blender.git
11 years agoCommiting fftw lib into extern for ocean patch
Daniel Genrich [Sun, 28 Sep 2008 02:17:05 +0000 (02:17 +0000)]
Commiting fftw lib into extern for ocean patch

11 years agoBGE patch: create new BulletSoftBody data block to store bullet soft body specific...
Benoit Bolsee [Sat, 27 Sep 2008 21:52:20 +0000 (21:52 +0000)]
BGE patch: create new BulletSoftBody data block to store bullet soft body specific parameters.

Previously we tried to share the parameters with the
blender render soft body but there were too many differences.

MSVC project files updated.

11 years agoCleaned up unused variables and functions.
Ian Thompson [Sat, 27 Sep 2008 19:57:32 +0000 (19:57 +0000)]
Cleaned up unused variables and functions.

11 years agoGlobal Clipboard Patch (17370)
Ian Thompson [Sat, 27 Sep 2008 19:47:38 +0000 (19:47 +0000)]
Global Clipboard Patch (17370)
Text, ID names and RGB colours in the interface are now copied to and pasted from the system clipboard allowing them to be copied from and pasted into the text editor. Colours are encoded as floats in the form [r.rrrrrr, g.gggggg, b.bbbbbb] making them easy to use in Python scripts.

11 years agoFixed recent changes to text editor which broke building with MSVC and also cleaned...
Ian Thompson [Sat, 27 Sep 2008 19:20:32 +0000 (19:20 +0000)]
Fixed recent changes to text editor which broke building with MSVC and also cleaned up some compiler warnings. (Actually, Benoit seems to have beaten me to it, but I found moving the #includes worked without undefining INT)

The header button is great but it didn't function for 2 seconds between clicks due to the old code waiting between modification checks. Fixed that now too :)

11 years agoFix compilation problem in Windows and update MSVC project files
Benoit Bolsee [Sat, 27 Sep 2008 19:05:00 +0000 (19:05 +0000)]
Fix compilation problem in Windows and update MSVC project files

11 years agotext editor changes
Campbell Barton [Sat, 27 Sep 2008 15:32:28 +0000 (15:32 +0000)]
text editor changes
* out of sync text dosnt automatically popup a menu anymore since it was too easy to click on it without intending to, moved this to an alert button on the header.
* "_" character was acting as a delimiter, but in python its not.
* renamed "File" to "Text" (so as not to confuse with blenders file menu)
* added redraw_alltext function to remove many duplicate loops where every text display is redrawn.

11 years agolinear ipo curves were still using their handles to calculate an extrapolated value.
Campbell Barton [Sat, 27 Sep 2008 10:08:19 +0000 (10:08 +0000)]
linear ipo curves were still using their handles to calculate an extrapolated value.
It would only work when the bezier point had its handles set to auto before changing to a linear IpoCurve since the handles were being recalculated during transform.

11 years agoBugfix #17693: Visual Rot Keying Broken
Joshua Leung [Sat, 27 Sep 2008 09:11:44 +0000 (09:11 +0000)]
Bugfix #17693: Visual Rot Keying Broken

The problem was due to a wrong number of IPO-channels getting keyed for the quaternion channels (3 instead of 4). Was a simple copy+paste error.

Also added in check for using "Limit Distance" constraint when using VisualKeying.

11 years ago[#17692] Text Editor Line Number Background theme option
Campbell Barton [Sat, 27 Sep 2008 08:15:10 +0000 (08:15 +0000)]
[#17692] Text Editor Line Number Background theme option
from Dalai Felinto (dfelinto)

11 years agoLots of mingw/gcc compiler warning fixes
Joshua Leung [Sat, 27 Sep 2008 06:49:10 +0000 (06:49 +0000)]
Lots of mingw/gcc compiler warning fixes

11 years agoAuto-Keyframing (per scene):
Joshua Leung [Sat, 27 Sep 2008 06:29:52 +0000 (06:29 +0000)]
Auto-Keyframing (per scene):

Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs.

New scenes have their auto-keyframing settings initialised from the user-preferences.

