blender.git
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.

14 years agoAnother 3-in-one commit:
Ton Roosendaal [Wed, 6 Dec 2006 11:17:34 +0000 (11:17 +0000)]
Another 3-in-one commit:

- Unitialized variable in new shadow code caused Sun lamp shadow to not
  work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
  cases. Also found an unitialized var in collaps_edgeuvs().

14 years agoThree fixes:
Ton Roosendaal [Wed, 6 Dec 2006 09:56:20 +0000 (09:56 +0000)]
Three fixes:

- Crash, caused by commit of 1 hour ago to fix 'All Z' render problem
- Bug: yesterday's fix for node material renders caused some issues with
  precalculating correct shadow.
- Composite Translate node: input sockets allowed multiple inputs

14 years agoFix Debug build failure with ffmpeg enabled on MSVC 8
Jacques Beuarain [Wed, 6 Dec 2006 09:48:27 +0000 (09:48 +0000)]
Fix Debug build failure with ffmpeg enabled on MSVC 8

14 years agoCMake: Errors during generation with verse turned off
Jacques Beuarain [Wed, 6 Dec 2006 09:24:13 +0000 (09:24 +0000)]
CMake: Errors during generation with verse turned off

14 years agoCMake: Provide better control over Python versions and library locations for both...
Jacques Beuarain [Wed, 6 Dec 2006 08:52:43 +0000 (08:52 +0000)]
CMake: Provide better control over Python versions and library locations for both Mac and Unix and add to documentation

14 years agoRender error: option "All Z" for render layers crashed. I forgot it uses
Ton Roosendaal [Wed, 6 Dec 2006 08:10:13 +0000 (08:10 +0000)]
Render error: option "All Z" for render layers crashed. I forgot it uses
face index -1 for it... :)

14 years ago* Simple fix for bug #5347, edit mode undo didn't redraw the 3D View header
Matt Ebb [Wed, 6 Dec 2006 06:47:59 +0000 (06:47 +0000)]
* Simple fix for bug #5347, edit mode undo didn't redraw the 3D View header

14 years ago== Auto-Keyframing 'Needed' ==
Joshua Leung [Wed, 6 Dec 2006 04:41:14 +0000 (04:41 +0000)]
== Auto-Keyframing 'Needed' ==

A little tweak to the way this works. Now it only tries to insert keyframes
in the ipo curves related to the transform which triggered auto-keying.

14 years ago== NLA Editor ==
Joshua Leung [Wed, 6 Dec 2006 03:38:28 +0000 (03:38 +0000)]
== NLA Editor ==

Fix for a few alpha problems with icons beside channels when markers are drawn

14 years ago== Action Editor ==
Joshua Leung [Wed, 6 Dec 2006 03:04:34 +0000 (03:04 +0000)]
== Action Editor ==

Fix for a few alpha problems with lock icons when markers are drawn

14 years ago== Action Editor ==
Joshua Leung [Wed, 6 Dec 2006 02:37:32 +0000 (02:37 +0000)]
== Action Editor ==

Now it is possible to 'protect' action channels and constraint channels.
* When a channel is 'protected', the only operation possible on keyframes
is selection. All other operations are not able to be performed.
* The padlock to the right of each channel's name toggles the protection
status of that channel. You can only alter the protection status of one
channel at a time.

Todos:
* Menus still pop up when trying to do stuff to keyframes even if
all the keyframes selected are from protected channels.
* Shapekey channels shown in action editor should also get locks

14 years agoShift+Tab should exit sculptmode (same as for other modes)
Nicholas Bishop [Wed, 6 Dec 2006 02:28:15 +0000 (02:28 +0000)]
Shift+Tab should exit sculptmode (same as for other modes)

14 years agoAdded slider for the Draw brush that modifies the direction vertices are pulled in...
Nicholas Bishop [Wed, 6 Dec 2006 02:10:27 +0000 (02:10 +0000)]
Added slider for the Draw brush that modifies the direction vertices are pulled in relation to the view.

14 years agoCorrectly propagate selection when switching multires levels on an editmesh.
Nicholas Bishop [Wed, 6 Dec 2006 01:29:15 +0000 (01:29 +0000)]
Correctly propagate selection when switching multires levels on an editmesh.

