Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2005-08-03 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuffDaniel Dunbar
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the name of the actual bit define instead of just a magic constant, this makes searching the code much nicer. most of the credit here goes to LetterRip who did almost all of the conversions, I mostly just checked them over.
2005-08-03moved some hardcoded constants into tweaking tresholdsErwin Coumans
exposed those tresholds to python (more 'expert' settings)
2005-08-03 - change modifier applyModifier[EM] function to not free derived argumentDaniel Dunbar
- added modifier_supportsMapping function - update CCG to set actual vertex normal (and not just interior face vertex normal, bla bla bla no one knows what this means nevermind). - renamed modifierType_get_info to modifierType_getInfo for consistency and to increase my commit line count. - update EditMeshDerivedMesh to calculate (and use new) normals when given deformed vertices - added - update editmode modifier calculation to also calculate a cage, not working 100% atm, in particular if a deformer follows a modifier that returns a DerivedMesh the cage is not accurate. - added ccg derivedmesh drawMapped{Vert,Face]NormalsEM functions - currently UI for selecting the cage mesh is rather irritating, will be updated
2005-08-03Python 2.4 for MSVC 6.0 projectfiles.Martin Poirier
2005-08-02Finalised support for compiling BULLET on linux.Simon Clitherow
Bullet is now off by default on all platforms until we get an OK from Erwin. To enable it, change USE_PHYSICS to 'bullet' in your config.opts.
2005-08-02A little feature for Broken...Johnny Matthews
When choosing Subdivide from the w menu or Confirming the number of cuts in a subdivide multi, hold down the CTRL key and instead of getting the original selection recreated on the new edges, get the "inner edges" as you would get if doing a loopcut. UI for this may change before release (perhaps a toggle button in edit buttons)
2005-08-02_.NET projectfiles update_Joseph Gilbert
- links to python 2.4 (please update /lib/windows)
2005-08-02added python binding for debugdraw,Erwin Coumans
tweaked friction, some more preparations but no real functionality added yet
2005-08-02_.NET projectfiles update_Joseph Gilbert
* converted files to .NET 2002 * removed unneeded projectfiles from bullet * PHY_Bullet outputs to correct directories * Bullet linked to activex and blenderplayer * misc updates
2005-08-02Modifications for bullet were made and variables were defined only for ↵D.J. Capelis
windows. This commit defines these variables for the other blender platforms helping SCons not to barf quite as quickly. Scons is still unable to compile a fresh CVS checkout at the present time on linux, but now at least allows config.opts to be properly created. The new defines for use_bullet are currently set as false until testing can take place to ensure proper compilation on those systems. The existing use_bullet='true' on the windows platform was left untouched. Please ensure that variables are defined on _all_ platforms in the future instead of just defining them for the system you're currently developing under.
2005-08-02Added support for compiling BULLET with scons on windowsSimon Clitherow
using bandoler's patch as a basis (thanks!). A couple of notes: - This is for windows only, I did not have a chance to try linux yet. - SConscript for PHY_Bullet may need tweaking (plus support for other platforms), but at least it's in there :) Any problems, shout :)
2005-08-01Make Loopcut in Faceselect mode able to enter Edgeslide and not get 'loop ↵Johnny Matthews
crosses itself' message. Still need to work on selection out of this condition
2005-08-01BMFont didn't define correct character size for "Screen 15" font for TAB and ↵Martin Poirier
NBSP. Found out through ideasman's interactive console script.