11 years agoKeyframing:
Joshua Leung [Sat, 27 Sep 2008 04:51:42 +0000 (04:51 +0000)]
Keyframing:

* Tidied up code a bit to remove an extra var declaration that may have been causing problems with Visual Keying

* Added buttons to Insert/Delete keyframes from current frame into Timeline header. Note that it preferentially works will insert keyframes for a 3d-view (if it exists), otherwise it "should" take the largest area available.

11 years agoforce collision bound type to be convex hull or concave triangle mesh for soft bodies
Erwin Coumans [Sat, 27 Sep 2008 00:36:18 +0000 (00:36 +0000)]
force collision bound type to be convex hull or concave triangle mesh for soft bodies
set collision margin between soft and mesh back to .3, smaller is not useable (yet)

11 years agofixed some outstanding issues with Bullet soft bodies:
Erwin Coumans [Fri, 26 Sep 2008 23:20:31 +0000 (23:20 +0000)]
fixed some outstanding issues with Bullet soft bodies:
1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size
2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf

11 years agofixed soft body collision against concave triangle meshes.
Erwin Coumans [Fri, 26 Sep 2008 21:49:26 +0000 (21:49 +0000)]
fixed soft body collision against concave triangle meshes.

11 years agoavoid adding degenerate faces to a Bullet soft body
Erwin Coumans [Fri, 26 Sep 2008 21:27:33 +0000 (21:27 +0000)]
avoid adding degenerate faces to a Bullet soft body

11 years agoMerge of SimpleDeform modifier from soc-2008-jaguarandi branch
Andre Susano Pinto [Fri, 26 Sep 2008 21:21:20 +0000 (21:21 +0000)]
Merge ... SimpleDeform modifier from soc-2008-jaguarandi branch

http://wiki.blender.org/index.php/User:Jaguarandi/SummerOfCode2008/SimpleDeform

11 years agoUpdate MSVC project files
Benoit Bolsee [Fri, 26 Sep 2008 19:38:07 +0000 (19:38 +0000)]
Update MSVC project files

11 years agonurbs surface resolution is now per segment rather then being distributed over the...
Campbell Barton [Fri, 26 Sep 2008 19:00:49 +0000 (19:00 +0000)]
nurbs surface resolution is now per segment rather then being distributed over the whole surface.
This is what 2D do alredy and makes resolution settings more like subsurf level.

- This makes it impossible to have a lower resolution output then the nurbs cage, however this dosnt seem a very useful feature.
- Using the do-versions from recent curve interpolation fix.

Tested with these files.

http://digilander.libero.it/pafurijaz/Files/Blender/Libellula.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Martello.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Punta.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Phones.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tubo.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Pipe.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Tire.zip
http://digilander.libero.it/pafurijaz/Files/Blender/Cotton.zip

11 years agoBGE patch: local/global flag to distance contraint actuator.
Benoit Bolsee [Fri, 26 Sep 2008 18:03:14 +0000 (18:03 +0000)]
BGE patch: local/global flag to distance contraint actuator.

Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected).
The N flag works differently in this case: only the object
orientation is changed to be parallel to the normal at the hit
point.

The linear velocity is now changed so that the speed along the
ray axis is null. This eliminates the need to compensate the
gravity when casting along the Z axis.

11 years agoUpdate MSVC project files
Benoit Bolsee [Fri, 26 Sep 2008 17:46:55 +0000 (17:46 +0000)]
Update MSVC project files

11 years agoBullet build system fixes: add gimpact to the makefiles, and fix
Brecht Van Lommel [Fri, 26 Sep 2008 16:43:50 +0000 (16:43 +0000)]
Bullet build system fixes: add gimpact to the makefiles, and fix
blenderplayer linking for scons.

11 years agoMade simple deform limits be relative to BV of object
Andre Susano Pinto [Fri, 26 Sep 2008 16:14:35 +0000 (16:14 +0000)]
Made simple deform limits be relative to BV of object

11 years agoBugfix: the game player did not initialize tiff and quicktime, so loading
Brecht Van Lommel [Fri, 26 Sep 2008 14:54:21 +0000 (14:54 +0000)]
Bugfix: the game player did not initialize tiff and quicktime, so loading
those file formats did not work. Also made sure G.order is initialized as
otherwise some reading tiff goes wrong.