14 years agoCMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer...
Jacques Beuarain [Wed, 6 Dec 2006 00:28:13 +0000 (00:28 +0000)]
CMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer as regular binary as with download from blender3d.org

14 years agoadded missing -DWITH_FREETYPE2 stuff, provided by Eugene Reilly.
Kent Mein [Wed, 6 Dec 2006 00:04:53 +0000 (00:04 +0000)]
added missing -DWITH_FREETYPE2 stuff, provided by Eugene Reilly.

Kent

14 years agoFixed bug #5361, multiple 3d views additional cursors in wrong place
Nicholas Bishop [Tue, 5 Dec 2006 23:49:58 +0000 (23:49 +0000)]
Fixed bug #5361, multiple 3d views additional cursors in wrong place

14 years agoAnother multires triangle fix
Nicholas Bishop [Tue, 5 Dec 2006 23:36:05 +0000 (23:36 +0000)]
Another multires triangle fix

14 years agoFixed broken triangle handling in multires.
Nicholas Bishop [Tue, 5 Dec 2006 23:25:45 +0000 (23:25 +0000)]
Fixed broken triangle handling in multires.

14 years agoUpdated the vertex color and mtface handling in multires.c to work with editmesh.
Nicholas Bishop [Tue, 5 Dec 2006 23:01:01 +0000 (23:01 +0000)]
Updated the vertex color and mtface handling in multires.c to work with editmesh.

This is the last of the changes needed to support all the EditMesh data that
previously worked only with the regular Mesh, so this should fix bug #5331,
Various problems with Editmode Undo and Multi-Resolution Meshes.

14 years agoNode editor: when adding a new node, automatic links are created:
Ton Roosendaal [Tue, 5 Dec 2006 21:33:56 +0000 (21:33 +0000)]
Node editor: when adding a new node, automatic links are created:

- from all selected nodes
- only connections between highest order socket types; so if there's RGBA
  and Value sockets, only RGBA sockets are connected. This because in
  these cases the Value sockets usually are for user input.
  Example: Mix node.

Thanks Trip for the hint!

14 years agoNode shaders bug: using 'shadeless' material inside of node tree, a mode
Ton Roosendaal [Tue, 5 Dec 2006 19:47:45 +0000 (19:47 +0000)]
Node shaders bug: using 'shadeless' material inside of node tree, a mode
flag messed up that tried to detect if shadow was needed.

14 years agoBugfix, irc report:
Ton Roosendaal [Tue, 5 Dec 2006 18:58:58 +0000 (18:58 +0000)]
Bugfix, irc report:

OSA 16 crashed. Wrong sizeof() for memset...

14 years ago==== MSVC 7 project files ====
Andrea Weikert [Tue, 5 Dec 2006 18:35:03 +0000 (18:35 +0000)]
==== MSVC 7 project files ====
- small update for added files shadeinput.c and shadeoutput.c

14 years agoTwo more fixes for pass composite:
Ton Roosendaal [Tue, 5 Dec 2006 18:27:43 +0000 (18:27 +0000)]
Two more fixes for pass composite:

- Blur nodes didn't accept RGB buffers (only RGBA or single channel ones)
- Mix node had maximum for 'mix' on 1.0, for passes edit that could become
  more, made it 5!

14 years agoTwo fixes:
Ton Roosendaal [Tue, 5 Dec 2006 18:02:43 +0000 (18:02 +0000)]
Two fixes:

- Shaded view was black, needed to tell it to use 'combined' pass :)
- Crash when deleting in compositor all nodes with an output.

14 years agoModifier Stack: Limit calculation to required data.
Ben Batt [Tue, 5 Dec 2006 17:42:03 +0000 (17:42 +0000)]
Modifier Stack: Limit calculation to required data.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).

This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.

Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.

14 years agoDamn! Commit for render passes in wrong dir....
Ton Roosendaal [Tue, 5 Dec 2006 16:44:57 +0000 (16:44 +0000)]
Damn! Commit for render passes in wrong dir....

14 years agoNext stage of RenderPipe refactor: now everything within the pixel was
Ton Roosendaal [Tue, 5 Dec 2006 16:43:01 +0000 (16:43 +0000)]
Next stage of RenderPipe refactor: now everything within the pixel was
tackled.

Resulting features:
- render passes
- new pass: Object Index, for masking
- sub-sample alpha masks

Docs:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
http://www.blender3d.org/cms/Render_Passes.829.0.html
http://www.blender3d.org/cms/New_Render_features.774.0.html

Note that these changes might mean things to not render fully identical...
For the next days a lot of testing is needed!

