Ton Roosendaal [Sun, 23 Oct 2005 16:13:04 +0000 (16:13 +0000)]
One Constraint function missed the new MINMAX (floor) type, caused the
last commit (add constraint menu) to fail on adding floor constraints.
Ton Roosendaal [Sun, 23 Oct 2005 12:18:32 +0000 (12:18 +0000)]
New: Hotkey/menu access in 3D window to add constraints. Works in PoseMode
as well as for Objects. Hotkey: CTRL+ALT+C (bit clumsy I know, but I like
to use the Ckey).
Constraints are added to the active Object or Bone.
Based on selection context, the menu has three versions:
Pose Mode:
- if another bone is selected, bone becomes target
- else if another Object is selected, Object becomes target
- else it adds a new Empty as target
Object Mode
- if another Object is selected: Object becomes target
- else it adds a new Empty as target
Same works this way now for CTRL+I, "Add IK".
To be solved: ALT+C in PoseMode is "Clear Constraints", but in Object Mode
it does "Convert" still...
Ton Roosendaal [Sun, 23 Oct 2005 11:03:51 +0000 (11:03 +0000)]
Another useful tool for efficient usage of WeightPaint:
Press SHIFT+LMB, and it shows a menu with all Vertex Groups the vertices of
the indicated face has, also allowing selection of Groups.
Ton Roosendaal [Sun, 23 Oct 2005 10:08:19 +0000 (10:08 +0000)]
New: Option to show the paths of Bones over time.
In PoseMode, press Wkey or use the Pose pulldown menu. It calculates the
positions of all selected Bone end points, over the time as indicated with
the Scene start/end frame. This then is drawn as a path, with little black
dots on every frame, and a white dot on every 10 frames.
Paths are not saved in files, and not calculated automatic yet on changes.
To make this relative fast, but also reliable, I had to add a new method
in the Dependency graph system, to find exactly (and only) these parents
of an Object that influence its position. This is needed because the path
should show the actual global coordinates of the entire animation system.
Nathan Letwory [Sun, 23 Oct 2005 09:11:48 +0000 (09:11 +0000)]
fixing zero-size array
(source\blender\src\editmesh_add.c(122) : error C2466: cannot allocate an array of constant size 0
warning:: ISO C forbids zero-size array `mval')
Jens Ole Wund [Sat, 22 Oct 2005 22:50:09 +0000 (22:50 +0000)]
fixing most of #3096
by 'eating' contol messages
still there is an issue on how transparent/opaque floating panels should be for messages
... and i am wondering if that should move to 'regular' buttons
Ton Roosendaal [Sat, 22 Oct 2005 19:34:31 +0000 (19:34 +0000)]
Long on the wishlist!
- CTRL+click in EditMesh now extrudes selection. If no selection, it adds
a new vertex. Try it on a full selected monkey. Fun! :)
- CTRL+click now also adds the new stuff aligned with the view, as if you
had translated it to the mouse cursor. Only new vertices are added with
respect to 3D cursor location.
Ton Roosendaal [Sat, 22 Oct 2005 18:47:38 +0000 (18:47 +0000)]
Various stuff in one commit;
- Added (BKE_utildefines.h) POINTER_TO_INT(poin) and INT_TO_POINTER(int)
defines, to help fixing issues with switch to 64 bits systems. This
assumes that a) not more than 16GB mem is used and b) that address
space is below the 1<<35 value. The latter has to be confirmed, but it
seems to conform the current 64 bits generation of OSs (for mallocs).
Needless to say; use long if you want to store pointers! This is for
temporal fixing.
- Added editmesh version for mesh-octree lookups, not used yet.
- Fix: ESC on armature posemode restored the actions, should not happen
- Fix: If in NLA an action was 0 frame long, it caused draw error
- Fix: Click on name in Action Window now activates Bones
- Fix: "Snap to" options in Armature editmode now use X-axis mirror edit.
Ton Roosendaal [Sat, 22 Oct 2005 15:03:29 +0000 (15:03 +0000)]
Autokey option crashed on Transform... was still using defines from before
the object-action-ipo-nla recode 2 weeks ago.