11 years agoFixed a UI bug on shrinkwrap constraint
Andre Susano Pinto [Fri, 26 Sep 2008 13:47:41 +0000 (13:47 +0000)]
Fixed a UI bug on shrinkwrap constraint
Fixed vertexs weights on simpledeform modifier (they weren't working if the modifier was the first on stack, since it wasnt receiving a DerivedMesh with vertex weights)

11 years agoPatch #17346: Align bones in edit mode
Joshua Leung [Fri, 26 Sep 2008 08:51:05 +0000 (08:51 +0000)]
Patch #17346: Align bones in edit mode
Submitted by: Lorenzo Pierfederici (lento)

This patch adds the CTRL-ALT-A hotkey to align bones in armature edit mode.

It works the same way as parenting: selected bones will be aligned with active bone, if only one bone is selected it
will be aligned with its parent (if any)

Thanks!

11 years agoscons/mingw linking fixes with bullet - adjusting priorities to find libs
Joshua Leung [Fri, 26 Sep 2008 08:40:35 +0000 (08:40 +0000)]
scons/mingw linking fixes with bullet - adjusting priorities to find libs

11 years ago* split collision lib into its subparts
Nathan Letwory [Fri, 26 Sep 2008 08:05:18 +0000 (08:05 +0000)]
* split collision lib into its subparts
    -This is to remedy long command-line troubles for scons/mingw users. Hopefully this goes ok on other platforms too :)

11 years agosupport concave soft bodies, preliminary. could be used for cloth too. need vertex...
Erwin Coumans [Fri, 26 Sep 2008 06:25:35 +0000 (06:25 +0000)]
support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects.

11 years agoAllow Bullet soft bodies to be created using a AddObject actuator. Added a fake world...
Erwin Coumans [Fri, 26 Sep 2008 02:27:59 +0000 (02:27 +0000)]
Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)

11 years agoSimpleDeform now initializes limit values to the BB when its added to an object
Andre Susano Pinto [Fri, 26 Sep 2008 02:02:02 +0000 (02:02 +0000)]
SimpleDeform now initializes limit values to the BB when its added to an object

11 years agodon't apply vertex transformation for deformable game soft bodies.
Erwin Coumans [Thu, 25 Sep 2008 21:04:41 +0000 (21:04 +0000)]
don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.

11 years agoFix for [#17677] Blender Crash when Baking Boids
Janne Karhu [Thu, 25 Sep 2008 18:31:01 +0000 (18:31 +0000)]
Fix for [#17677] Blender Crash when Baking Boids
- A check for getting the "better" dm was missing from the boids code. I plan on converting the boids code into using the collision modifier one of these days but hopefully this quick fix will do for now.

11 years agoavoid crash and apply force for soft bodies.
Erwin Coumans [Thu, 25 Sep 2008 17:53:15 +0000 (17:53 +0000)]
avoid crash and apply force for soft bodies.
copy normals for soft body vertices, to get proper lighting

11 years ago[#17679] BGE print statement when start and when finish
Campbell Barton [Thu, 25 Sep 2008 17:43:06 +0000 (17:43 +0000)]
[#17679] BGE print statement when start and when finish
from Dalai Felinto (dfelinto)

would useually not encourage prints in these cases, except its often useful to know if an error happened since you last pressed Pkey and without this you end up needing to manually clear the terminal.

11 years agore-use some Blender soft body settings for Bullet game soft bodies
Erwin Coumans [Thu, 25 Sep 2008 16:48:25 +0000 (16:48 +0000)]
re-use some Blender soft body settings for Bullet game soft bodies

11 years agoBGE patch: add Debug button next to object state. The object state mask will be print...
Benoit Bolsee [Thu, 25 Sep 2008 16:19:07 +0000 (16:19 +0000)]
BGE patch: add Debug button next to object state. The object state mask will be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name).

11 years agoUpdate MSVC project files for blenderplayer
Benoit Bolsee [Thu, 25 Sep 2008 16:13:17 +0000 (16:13 +0000)]
Update MSVC project files for blenderplayer

11 years agoThis is part of the cleanup Campbell wanted :)
Kent Mein [Thu, 25 Sep 2008 15:39:46 +0000 (15:39 +0000)]
This is part of the cleanup Campbell wanted :)

Just getting rid of license_key stuff.

