestaplu)
I've tested it on linux with both an nvidia and an ATI card,
I've also tested it on a mac and solaris, as well as through a
remote display. So I think this one is pretty safe.
If it causes problems on older systems we can revert it
but I don't think we will have any issues with it.
Kent
Joshua Leung [Thu, 13 Sep 2007 05:15:55 +0000 (05:15 +0000)]
Some more tip->tail naming conversions for consistency in the UI.
Kent Mein [Wed, 12 Sep 2007 20:31:13 +0000 (20:31 +0000)]
Updated make release so that it adds in python version info:
blender-2.44-linux-glibc2.5-x86_64.tar.bz2
is now:
blender-2.44-linux-glibc2.5-x86_64-py2.5.tar.bz2
I know know the same as scons builds but its cleaner with the Makefiles
this way. I could make it like the scons versions but will be more hackish
Kent
Campbell Barton [Wed, 12 Sep 2007 10:35:48 +0000 (10:35 +0000)]
Added UV face rotate and mirror to editmode and re arranged some of the editmode keys
The WKey menu was way too big and not well organized, re-arranged keys like this.
Ctrl+V - Vert Menu (remove doubles, smooth...)
Ctrl+E - Edge Menu - left as is
Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors)
Wkey menu only has subdivide in it now.
filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
Joshua Leung [Wed, 12 Sep 2007 07:33:18 +0000 (07:33 +0000)]
Renamed Root/Tip X/Y/Z buttons in Armature Editmode Transform Panel (NKEY) to Head/Tail for consistency with the rest of Blender.
Matt Ebb [Wed, 12 Sep 2007 03:27:03 +0000 (03:27 +0000)]
* Small fix for a slowdown when rendering fully glossy (1.0)
reflecting/refracting materials with ray shadows. Fully glossy
materials get Full OSA on automatically, so extra redundant samples
were being calculated for the shadows. This has now been fixed by
reducing the shadow samples accordingly if Full OSA is on.
Thanks to Benjamin Thery who notified me of this!
Campbell Barton [Wed, 12 Sep 2007 02:13:35 +0000 (02:13 +0000)]
* added functions to copy between UV and vertex color layers.
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index
since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index
* fixed some warnings
* made the colored edge in active face draw mode only display when texture mode enabled.
Stephen Swaney [Wed, 12 Sep 2007 01:56:50 +0000 (01:56 +0000)]
more gcc 4.1.x warning cleanup:
applied MT_QueryAssert_patch.diff part of
patch [#6994] Fixing warnings: conversion from string constant to char *
Submitted by Renato Perini (mjordan).
Thanks, Renato!
Stephen Swaney [Wed, 12 Sep 2007 01:14:31 +0000 (01:14 +0000)]
warning cleanup:
implicit declaration of function 'EM_add_data_layer'
Stephen Swaney [Wed, 12 Sep 2007 01:01:15 +0000 (01:01 +0000)]
apply first part of patch #6994 - elbeem_warning_patch.diff
Fixing warnings: conversion from string constant to char *
This should make gcc 4.1.x a little happier.
Geoffrey Bantle [Tue, 11 Sep 2007 20:58:00 +0000 (20:58 +0000)]
-> Fix for Mesh Properties Python API
When switching Mesh properties over to METH_O from METH_VARARGS certain method definitions
didn't get switched over correctly, causing calls to mesh property functions to fail.
Geoffrey Bantle [Tue, 11 Sep 2007 17:01:09 +0000 (17:01 +0000)]
-> Selection History Fix
Old bug in selection history meant that face selections were getting erased from
history on editmode toggle.
Campbell Barton [Tue, 11 Sep 2007 14:36:03 +0000 (14:36 +0000)]
Added active drawing in editmode (may need some more work), this hilightes the last selected vert/edge/face, which is needed for moving some of the UV tools into editmode.
Added copy menu for editmode for copying from the active faces material, image, UV's vcols etc,
improved on the current vertex color copy by averaging the 4th color when copying color from a tri to a quad.
And added edge crease and length copy
cerrently verts dont have a copy menu but eventually copy weights would be good.
Campbell Barton [Tue, 11 Sep 2007 10:22:00 +0000 (10:22 +0000)]
udates from stable
Joshua Leung [Tue, 11 Sep 2007 09:36:47 +0000 (09:36 +0000)]
Bugfix:
Copy/pasting multiple ipo curves in editmode, segfaulted due to some misplaced code.
Kent Mein [Tue, 11 Sep 2007 04:05:44 +0000 (04:05 +0000)]
This does nothing to fix the irix stuff but gets rid of a couple of simple
warnings that showup on irix.
Kent