14 years agoSome more action editor goodies:
Joshua Leung [Tue, 5 Dec 2006 05:25:34 +0000 (05:25 +0000)]
Some more action editor goodies:

* Now it is possible to invert the selection status of keyframes and markers.
These options can only be found in the Select menu in the header.

* It is also possible to select the keyframes that occur within the 2
'extreme' selected markers. Hotkey for this is Ctrl K

14 years ago== Action Editor - Column Select Tools ==
Joshua Leung [Tue, 5 Dec 2006 03:48:39 +0000 (03:48 +0000)]
== Action Editor - Column Select Tools ==

Now it is possible to column select keyframes that occur on the
same frame as selected markers with the hotkey: SHIFT K

More selection goodies to come :-)

14 years agoRemoved a few unused variables - compiler warnings.
Joshua Leung [Tue, 5 Dec 2006 02:06:51 +0000 (02:06 +0000)]
Removed a few unused variables - compiler warnings.

14 years ago== Action Editor ==
Joshua Leung [Tue, 5 Dec 2006 01:11:51 +0000 (01:11 +0000)]
== Action Editor ==

Cleaned-up drawing code of keyframes. Code redundancy has been
reduced, and there should be slight performance gains (less looping,
no sorting of keys needed, possibly less memory usage).

14 years agoResolved a few compiler warnings:
Joshua Leung [Mon, 4 Dec 2006 23:27:53 +0000 (23:27 +0000)]
Resolved a few compiler warnings:
* Line 2451: unusued variable 'removed'
* Line 3513: implicit declaration of function freeN. should be MEM_freeN

Hopefully I didn't break anything.

14 years ago* Auto-Keyframing Option: 'Needed'
Joshua Leung [Mon, 4 Dec 2006 23:16:55 +0000 (23:16 +0000)]
* Auto-Keyframing Option: 'Needed'
Now, when auto-keyframing, there is the option to have 'cleaner'
ipo curves. This is a user-pref option, and is based on the same
code responsible for the 'Only Needed' keyframing mode.

* Bugfix for Nicholas Bishop's recent sculptmode hotkeys:
When entering text in a text object, hotkeys were not disabled,
eg. type n = floating panel appears press 2 = layer 2 becomes visable.
Was 'if' instead of 'else if'

Reported by mfoxdogg on cvs.

14 years agoA few more sculptmode hotkeys. NKey for the floating properties panel (also added...
Nicholas Bishop [Mon, 4 Dec 2006 21:28:05 +0000 (21:28 +0000)]
A few more sculptmode hotkeys. NKey for the floating properties panel (also added menu item for that), pageup/pagedown for changing multires level, and alt+HKey for unhiding hidden areas of the sculptmesh.

14 years agoHotkeys for changing sculptmode properties should redraw the view3d to update the...
Nicholas Bishop [Mon, 4 Dec 2006 21:10:15 +0000 (21:10 +0000)]
Hotkeys for changing sculptmode properties should redraw the view3d to update the floating panel.

14 years ago== Sequencer ==
Peter Schlaile [Mon, 4 Dec 2006 20:00:17 +0000 (20:00 +0000)]
== Sequencer ==

Fixed an off by one error in Speed Controller.
If no IPO is present, enlarging the strip will now "stretch" time.
Shrinking doesn't work right now because of stripdata-handling...

14 years agoupdate to latest Bullet 2.x sources. prepare to make near sensors much faster
Erwin Coumans [Mon, 4 Dec 2006 15:48:32 +0000 (15:48 +0000)]
update to latest Bullet 2.x sources. prepare to make near sensors much faster

14 years ago==SCons==
Nathan Letwory [Mon, 4 Dec 2006 14:32:07 +0000 (14:32 +0000)]
==SCons==

* make blender_python understand we're doing a debug build when BF_DEBUG=1. Otherwise
 we get linking errors with scons/mingw

14 years agoLarge change to the way sculptmode drawing works. The default is now to draw
Nicholas Bishop [Mon, 4 Dec 2006 05:36:50 +0000 (05:36 +0000)]
Large change to the way sculptmode drawing works. The default is now to draw
using the standard drawing functions. Enabling the "Partial Redraw" item in the
sculpt menu will turn on the optimizations which stores unmodified parts of the
color buffer and only redraws the polygons that are within the modified area(s).