The project files still need to be updated:
projectfiles_vc7/blender/src/BL_src_cre.vcproj
projectfiles_vc7/blender/blendercompactNG.vcproj

Just search for these files in them.

Kent

11 years agopatch [#17683] Fix OBJ import line endings
Campbell Barton [Thu, 25 Sep 2008 13:17:56 +0000 (13:17 +0000)]
patch [#17683] Fix OBJ import line endings
from Tom Nixon (greysquare)  for fixing [#17681] .OBj import issues

11 years agoUpdate of the very ancient 2.3 text of blender.html.
Ton Roosendaal [Thu, 25 Sep 2008 11:30:39 +0000 (11:30 +0000)]
Update of the very ancient 2.3 text of blender.html.
Thanks Nathan Letwory for the poke!

11 years agobinreloc include was wrong for make, removed last YESIAMSTUPID
Campbell Barton [Thu, 25 Sep 2008 08:41:11 +0000 (08:41 +0000)]
binreloc include was wrong for make, removed last YESIAMSTUPID

11 years agoimproved game soft bodies, works for objects that are using 'set smooth'
Erwin Coumans [Thu, 25 Sep 2008 03:02:30 +0000 (03:02 +0000)]
improved game soft bodies, works for objects that are using 'set smooth'
use shape matching by default for game soft bodies
store soft body index for game vertices

11 years agoBGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() Python...
Benoit Bolsee [Wed, 24 Sep 2008 22:58:49 +0000 (22:58 +0000)]
BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() Python function.

11 years agoMade Object-level copy constraints work the same as for bones now too
Joshua Leung [Wed, 24 Sep 2008 11:52:31 +0000 (11:52 +0000)]
Made Object-level copy constraints work the same as for bones now too

11 years agoCreated a KX_SoftBodyDeformer for real-time soft bodies.
Erwin Coumans [Wed, 24 Sep 2008 03:12:10 +0000 (03:12 +0000)]
Created a  KX_SoftBodyDeformer for real-time soft bodies.
Added SetDeformer/GetDeformer() to KX_GameObject.
Store mapping between graphics/soft body vertices (work-in-progress)
Real-time soft body integration is still very premature, but
for a quick preview, see this testfile:
http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend

11 years agoPatch #17675: Tooltips for fluid control panel - provided by Kai Kostack
Daniel Genrich [Wed, 24 Sep 2008 01:39:55 +0000 (01:39 +0000)]
Patch #17675: Tooltips for fluid control panel - provided by Kai Kostack

11 years agoFixing compile warnings
Daniel Genrich [Wed, 24 Sep 2008 00:23:01 +0000 (00:23 +0000)]
Fixing compile warnings

11 years agoBGE bug #17657 fixed: dRotY doesn't work properly after 90 degrees rotation.
Benoit Bolsee [Tue, 23 Sep 2008 20:07:15 +0000 (20:07 +0000)]
BGE bug #17657 fixed: dRotY doesn't work properly after 90 degrees rotation.

This problem is caused by discontinuities in the conversion
orientation matrix -> euler angles: the angle sign can
switch and thus the direction of the rotation produced
by the dRot Ipo.

To avoid this bug, the matrix->euler conversion must be
avoided during the game. I took the following approach that
is compatible with Blender (identical effect in the game and
in the 3D view):

- no change in Add mode: Rot and dRot are treated as additional
rotation to the orientation at the start of the Ipo. There is
no matrix->euler conversion and thus no discontinuities.

- Rot Ipo are treated as absolute rotation. All 3 axis should
be specified but if they are not, the startup object orientation
will be used to set the unspecified axis. By doing a matrix->
euler conversion once at the start, the discontinuities are
avoided. If there are also dRot curves, they are treated as
delta of the corresponding Rot curve or startup angle.

- dRot Ipo are treated as Add mode in Local axis.

Note about Add mode: Rot and dRot curves are treated identically
during the game. However, only dRot curves make sense because
they don't interfere with the object orientation in the 3D view.

11 years agocalculate curve radius for drawing curve normals
Campbell Barton [Tue, 23 Sep 2008 15:57:05 +0000 (15:57 +0000)]
calculate curve radius for drawing curve normals

11 years agodisable magnification filtering when mipmap is off. useful for texture low poly models.
Campbell Barton [Tue, 23 Sep 2008 15:21:14 +0000 (15:21 +0000)]
disable magnification filtering when mipmap is off. useful for texture low poly models.