Ton Roosendaal [Sat, 22 Oct 2005 14:05:25 +0000 (14:05 +0000)]
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
Jens Ole Wund [Fri, 21 Oct 2005 22:58:12 +0000 (22:58 +0000)]
-bug fixed
-symtom: looks like rigged SB mesh follows weird goal settings
-cause: arbitary initialisation of 'edge spring rest length' ... must have happend by introducing 'modifyer stacK'
Chris Want [Fri, 21 Oct 2005 20:30:09 +0000 (20:30 +0000)]
A tweak for text follow curve -- the old comment in the code says
"why not 0.5?", so I am setting it to 0.5 since it looks way
better that way (I think somebody should really revisit this code
at some point).
Ken Hughes [Fri, 21 Oct 2005 17:20:54 +0000 (17:20 +0000)]
- documentation updates:
-- add Key module to index page
-- include cross references for Object.colbits in material descriptions
within Object, NMesh and Mesh modules
Johnny Matthews [Fri, 21 Oct 2005 14:51:17 +0000 (14:51 +0000)]
1. Moved Edgeloop Delete to Delete Menu out of Edge Specials
2. Edgeloop Delete will pop the undo stack if it fails
3. Small Tweak on CTRL-Subdivide selection
Ken Hughes [Fri, 21 Oct 2005 13:52:44 +0000 (13:52 +0000)]
- Bugfix #3227: throw exception in NMesh if face data doesn't contain 3 or
4 vertices
Brecht Van Lommel [Thu, 20 Oct 2005 23:36:24 +0000 (23:36 +0000)]
Bugfix: #3189, #3208, UV Mirror (MKEY) didn't work.
Brecht Van Lommel [Thu, 20 Oct 2005 23:07:43 +0000 (23:07 +0000)]
Bugfix: #3149, Parent rotation influences DoF / rotation limits
The rotation of the parent of the root in an IK chain was included
in the segment's basis, leading to the DoF / rotation limits to be
computed on the wrong basis.
Ton Roosendaal [Thu, 20 Oct 2005 21:37:57 +0000 (21:37 +0000)]
Crash fix (now discovered myself!). On sampling wpaint color (ctrl+lmb),
when no vertex groups exist, it was referencing illegal memory.
Ton Roosendaal [Thu, 20 Oct 2005 21:02:04 +0000 (21:02 +0000)]
Another memory error found, when deleting bones in editmode, it didn't
correctly free constraints.
To ensure the UI not to show any deleted data, after leaving editmode it
now also redraws nla, action and ipo.
Ton Roosendaal [Thu, 20 Oct 2005 20:38:08 +0000 (20:38 +0000)]
Memory error 'end corrupt' reports for deform groups... can't find it yet,
but this code ensures the strcpy() is using BLI_strncpy now, and it uses
more clear names for the mallocs.
Ton Roosendaal [Thu, 20 Oct 2005 19:27:47 +0000 (19:27 +0000)]
Bugfix; using weightpaint changed the default lighting setup (specular).
Ton Roosendaal [Thu, 20 Oct 2005 18:52:29 +0000 (18:52 +0000)]
Curve and Lattice deform Modifiers now accept optional Vertex Group name
to finetune deform further as well.
Note that curve deform requires object buttons 'track' and 'up' axes set
properly. Curve deform can twist/flip a lot, making Vertex Group based
deform hard to set up.
Jean-Luc Peurière [Thu, 20 Oct 2005 18:05:06 +0000 (18:05 +0000)]
fix for Game engine bug #1961 furnished by Josh Nimoy.
Thanks.
Although the fix is not perfect (lacks screen requisition safeguards),
it does indeed allow to run game engine fullscreen
Ton Roosendaal [Thu, 20 Oct 2005 16:31:46 +0000 (16:31 +0000)]
Another option for more Armature deform control;
The "Use VGroup" or "Use Envelope" options now are in Modifier Panel
for Armature deform.
If Modifiers are in use, they override the Armature settings for it.
(Cannot get rid of the Armature panel options yet, since Blender still
allows parenting to be deforming too, which is displayed as a Virtual
modifier now)
This now allows to - for example - make a Envelope deform on a Lattice,
and have same Armature use vertexgroups on Mesh.
Next; vertexgroup option for Lattice & Curve deform
Ken Hughes [Thu, 20 Oct 2005 15:10:43 +0000 (15:10 +0000)]
- fix bug calculating number of edges to create in mesh.edges.extend()
(thanks to guitargeek for catching)
Ton Roosendaal [Thu, 20 Oct 2005 14:58:46 +0000 (14:58 +0000)]
- Fix for Wkey menu in WeightPaint modus; it didn't work when the armature
is a modifier only (Armature not parented to Mesh).