The Partial Redraw option uses the accumulation buffer to store the copy, and
unfortunately this is not accelerated on older cards. There are alternatives,
e.g. drawing to an auxiliary buffer or downloading the data from the graphics
card with glReadPixels, but there's no guarantee that these will run at an
acceptable speed on older graphics cards either. For the cards that do
accelerate the accumulation buffer (for nvidia cards, I would assume that is at
least FX5200 and up, and maybe earlier) it provides a very significant speedup.

14 years ago=IDProperties Small Update=
Joseph Eagar [Mon, 4 Dec 2006 04:51:32 +0000 (04:51 +0000)]
=IDProperties Small Update=

BPy conventions were not being followed for PyObject_New;
now they are.  I still doubt the usefullness of doing this,
however its important to maintain module standards.

Which reminds me, anyone know where I can get that source code
prettier that was used on the api files?  It was kindof
hard following the coding style of bpy with it being so
different from normal blender, and also what with having
to write the IDProperty code from scratch. :)

14 years agoadded some 'angularFactor' for character control (to avoid rotation)
Erwin Coumans [Mon, 4 Dec 2006 04:31:34 +0000 (04:31 +0000)]
added some 'angularFactor' for character control (to avoid rotation)

14 years agofixed some motionstate synchronization issues
Erwin Coumans [Mon, 4 Dec 2006 04:13:42 +0000 (04:13 +0000)]
fixed some motionstate synchronization issues
nearsensor was not synchronized at the start
wheels not synchronized properly (one frame delay)

14 years agoFix for bug #5345, sculpt tool doesn't seems to use correctly the undo setting on...
Nicholas Bishop [Mon, 4 Dec 2006 03:26:30 +0000 (03:26 +0000)]
Fix for bug #5345, sculpt tool doesn't seems to use correctly the undo setting on the global preferences

14 years agoFix for bug #5351, sculpt doesn't work in xray mode
Nicholas Bishop [Mon, 4 Dec 2006 02:36:04 +0000 (02:36 +0000)]
Fix for bug #5351, sculpt doesn't work in xray mode

Moved depth update for sculptmode to after the point where xray/transp objects are drawn

14 years agoAdded numpad hotkeys for sculptmode
Nicholas Bishop [Mon, 4 Dec 2006 01:04:02 +0000 (01:04 +0000)]
Added numpad hotkeys for sculptmode

14 years agoForgot to add middlemouse events for sculptmode.
Nicholas Bishop [Mon, 4 Dec 2006 00:44:52 +0000 (00:44 +0000)]
Forgot to add middlemouse events for sculptmode.

14 years agoFirst pass at setting up better hotkeys for sculptmode.
Nicholas Bishop [Mon, 4 Dec 2006 00:11:25 +0000 (00:11 +0000)]
First pass at setting up better hotkeys for sculptmode.

http://projects.blender.org/pipermail/bf-committers/2006-November/016311.html
As recommended on bf-committers, I created an entirely separate section for
sculptmode hotkeys, so none of the standard hotkeys in space.c carry over.
(However, the standard hotkeys in toets.c are left unchanged.)

There are probably some useful hotkeys that have been disabled with this commit,
and other hotkeys that still need to be added, so this needs review.

14 years agoAdded a bunch of sculpt options to the Sculpt menu; also removed the PvRot toggle...
Nicholas Bishop [Sun, 3 Dec 2006 22:57:28 +0000 (22:57 +0000)]
Added a bunch of sculpt options to the Sculpt menu; also removed the PvRot toggle button from the sculpt panel, where it didn't really fit, and put it in the menu instead.

14 years agoAdded saving/loading of multires deformedvert data. Also added a test_index_face...
Nicholas Bishop [Sun, 3 Dec 2006 22:15:50 +0000 (22:15 +0000)]
Added saving/loading of multires deformedvert data. Also added a test_index_face check when reading editmode data for multires.

14 years agoSculptmode should check for existance of undo data before undo/redo in case user...
Nicholas Bishop [Sun, 3 Dec 2006 20:35:35 +0000 (20:35 +0000)]
Sculptmode should check for existance of undo data before undo/redo in case user loads a file with sculptmode on and presses undo/redo before doing a sculpt action.

14 years agoFix for getting gcc compile GE with Py 2.5
Jean-Luc Peurière [Sun, 3 Dec 2006 20:27:59 +0000 (20:27 +0000)]
Fix for getting gcc compile GE with Py 2.5
PYobject type has changed

Usual C++ pickyness about implicit casts

debug made with erwin. thanks

Note to python mainteners :

even if it compiles there is a *Huge* list of warnings about deprecated
and incompatible pointers in api2.2. this should be corrected

14 years agoPrevious multires+editmode commits broke multires+sculptmode (oops.)
Nicholas Bishop [Sun, 3 Dec 2006 20:24:55 +0000 (20:24 +0000)]
Previous multires+editmode commits broke multires+sculptmode (oops.)