11 years agoChanged SimpleDeform to be a single modifier with (Twist|Bend|Taper|Strech) options...
Andre Susano Pinto [Tue, 23 Sep 2008 14:32:14 +0000 (14:32 +0000)]
Changed SimpleDeform to be a single modifier with (Twist|Bend|Taper|Strech) options available on the modifier painel/options.

11 years agofix for [#11744] NurbCurve Radius incorrect
Campbell Barton [Tue, 23 Sep 2008 13:35:32 +0000 (13:35 +0000)]
fix for [#11744] NurbCurve Radius incorrect

removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.

Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.

11 years ago- Particle-particle effectors we're quite unstable and not accurate at all. Now this...
Janne Karhu [Tue, 23 Sep 2008 12:53:00 +0000 (12:53 +0000)]
- Particle-particle effectors we're quite unstable and not accurate at all. Now this should be fixed (especially with other integrators than euler) as the needed inter-frame effector particle positions are interpolated properly from the current and previous positions (previously only the most recent position was used).
- In practice this removes the dependency of particle simulations from the update order of objects and different particle systems inside objects.
- As a nice side effect out of this we also get fully correct birth positions for "near reactor particles" (previously for example smoke trail reactor particles were not born smoothly along the target particles path).

11 years ago"Fix" for [#17671] Particles spin out of control and pass through when hitting collis...
Janne Karhu [Tue, 23 Sep 2008 11:51:40 +0000 (11:51 +0000)]
"Fix" for [#17671] Particles spin out of control and pass through when hitting collision object
-The fix is that particle random size factor should never ever be bigger than 1.0, else negative sizes are possible! Don't know who to blame, but probably my self :)
-The second issue of passing through the deflection and rotating wildly around strange centers is not a bug, but for particles the group and object visualization objects have to be centered on the global origin. I'll probably make an option later to use the object center, but this is how things are for now.

11 years agochanging the number of subdivisions for nurbs curves.
Campbell Barton [Tue, 23 Sep 2008 06:26:48 +0000 (06:26 +0000)]
changing the number of subdivisions for nurbs curves.
this way each edge/segment gets the same number of points matching the resolution value.
before, a nurbs curve would have the same number of points no matter if it was cyclic or not.

This will make slight changes to objects on an animated path, but only noticable if the path has a low resolution.

bug [#11744] NurbCurve Radius incorrect - now dosnt show bad results with order 4 on non-cyclic curve.

11 years agobugfix for [#7006] Sleeping Objects losing Ghost Constraint
Erwin Coumans [Tue, 23 Sep 2008 05:00:00 +0000 (05:00 +0000)]
bugfix for [#7006] Sleeping Objects losing Ghost Constraint

Bullet logic bug in (de)activation/island management: deactivated 'fantom' objects do merge islands, in particular when connected by constraints. (fantom = object with collision detection but no collision response).

11 years agofix for [#13825] Lack of Flags in Face Mode Set
Campbell Barton [Tue, 23 Sep 2008 01:28:42 +0000 (01:28 +0000)]
fix for [#13825] Lack of Flags in Face Mode Set
undo was also not working.

11 years ago[#8540] Import scripts for MilkShape3D file formats
Campbell Barton [Tue, 23 Sep 2008 00:49:44 +0000 (00:49 +0000)]
[#8540] Import scripts for MilkShape3D file formats
from Markus Ilmola (glome)

note, UV's will be incorrect in some faces because of eekadoodle problem.

11 years agoMake GameLogic work for python autocomplete (after running the BGE once at least)
Campbell Barton [Tue, 23 Sep 2008 00:37:19 +0000 (00:37 +0000)]
Make GameLogic work for python autocomplete (after running the BGE once at least)
only clear newly added items from the gameLogic dictionary rather then the whole dictionary.

11 years agoFixed shrinkwrap constraint handling of matrixs.
Andre Susano Pinto [Mon, 22 Sep 2008 22:48:44 +0000 (22:48 +0000)]
Fixed shrinkwrap constraint handling of matrixs.