Note; if multiple Modifier/Armatures work, it uses only the first still.
- Armature option 'draw axes' now scales axes to 0.25 of bone length.
Ton Roosendaal [Thu, 20 Oct 2005 14:41:10 +0000 (14:41 +0000)]
New option; "Lock Time to Other Windows" for Ipo, Action, NLA and Time
windows. If set (in View pulldown), it synchronizes the horizontal scale of
the current window with the other Windows with this option set. That way
you always have these windows showing an identical part of the time you
work on.
Also added because Action Window now displays its content relative to
NLA strips.
Matt Ebb [Thu, 20 Oct 2005 10:31:02 +0000 (10:31 +0000)]
Adding some simple but very convenient selection
functionality for the UV editor:
* A "Select->Pinned UVs" command (Shift P) that
selects all the visible pinned UVs
* A "Select->Border Select Pinned" tool (Shift B) that
works just like the normal border select tool, but only acts on pinned UVs
This is really useful when using LSCM, I only want to
touch the pinned UVs and then recalculate.
Ton Roosendaal [Thu, 20 Oct 2005 10:03:27 +0000 (10:03 +0000)]
UV window, without an image, now draws a nice zoom-resistant grid.
It uses the themecolor for backdrop.
The units are in powers of 4, with a minimum grid cell size of 16 pixels.
(Another Orange request!)
Ton Roosendaal [Thu, 20 Oct 2005 08:15:02 +0000 (08:15 +0000)]
Uninitialized variable, caused OSX to work, but not the other OS's!
(for Mesh rip)
Ton Roosendaal [Thu, 20 Oct 2005 07:47:10 +0000 (07:47 +0000)]
New Mesh tool: "Rip".
http://www.blender3d.org/cms/Mesh_Ripping.712.0.html
This tool allows to insert gaps/seams in a Mesh, based on the selection
(1 vertex or a row of edges) and the position of the mouse (to indicate
the part that gets grabbed). Shortcut: Vkey.
Special Orange request!
Ken Hughes [Wed, 19 Oct 2005 21:24:18 +0000 (21:24 +0000)]
- New additions to Mesh module
- new methods from NMesh (transform, getFromObject, findEdges)
- new methods for deleting groups of verts, edges and faces
- new methods for accessing mesh editing tools: fill, flipNormals,
recalcNormals, remDoubles, smooth, subdivide, toSphere
- Added PVertType to Types module (not my favorite name; any suggestions?)
Ton Roosendaal [Wed, 19 Oct 2005 11:15:36 +0000 (11:15 +0000)]
Overflow was possible for vertex index numbers in deformgroups, causing
the table with bones in deform code not to work. Added a check for amount
of Bones. (Orange bug!)
Ton Roosendaal [Mon, 17 Oct 2005 19:03:16 +0000 (19:03 +0000)]
Three fixes in 1 commit; (reports 3183 3201 3203)
- added redraw of Oops/Outliner on selecting in Databrowse
- Ipo Record in ipo window had copy paste error, causing in potential mem
errors
- Ipo Record now creates a new Ipo again
Ton Roosendaal [Mon, 17 Oct 2005 16:57:12 +0000 (16:57 +0000)]
This fixes ALT+A playback in 3d windows, with one or more windows having
unlocked (not scene) layers. Depgraph pickyness.
Ken Hughes [Mon, 17 Oct 2005 03:48:02 +0000 (03:48 +0000)]
- Bugfix #3202: ipo.addCurve() created curve but didn't add to the Ipo
(thanks, lguillaume). I think we need much more testing of the Ipo
module following Ton's refactoring.
Ken Hughes [Sun, 16 Oct 2005 16:39:11 +0000 (16:39 +0000)]
- Bugfix #3194: calling curve.appendNurb() with any number of float param
other than 4 or 5 caused segfault (thanks for catching, Cam)
Ken Hughes [Fri, 14 Oct 2005 17:26:57 +0000 (17:26 +0000)]
- Bugfix #3127: gives Python ability to do "reload()" on Blender Text scripts
(not really a bug, just adding a missing capability)
Ken Hughes [Thu, 13 Oct 2005 20:47:15 +0000 (20:47 +0000)]
- perform typechecking before calling EXPP_check_sequence_consistency
- change experimental methods for Mesh Tools "Subdivide" and "Smooth" to
object methods. if compiled, you can use mesh.subdivide() and mesh.smooth()
Simon Clitherow [Thu, 13 Oct 2005 20:05:00 +0000 (20:05 +0000)]
too much indentation!