14 years agoModified multires to use CustomData for deformedverts. Deformedverts now load properl...
Nicholas Bishop [Sun, 3 Dec 2006 19:59:18 +0000 (19:59 +0000)]
Modified multires to use CustomData for deformedverts. Deformedverts now load properly from editmesh.

14 years ago=== Transform ===
Martin Poirier [Sun, 3 Dec 2006 19:54:27 +0000 (19:54 +0000)]
=== Transform ===

Modified version of patch #5281 by Joshua Leung.

It's a two part patch:

Add a Roll button in the transform properties floating panel with bones selected in edit mode

Add a Roll transform (Ctrl-R) that can be used to modify the roll of selected bones in edit mode

The transformation modifies the roll of all selected bones incrementally (like a rotation does to the bones' rotation) [that is the part that differs from the patch. The patch would set the same roll value to all bones]

Also, this commit includes some shuffling around of the functions, to keep the previously logical order. :)

14 years agoCopy vcols wasnt working me->mcol[a] needs to be me->mcol[a*4]
Campbell Barton [Sun, 3 Dec 2006 19:38:32 +0000 (19:38 +0000)]
Copy vcols wasnt working me->mcol[a] needs to be me->mcol[a*4]

14 years ago=== Interface ===
Martin Poirier [Sun, 3 Dec 2006 18:59:13 +0000 (18:59 +0000)]
=== Interface ===

Based on patch #5140 by Juho Vepsäläinen, this commit removes the requirement to type # at the start when you want to use Python expression evaluation when typing a value in a button.

In a nutshell, that means you can now type 3 + 5 in a numbut and see it change to 8.

Word of warning: The normal Python operator logic applies, so if you type in 1 / 3, you'll get 0 and not 0.333. There's no going around that.

14 years ago==== MSVC Projectfiles ====
Andrea Weikert [Sun, 3 Dec 2006 18:56:43 +0000 (18:56 +0000)]
==== MSVC Projectfiles ====
- finally update to bullet2

14 years ago=== [ #5094 ] TrackTo Constraint with an animatable "up" direction ===
Martin Poirier [Sun, 3 Dec 2006 18:38:51 +0000 (18:38 +0000)]
=== [ #5094 ] TrackTo Constraint with an animatable "up" direction ===

Patch by Matthew Plough: This adds an option to the Track To constraint to use the target's Z axis for Up axis reference instead of the global Z axis.

Off by default for backward compat.

14 years agoKlocwork pointer sanity checks in transform.
Martin Poirier [Sun, 3 Dec 2006 18:30:34 +0000 (18:30 +0000)]
Klocwork pointer sanity checks in transform.

14 years agomore work on Bullet 2.x
Erwin Coumans [Sun, 3 Dec 2006 01:16:17 +0000 (01:16 +0000)]
more work on Bullet 2.x

14 years agodifferent Bullet/graphics synchronization
Erwin Coumans [Sun, 3 Dec 2006 00:36:51 +0000 (00:36 +0000)]
different Bullet/graphics synchronization

14 years agoBetter integration of multires with editmode. Setting/adding levels no longer exits...
Nicholas Bishop [Sat, 2 Dec 2006 23:37:52 +0000 (23:37 +0000)]
Better integration of multires with editmode. Setting/adding levels no longer exits editmode, and undo should now work as expected. Still to come is loading customdata from the editmesh.

14 years agogameengine: reverted some timing experiment
Erwin Coumans [Sat, 2 Dec 2006 23:27:23 +0000 (23:27 +0000)]
gameengine: reverted some timing experiment

14 years ago- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting out...
Erwin Coumans [Sat, 2 Dec 2006 22:25:47 +0000 (22:25 +0000)]
- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting out the #define WAIT_FOR_VSYNC 1
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing

14 years agoKlocwork warning fix
Jens Ole Wund [Sat, 2 Dec 2006 18:42:20 +0000 (18:42 +0000)]
Klocwork warning fix
Doing NULL pointer paranoia check in time.
It's completely pointless calling the function with null pointer,
but who knows.
At least it does not crash then.