2005-08-01This patches adds support for Font, Curve, Surface and Meta Objects inMartin Poirier
Blender.NMesh.GetRawFromObject through a displist conversion method as used by Blender when converting them in the UI. Notes: Objects with only edges (3D curves/polyline without bevel) do not have normals, so they are all initialised to (1, 0, 0) on conversion Converting from meta objects only work on the "mother ball". That is, the object with the lower base name. Example: "meta" for all the "meta.*" objects. Meshes extracted from curve based objects (Font/2D filled curves) contain both the filled surfaces and the outlines of the shapes. Materials are taken from the object's material list. Material handling in NMesh is incorrect anyway, as it always uses the materials from the mesh, ignoring the setting in ob->colbits. This patch also makes the include order a little clearer. A couple of warnings have been fixed by using better types: - Using char instead of short when parsing color values. The "constructor" expects and uses char anyway. - Explicit casting to short when storing normals back in mvert. - Changing constant doubles to floats with "f" to make compiler happy. The only warning left regards NMFace.flag which is stored as a short but is used to fill in TFace.flag which is a char. I didn't want to change the object's structure so I left it like that. I didn't add an explicit cast when putting it back in TFace so that the warning can remind us that there might be something to change there.
2005-08-01Work for fix of #2256 "something weird with some buttons":Chris Burt
NUMSLI buttons with retval of 0 can be used to trigger other buttons. Not sure if this is best course of action but will investigate more. Until then buttons_shading.c is clear of NUMSLI buttons with retval of 0 and now use B_DIFF as retval argument (which happens to be 1).
2005-08-01Scripts updated:Willian Padovani Germano
- Jean-Michel Soler: 1) paths import -- ai module; 2) tex2uvbaker; - Campbell Barton: obj exporter. BPython: - Campbell also provided a patch (+docs) to add shader data access to Blender.Material. Again, thanks guys and sorry for the long delay.
2005-08-01Moved some theme-related defines to BIF_space.h from space.cChris Burt
2005-08-01Just a little cleanup, removed an extra redraw....move along :)Johnny Matthews
2005-08-01Some more loop fixing, this time in loopcutJohnny Matthews
2005-08-01Adding a little idling to Edgeslide loop,Johnny Matthews
2005-08-01yo bassam, here it isJens Ole Wund
Action editor UI tweaking: PageUpKey moves action up one row ( shift == move to top ) PageDownKey moves action down one row ( shift == move to bottom ) multiple selections allowed
2005-07-31updated vc7 projectfiles so they work with bulletErwin Coumans
2005-07-30For edgeslide control rail there are 2 options:Johnny Matthews
Scroll Up/Down and Left/Right arrow key will cycle through the control edges in either direction. I got rid of SHIFT for the time being.
2005-07-30updated testbed demoErwin Coumans
2005-07-30enable bullet for vc7 too by default (can be switched off easily)Erwin Coumans
2005-07-30more physics work, tuning parameters, hooking up friction etc.Erwin Coumans
2005-07-30Edgeslide Mouse Movement FixJohnny Matthews
Edgeslide movement is now controlled by a line drawn between the endpoints of the 2 control rail edges. Edgeslide will try to pick a control rail pair (will color green ATM) if you don't like the edge it picked, use the mouse wheel up to change it. have to code mouse wheel down to go other direction still. Just ran out of time ATM and wanted to get this in for movement testing. movement is in 1% per edge (so 1% out of -1 to 1) CTRL makes it 10% SHIFT makes it .1% Se what you think and give me some feedback on functionality :) Code needs cleanup and comments, so don't crit that too much yet.
2005-07-30added PHY_Bullet vc7 projectfilesErwin Coumans
this one should be used, instead of extern\bullet\make\msvc_7_0\Physics_Interface1\CcdPhysics_vc7.vcproj and bullet\make\msvc_7_0\Physics_Interface1\PhysicsInterfaceCommon_vc7.vcproj
2005-07-30Fixed some warning shenanigansChris Burt
2005-07-30Fixing (hopefully) a stupid issue with rendering text objects:Alexander Ewering
cu->curinfo.mat_nr appearently didn't get initialized to 0 when creating a new curve / text object, thus assigning random material indices to characters, which crashed when rendering. I'm still not sure if this was the actual issue, though I'd hope so :) For old files that crash on rendering, just enter editmode on EACH text object, select all text, and assign a material to it. I hope this fixes.