Simon Clitherow [Wed, 12 Oct 2005 20:59:47 +0000 (20:59 +0000)]
indentation got messed up!
Simon Clitherow [Wed, 12 Oct 2005 20:51:00 +0000 (20:51 +0000)]
last minute updates for releasing on Windows...
scons 'wininst' target fixes (py2.3 -> py2.4)
Ton Roosendaal [Wed, 12 Oct 2005 20:36:11 +0000 (20:36 +0000)]
Two very easy crash fixes, one more proper pointer check, and a check
for a division by zero. Sorry... but i can't stand such known issues to be
in an official build. :)
D.J. Capelis [Wed, 12 Oct 2005 11:55:56 +0000 (11:55 +0000)]
Build system - Bug Fix/Cleanup: Moving use_fluidsim variable to platform specific section where it belongs as per ML and IRC discussion. This allows platform maintainers some flexibility in determining what should be compiling on each system. Right now fluidsim is set as true everywhere and there is no functional change from before.
Ken Hughes [Tue, 11 Oct 2005 23:18:53 +0000 (23:18 +0000)]
- swapped MFace.flag and MFace.mode code; they were reversed (thanks, Cam)
- fixed bug in MFace_getFlags(): was accessing wrong field
Ton Roosendaal [Tue, 11 Oct 2005 22:10:17 +0000 (22:10 +0000)]
Whoa! I get what the derivedmesh is about! :P
Fixed bugreport on crashing vertex duplicators in editmode. Apparently it
was not coded with new mesh/modifier support. And now it does, quite fun!
One day picture for quick people:
http://www.blender.org/bf/rt.jpg
Daniel; could you check the commit diff below?
Ton Roosendaal [Tue, 11 Oct 2005 21:10:49 +0000 (21:10 +0000)]
Orange bugreport; Only Shadow lamp crashed on rendering preview.
Bug caused due to fix a couple of weeks ago for this kind of lamp type...
Ton Roosendaal [Tue, 11 Oct 2005 20:47:45 +0000 (20:47 +0000)]
Bugfix #3163
Materials; using "Stencil" option, didn't work properly for multiply, and
other related filters. This is a very old issue, but now I found the good
way to fix it! :)
Ton Roosendaal [Tue, 11 Oct 2005 19:54:15 +0000 (19:54 +0000)]
Almost-sure-fix for crashes after joining meshes or curves. Was caused by
not updating depsgraph, and still evaluating it.
Kent Mein [Tue, 11 Oct 2005 19:21:31 +0000 (19:21 +0000)]
looks like the warning fix caused problems so reverting it.
Kent
Ton Roosendaal [Tue, 11 Oct 2005 19:09:27 +0000 (19:09 +0000)]
Found a crasher in editing text; load file with text, enter editmode for
it and reload. I could fix the crash quickly, but it still gives not freed
memory errors.
More important; this code is VERY BAD! Not sure who added all this *goto*
stuff, but it's not acceptable code that way... (kernel, font.c)
The hacks in editfont.c are very bad too. I really hope Alexander and/or
Mika will clean up before we officially release!
Willian Padovani Germano [Tue, 11 Oct 2005 19:05:56 +0000 (19:05 +0000)]
Scripts updated:
- Discombobulator by Evan R and DirectX8 Exporter by Ben Omari.
BPython:
- Crashed Blender while testing discombobulator: obj.setMaterials() was not checking if the passed obj had valid obj->data. If the object had been created and not linked yet to a mesh, a crash would happen when trying to sync ob and me material lists. Now an error is returned. Also made obj.setMaterials accept an empty list, since obj.getMaterials can return that.
Thanks to the script authors for the updated versions and special thanks to Tom (LetterRip) for collecting info about updated and new scripts, sending me updates I had missed, etc.