Also since contraint uses BVHCache its now usable and fast.
Being possible to shrinkwrap constraint several objects to another
and only have one BVHTree being build.

11 years agoBGE patch #17569 approved: Make FrameProp: work in Shape Action. PyDoc updated.
Benoit Bolsee [Mon, 22 Sep 2008 21:49:48 +0000 (21:49 +0000)]
BGE patch #17569 approved: Make FrameProp: work in Shape Action. PyDoc updated.

11 years agoFix for second part of bug #17506: issue with swapped uv coordinates
Brecht Van Lommel [Mon, 22 Sep 2008 21:22:16 +0000 (21:22 +0000)]
Fix for second part of bug #17506: issue with swapped uv coordinates
on creating multires in editmode, wasn't doing test_index_face for
the face data.

11 years agoFix file browser for Windows: going to the parent directory introduces ../\. Correct...
Benoit Bolsee [Mon, 22 Sep 2008 21:15:48 +0000 (21:15 +0000)]
Fix file browser for Windows: going to the parent directory introduces ../\. Correct parent is ..\  under Windows.

11 years agoFix for part of bug #17506: uv editing with multires is only
Brecht Van Lommel [Mon, 22 Sep 2008 20:26:28 +0000 (20:26 +0000)]
Fix for part of bug #17506: uv editing with multires is only
allowed at level 1, missed a case.

11 years agoBGE patch: KX_STATEx constant to allow simple state manipulation in setState()
Benoit Bolsee [Mon, 22 Sep 2008 19:54:30 +0000 (19:54 +0000)]
BGE patch: KX_STATEx constant to allow simple state manipulation in setState()

The constants KX_STATE1 to KX_STATE30 can be used
with setState() to change the object state in a
python controller. The constants are defined in the
GameLogic module so that the full name is
GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you
can simplify this with the import statement:

from GameLogic import *
cont = getCurrentController()
ob = cont.getOwner()
ob.setState(KX_STATE2) #go to state 2

KX_STATEx constants are defined as (1<<(x-1))
Binary operators |, &, ^ and ~ can be used to combine states:

You can activate more than one state at a time with the | operator:

ob.setState(KX_STATE1|KX_STATE2)  #activate state 1 and 2, stop all others

You can add a state to the current state mask with:

state = ob.getState()
ob.setState(state|KX_STATE3)      #activate state 3, keep others

You can substract a state to the current state mask with the & and operator:

state = ob.getState()
ob.setState(state&~KX_STATE2)     #stop state 2, keep others

You can invert a state with the ^ operator:

state = ob.getState()
ob.setState(state^KX_STATE2)     #invert state 2, keep others

11 years agoFix for bug #11163: strand render without tangent shading didn't
Brecht Van Lommel [Mon, 22 Sep 2008 19:37:30 +0000 (19:37 +0000)]
Fix for bug #11163: strand render without tangent shading didn't
give correct results.

11 years agoRevert full screen, maximized and minimized code (rev 16543).
Diego Borghetti [Mon, 22 Sep 2008 19:09:46 +0000 (19:09 +0000)]
Revert full screen, maximized and minimized code (rev 16543).

Revert this because don't work "fine" with dual-monitor.

The problem is not the code, this work fine, but full screen
for a window manager is not both monitor (until set xinerama or
whatever..).

11 years agoFurther fix for #8132, mac/nvidia driver issue drawing node previews,
Brecht Van Lommel [Mon, 22 Sep 2008 18:33:04 +0000 (18:33 +0000)]
Further fix for #8132, mac/nvidia driver issue drawing node previews,
zoom level was not correct.

11 years agoBGE patch #17483 approved: object actuator DRot reverted since Blender 246.
Benoit Bolsee [Mon, 22 Sep 2008 17:12:57 +0000 (17:12 +0000)]
BGE patch #17483 approved: object actuator DRot reverted since Blender 246.