Kent Mein [Tue, 11 Oct 2005 18:07:37 +0000 (18:07 +0000)]
A couple of small fixes to get things working on solaris.
added #include <ieeefp.h> similar to where its included in
other files. (made an ifdef that matches other includes of the same
file)
solaris does a lot of type overloading so there is no expf its just exp
so I added a #define expf exp wrapped in an ifndef
Finally, I fixed a warning in cfglexer.cpp about multiply defined
yy_wrap functions.
Kent
Ton Roosendaal [Tue, 11 Oct 2005 16:57:55 +0000 (16:57 +0000)]
Bugfix #3170
Drawing axes in Armature editmode, draw type 'envelope' didnt work.
Ton Roosendaal [Tue, 11 Oct 2005 16:49:57 +0000 (16:49 +0000)]
Another fix for the heuristic code to prevent adding overlapping faces...
(report #3167). Now hope I covered all! :)
Ken Hughes [Tue, 11 Oct 2005 15:51:27 +0000 (15:51 +0000)]
- force setResolu() to update all NURBS belonging to a curve
Ton Roosendaal [Tue, 11 Oct 2005 15:27:28 +0000 (15:27 +0000)]
Bugfix #3164
Very rare; a bugreport with a fix patch! Coolness, thanks Bill Currie!
(Segfault due to using un-initialized displaylist in Boolean code)
Stephen Swaney [Tue, 11 Oct 2005 15:11:39 +0000 (15:11 +0000)]
Updates and corrections to the BPy doc. Patch #2975
A large chunk of documentation goodness from Campbell Barton (ideasman).
Thanks!
Note that any mispellings, errors, or inconsistencies are due to
my ham-fisted editing.
Ken Hughes [Tue, 11 Oct 2005 14:35:43 +0000 (14:35 +0000)]
-Bugfix #3174: incorrectly counting number of face vertices
Ton Roosendaal [Tue, 11 Oct 2005 14:04:57 +0000 (14:04 +0000)]
Look, in one commit!
- test build alpha splash
- version update to 239 in code
- release names are 2.40-alpha1
Note about release names; this is really an alpha still, not a release
candidate, so cannot call it 2.40-pre either.
Naming conventions is a discussion still... hope this works as a compromise
for now.
Ken Hughes [Tue, 11 Oct 2005 13:36:07 +0000 (13:36 +0000)]
- Fix compiler errors under MSVC free toolkit (thanks lguillaume)
Ken Hughes [Tue, 11 Oct 2005 04:09:08 +0000 (04:09 +0000)]
- added Mesh.MVert(); can now create 'thick' vertices which don't wrap mesh
- implemented slice operations (get/set) for vertex list; allows script
writers to manipulate lists of vertices (using 'thick' vertices)
- fixed problem in mesh.faces.extend() which allowed the creation of
"Eeekadoodle" faces
- added mesh.update() method; (possibly) temporary fix to allow updating DAG
Willian Padovani Germano [Tue, 11 Oct 2005 02:32:58 +0000 (02:32 +0000)]
Scripts:
- updating some bundled scripts, thanks to authors Jean-Michel Soler, Campbell Barton and Anthony D'Agostino.
BPython:
- removing wrong fix from BGL.c's glDrawPixels.
note: applied guitargeek's setName patch to Blender.Key, but saw that he updated it with more functionality and assigned to stivs, so I won't commit this old version.
Ton Roosendaal [Mon, 10 Oct 2005 21:36:37 +0000 (21:36 +0000)]
Depsgraph now adds all NLA strip driver relations. This makes the demo file
on the orange.blender.org blog (controller2.blend) work with the jaw driver
Ton Roosendaal [Mon, 10 Oct 2005 20:14:12 +0000 (20:14 +0000)]
Fix request from Orange;
When using vertex weight groups to control Shapes, the vertexgroup also
worked when no IpoCurve was assigned to channel (channel defaulting to 1).
This now only works with a Pinned Shape. For relative key situations it was
not useful. :)
Joseph Gilbert [Mon, 10 Oct 2005 20:13:18 +0000 (20:13 +0000)]
-ProjectFile .NET update
* added IPO files to /src
Joseph Gilbert [Mon, 10 Oct 2005 19:50:53 +0000 (19:50 +0000)]
-Another fix for mathutils.anglebetweenvecs()
* test dot before clamping
Ton Roosendaal [Mon, 10 Oct 2005 19:34:35 +0000 (19:34 +0000)]
Added stub, so game engine player compiles again
Ton Roosendaal [Mon, 10 Oct 2005 18:57:55 +0000 (18:57 +0000)]
Ack! Recently the get_ipocurve was added in the game engine, for baking
physics. This creates very bad dependencies... tsk!
comments indicate it though;
//quick hack
//todo, before 2.38/2.40 release, Erwin
Hrms... :)
Jens Ole Wund [Mon, 10 Oct 2005 18:21:31 +0000 (18:21 +0000)]
added editipo_lib.c editipo_mods.c to project
Ton Roosendaal [Mon, 10 Oct 2005 18:05:30 +0000 (18:05 +0000)]
Stupid me! Committed in wrong console with wrong dir... here's the rest of
all files for the Ipo/Action/NLA makeover...
Joseph Gilbert [Mon, 10 Oct 2005 17:57:53 +0000 (17:57 +0000)]
-mathutils fix
* cos takes -1 to +1
Ton Roosendaal [Mon, 10 Oct 2005 17:55:56 +0000 (17:55 +0000)]
Missing include file made file not compilable...
ALso fixed midsing bracket.
Ton Roosendaal [Mon, 10 Oct 2005 17:42:48 +0000 (17:42 +0000)]
Stage two of the giant animation recode project; Ipo/Action/NLA cleanup
-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade.
Impatient people can check the goodies in CMS:
http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html
Most work was on trying to unwind the spaghetti for editing ipos. Too much
history and bad design got added here. Most evident changes:
- made generic 'context' for detecting which Ipo is being edited, or to
assign ipos or to retrieve ipo curves.
- made generic insertkey() for all ipo types, including actions
- shuffled a lot of code around to make things more logical. Also made
sure local functions are not exported
It is far from ready... when action/nla was added in Blender, a lot of
duplicate code was generated. That's for another time.
Now the goodies;
- made Actions to allow any Ipo type
- made NLA to define active actions, for Action window too
- corrected timing for active action, so it shows the 'real time', as
defined in NLA editor.
I did update python code, but that would require testing. Testing is
needed for this commit in general, too many changes happened on all
levels of the animation system. :)
Will keep track of all reports this evening, hopefully it doesnt break
the pre-release schedule!
Jens Ole Wund [Mon, 10 Oct 2005 17:27:17 +0000 (17:27 +0000)]
msvc6 project file suite complete again
Joseph Gilbert [Mon, 10 Oct 2005 15:34:56 +0000 (15:34 +0000)]
Projectfile update
* added new file to elbeem project
Joseph Gilbert [Mon, 10 Oct 2005 15:28:59 +0000 (15:28 +0000)]
Patch for mathutils
* fixed another issue with anglebetweenvecs
Nils Thuerey [Mon, 10 Oct 2005 11:31:06 +0000 (11:31 +0000)]
- minor solver fix for msvc compilation
- added pop up menues for fluid sim bake with no
fluid objects or without valid output dir settings
- fixed 3d view redraw for fluidsim buttons
Nils Thuerey [Mon, 10 Oct 2005 08:52:42 +0000 (08:52 +0000)]
- fixed fluidsim inflow speed init
- fixed intersecting fluid objects init
- added MSVC6 fixes from bjornmose (thanks!)
Nils Thuerey [Mon, 10 Oct 2005 06:59:47 +0000 (06:59 +0000)]
- added option to switch off compiling elbeem to scons files (set USE_FLUIDSIM=true)
in this case only the new blenderdummy.cpp and utilities.cpp have to be compiled
- restructured gui:
* domain options split up into 2 sections
* added compressibility and refinement settings
* added inflow/outflow object types
- increased progress bar by 1
Daniel Dunbar [Sun, 9 Oct 2005 21:01:57 +0000 (21:01 +0000)]
- silly test inversion, thanks to Stephan Kassemeyer for noticing
Daniel Dunbar [Sun, 9 Oct 2005 18:47:07 +0000 (18:47 +0000)]
- bug fix, paste clipboard on windows didn't free buffer
Daniel Dunbar [Sun, 9 Oct 2005 18:38:40 +0000 (18:38 +0000)]
- bug fix #2940, at some point assumption that mesh_get_derived_...
returned NULL in editmode was invalidated which caused a crash in
particles (was freeing subsurf cache). I can't remember but hope
that I didn't intentionally break this assumption for some
reason. :/
Daniel Dunbar [Sun, 9 Oct 2005 18:18:11 +0000 (18:18 +0000)]
- bug fix for #2948, made ccgSubSurf bail (completely) when it encounters
an inconsistent mesh. I would really like this to be corrected at some
other stage, probably on loading, but at least things shouldn't crash
now.