11 years agoPatch #17665 by Vladimir Marek
Ton Roosendaal [Mon, 22 Sep 2008 15:59:50 +0000 (15:59 +0000)]
Patch #17665 by Vladimir Marek

Fixes for solaris compiling

11 years agoPatch #17666 by Vladimi<C2>r Marek
Ton Roosendaal [Mon, 22 Sep 2008 15:59:04 +0000 (15:59 +0000)]
Patch #17666 by Vladimi<C2>r Marek

Fixes for solaris compiling

11 years agoRealy time for 2.5!
Ton Roosendaal [Mon, 22 Sep 2008 15:38:17 +0000 (15:38 +0000)]
Realy time for 2.5!
Takes half an hour to find a nice empty spot for a button! Another attempt
to locate new shadow color swatch. Now back in shadow panel, bottom.

11 years agofix for [#15020] File browser: going back from the root of all directories introduces...
Campbell Barton [Mon, 22 Sep 2008 15:37:32 +0000 (15:37 +0000)]
fix for [#15020] File browser: going back from the root of all directories introduces "../" ad libitum + harcoded path?
bug was introduced when fixing BLI_cleanup_dir not to write to negative character indicies.
added a BLI_parent_dir(char *path)

11 years agoBugfix:
Ton Roosendaal [Mon, 22 Sep 2008 14:52:50 +0000 (14:52 +0000)]
Bugfix:

- Button for 'shadow color' was drawn over 'layer shadow' button...
  The shadow+spot panel was cramped... spot shadowbuffer uses all
  space. Moved it to the Lamp panel with label, more clear now.
  Panel reorg is for later :)
- Small fix: Area Lamp 'gamma' slider didn't update preview.
  Unfortunately had to move this slider to smaller button...

11 years agoBugfix #14428: Constraints lost when object made single user
Joshua Leung [Mon, 22 Sep 2008 13:01:51 +0000 (13:01 +0000)]
Bugfix #14428: Constraints lost when object made single user

When there was a setup where an object was linked to more than one scene at once, and in one of those scenes some of the objects in that scene were related to it, the objects related to it were not correctly relinked to the new copy.

This was due to the 2nd check for selected objects
if( (base->flag & flag)==flag)
meaning that only selected objects would get corrected.

11 years agoFluid: Remove SDL threads, also fixed the 'finished too early' problem reported once...
Daniel Genrich [Mon, 22 Sep 2008 12:31:27 +0000 (12:31 +0000)]
Fluid: Remove SDL threads, also fixed the 'finished too early' problem reported once in tracker

11 years agoBugfix #12835
Ton Roosendaal [Mon, 22 Sep 2008 12:18:07 +0000 (12:18 +0000)]
Bugfix #12835

Zbuffer error in render: when you render faces clipped by 'clip end' the
z values could wrap around, resulting in errors. Code not nicely clamps,
plus should be faster even!

11 years agoFixing missing function in elbeem
Daniel Genrich [Mon, 22 Sep 2008 10:58:50 +0000 (10:58 +0000)]
Fixing missing function in elbeem

11 years agoRemoving control define
Daniel Genrich [Mon, 22 Sep 2008 10:21:57 +0000 (10:21 +0000)]
Removing control define

11 years ago[#17388] snap view to main views while rotating from Roelf De Kock (kiemdoder)
Campbell Barton [Mon, 22 Sep 2008 10:00:31 +0000 (10:00 +0000)]
[#17388] snap view to main views while rotating from Roelf De Kock (kiemdoder)
hold down ctrl when rotating the viewport

11 years agoAdded three XYZ color space options in code, will be activated later.
Ton Roosendaal [Mon, 22 Sep 2008 09:09:03 +0000 (09:09 +0000)]
Added three XYZ color space options in code, will be activated later.
Thanks matt for the typing work :)

11 years agoBugfix: for sunsky preview I added another camera, accidentally changed clip
Ton Roosendaal [Mon, 22 Sep 2008 07:52:08 +0000 (07:52 +0000)]
Bugfix: for sunsky preview I added another camera, accidentally changed clip
and lens value for other cameras.

11 years agocopy object properties was crashing because of my recent changes. need to NULL listba...
Campbell Barton [Mon, 22 Sep 2008 07:17:39 +0000 (07:17 +0000)]
copy object properties was crashing because of my recent changes. need to NULL listbase first.
changed visibility actuator menu to 3 toggle buttons and added tooltip note about outliner render restriction being used for visibility.