Daniel Dunbar [Sun, 9 Oct 2005 16:59:10 +0000 (16:59 +0000)]
o another warning fix for msvc
Daniel Dunbar [Sun, 9 Oct 2005 16:57:49 +0000 (16:57 +0000)]
o some warning fixes (compare of int to NULL, missing prototype)
Jens Ole Wund [Sat, 8 Oct 2005 22:40:58 +0000 (22:40 +0000)]
make compiling with free ms vc7 toolkit easier
hum .. do we need that ODBC .. looks like no
Joseph Gilbert [Fri, 7 Oct 2005 15:24:32 +0000 (15:24 +0000)]
-fix for AngleBetweenVecs
* correctly finds zero length vectors now
Ton Roosendaal [Thu, 6 Oct 2005 21:43:56 +0000 (21:43 +0000)]
Quickly re-enabled drawing of Text object in editmode.
Simple fix... but I am in a three meeting session in Stockholm now, can
not do full tests, hope it works. :)
Matt Ebb [Wed, 5 Oct 2005 13:08:07 +0000 (13:08 +0000)]
* Added a Select -> Inverse for object mode, available
in the 3d view header and toolbox.
Alexander Ewering [Tue, 4 Oct 2005 21:46:48 +0000 (21:46 +0000)]
Missing file, must have slipped between 2 of the phone calls :)
Alexander Ewering [Tue, 4 Oct 2005 21:23:19 +0000 (21:23 +0000)]
Beware, coded between 10 phone calls and 20 sudden surprises, but I still
hope it's somehow usable :-)
Colourpicker update:
-------------------
1) Converted numbuts to sliders and made the colourpicker wider. Sliders
are more useful for something like RGB and HSV because they're fixed
range values
2) Added a hex button for entering HTML-like color (#RRGGBB, can be
entered both with and without the hash sign).
This should completely replace the former strange NKEY functionality
in buttonswindows, and even add hex support for buttons which didn't
have it before.
Please test thoroughly, I never coded something in a hurry like this.
There are small rounding errors still... Maybe someone finds the
reason? :)
Jens Ole Wund [Tue, 4 Oct 2005 20:39:31 +0000 (20:39 +0000)]
added elbeem though it won't compile without modifications
thus i did not add to dependencies but still a nice reminder to build it at times
Ken Hughes [Tue, 4 Oct 2005 20:27:25 +0000 (20:27 +0000)]
remove non-standard __FUNCTION__ use
Matt Ebb [Tue, 4 Oct 2005 20:17:30 +0000 (20:17 +0000)]
* Added from tuhopuu: icons in ok/confirmation popups
( http://mke3.net/blender/interface/controls/error_ok_icons.png )
A bit nicer and quick to visually recognise at a glance
Ton Roosendaal [Tue, 4 Oct 2005 20:17:10 +0000 (20:17 +0000)]
Drivers cannot drive channels of own Object, added error warning for it. I
might allow this once, but it's a lot of new complexities then.
It also means you cannot drive one Bone with another Bone in same Pose.
Jens Ole Wund [Tue, 4 Oct 2005 20:07:21 +0000 (20:07 +0000)]
adding mesh.c .h files to project
Johnny Matthews [Tue, 4 Oct 2005 18:50:58 +0000 (18:50 +0000)]
Another little fix for non-prop edgeslide
Ton Roosendaal [Tue, 4 Oct 2005 18:04:49 +0000 (18:04 +0000)]
Added (temporal) fix for crashes with the new cool "show modifier deform in
editmode" feature. This specific fix only patches the case with armature
deformed meshes & vertex groups.
Note that while in editmode, new created vertices have no weights or
groups assigned, so the result will be unpredictable. This feature should
actually only be allowed for moving vertices around I guess...
Ton Roosendaal [Tue, 4 Oct 2005 17:43:41 +0000 (17:43 +0000)]
Bugfix #3188
Enter Vpaint or Wpaint did not redraw headers of all 3d windows, so the
mode menu indicator didn't update.