11 years agoBugfix - Long Keyframes:
Joshua Leung [Mon, 22 Sep 2008 04:30:21 +0000 (04:30 +0000)]
Bugfix - Long Keyframes:

In a A___B|---|B situation created by duplicating the B keyframe, the long keyframe between the 'B' keyframes was not showing up until the A keyframe was already duplicated. Reverting the 'optimisation' applied there (i.e. searching from last block, as that's where most blocks would be added)

Also removed some unused lines from gpencil.c

11 years agoKX_PythonInit.cpp - workaround for current sandbox and possible fix. no real change...
Campbell Barton [Mon, 22 Sep 2008 04:18:17 +0000 (04:18 +0000)]
KX_PythonInit.cpp - workaround for current sandbox and possible fix. no real change for now but others may want to look into it.
blendef.h - removed some unused defines.
editipo_mods.c - deselect all was selecting instead.

11 years agoMake msvc happy (reported by broken)
Daniel Genrich [Mon, 22 Sep 2008 00:32:07 +0000 (00:32 +0000)]
Make msvc happy (reported by broken)

11 years agoBugfix where copy-protection of several modifiers like collision, softbody and partic...
Daniel Genrich [Sun, 21 Sep 2008 22:47:50 +0000 (22:47 +0000)]
Bugfix where copy-protection of several modifiers like collision, softbody and particleInstance could be bypassed by using ctrl-c + 'copy all' option.

11 years agoUpdate MSVC project files
Benoit Bolsee [Sun, 21 Sep 2008 21:41:27 +0000 (21:41 +0000)]
Update MSVC project files

11 years agoFixing little bug allowing neegative attraction forces again
Daniel Genrich [Sun, 21 Sep 2008 21:24:46 +0000 (21:24 +0000)]
Fixing little bug allowing neegative attraction forces again

11 years agoPatch for rearranging fluid GUI provided by artist nudelZ
Daniel Genrich [Sun, 21 Sep 2008 21:02:41 +0000 (21:02 +0000)]
Patch for rearranging fluid GUI provided by artist nudelZ

11 years ago[#17662] Blender runs the older version a python script when reloading it from disk
Martin Poirier [Sun, 21 Sep 2008 20:39:19 +0000 (20:39 +0000)]
[#17662] Blender runs the older version a python script when reloading it from disk

Missing free compiled.

11 years agoRespect compile flags if elbeem is disabled, fix compiling for that case
Daniel Genrich [Sun, 21 Sep 2008 18:36:25 +0000 (18:36 +0000)]
Respect compile flags if elbeem is disabled, fix compiling for that case

11 years agoMerging fluidcontrol to trunk from rev16649 fluidcontrol branch. Code provided by...
Daniel Genrich [Sun, 21 Sep 2008 18:20:02 +0000 (18:20 +0000)]
Merging fluidcontrol to trunk from rev16649 fluidcontrol branch. Code provided by Nils Thuerey.

11 years agoSunsky / Atmoshphere:
Ton Roosendaal [Sun, 21 Sep 2008 16:04:33 +0000 (16:04 +0000)]
Sunsky / Atmoshphere:

- Added blending mode and factor option, so it's more clear and
  controllable what happens with it. Also nice for crazy effects
  of course!
- Preview render now shows preview for it too

On the todos:

- have this in World buttons (as well) for quicker sky setups
- review math of color clamping and scaling, this is definitely
  not good... but a fix will make old files look very different.

11 years agoBGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking...
Erwin Coumans [Sun, 21 Sep 2008 15:17:50 +0000 (15:17 +0000)]
BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.

11 years agosvn merge -r 16593:16648 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Daniel Genrich [Sun, 21 Sep 2008 13:03:39 +0000 (13:03 +0000)]
svn merge -r 16593:16648 https://svn.blender.org/svnroot/bf-blender/trunk/blender

11 years agoBugfix #17656
Ton Roosendaal [Sun, 21 Sep 2008 12:03:41 +0000 (12:03 +0000)]
Bugfix #17656

- Changed order for applying atmosphere, it does it now before alpha-adding
  sky, giving correct transparency
- Added correction for de-premulling and premulling scatter color

11 years ago#bugfix #17337
Ton Roosendaal [Sun, 21 Sep 2008 10:31:22 +0000 (10:31 +0000)]
#bugfix #17337

FSA didn't work for atmosphere option.