2005-07-30Flush Edge selection down to verts in subdivide if you are in Vertex select modeJohnny Matthews
2005-07-29Commented out some debug printfsJohnny Matthews
2005-07-29Another UV tweak for subdivide, It seems to work better now, still not perfectJohnny Matthews
2005-07-29added physics-debuggingErwin Coumans
didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
2005-07-29A Small change on Edgeslide while I try to come up with a better mouse ↵Johnny Matthews
interaction. Move mouse - 5% SHIFT modifier - 1% CTRL modifier - 10%
2005-07-29>humm, .. this seems to define USE_BULLET for 1400 > _MSC_VERErwin Coumans
>e.g. my msvc6 and gcc in linux. right? >BM thanks bjornmose, is was a typo (it only disabled bullet for Visual Studio 2006, which is not even in planning stage :) Should be fixed now
2005-07-28Linking to wrong zlib library. fixed!Johnny Matthews
2005-07-28_.NET projectfile updates_Joseph Gilbert
This fixes a number of build issues with msvc7 projectfiles * fixes the zlib problem * fully builds bullet + solid + blender * updates project files
2005-07-28_build environment for bullet physics_Joseph Gilbert
- adds bullet projectfiles to the extern.sln build (please rebuild extern.sln)
2005-07-28Fix for zlib with MSVC/SCONS. Should compile now. This does not fix the ↵Johnny Matthews
bullet issues yet. But with this Blender should compile without the gameengine.
2005-07-28removed duplicate testing filesErwin Coumans
2005-07-28Bugfix #2875Ton Roosendaal
Removed old code that was used when the global undo still saved files. It was restoring pointers in the UI based on names, which gave confusing results when loading the quit.blend file (actually undobuffer). Instead it should treat the quit.blend same as "Load without UI" option.
2005-07-28Nice time saver for Armatures: Introduced Bone type "Hinge", which doesn'tTon Roosendaal
inherit pose rotation/scale from its parent pose-channel. Button is available in Editing Buttons for PoseMode as well as EditMode. Aim is to reduce overhead of Constraint usage (copy location). (in object.c I removed old code for IK)
2005-07-28zlib.lib update. some includes too.Jens Ole Wund
2005-07-28Killed some warnings. No please.. hold the applause.Chris Burt
2005-07-28Part of a fix to the makefiles for compiling the new ZLib stuff. ThisChris Burt
seemed to do the trick for me, however a game engine error has prevented me from compiling to test. Anyone who has time to test compiling it would be appreciated.
2005-07-28 - move zlib.h around to make windows happyDaniel Dunbar
still having linking issues with zlib, grumble grumble
2005-07-28 - update storage.c to use standard time codes (should fix issueDaniel Dunbar
with MSVS 8) - broke mesh_create_shadedColors out of shadeDispList, used to build vertex colors for mesh in vpaint as well (also fixed bug where they were not initialized correctly for subsurfs) - added modifier_copyData and modifier_findByType functions - change editmode modifiers to only calculate if Realtime and Editmode bits are both set, makes more sense for copying modifiers - update object_copy to correctly copy modifiers - removed duplicate redefinition of ME_ attributes in python, this is a horrible idea, why was it done in the first place? - update armature auto vertex group code to check for subsurf in modifier stack - fixed flip_subdivision to work with move to modifier stack - added copymenu_modifiers, can copy all modifiers or just data from first modifier of a certain type (not sure how to deal with multiple modifiers of same type... not a big issue though I think)
2005-07-27Patch provided by Shaul Kedem: Compressed files are back!Ton Roosendaal
He even made a nice doc in wiki: http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz Usage: set the option "Compress File" in the main "File" pulldown menu. This setting is a user-def, meaning it is not changed on reading files. If you want it default, save it with CTRL+U. The longest debate went over the file naming convention. Shaul started with .blend.gz files, which gave issues in Blender because of the code hanging out everywhere that detects blender files, and that appends the .blend extension if needed. Daniel Dunbar proposed to just save it as .blend, and not bother users with such details. This is indeed the most elegant solution, with as only drawback that old Blender executables cannot read it. This drawback isn't very relevant at the moment, since we're heading towards a release that isn't upward compatible anyway... the recode going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already have upward compatibility issues. We might check - during the next month(s) - on a builtin system to warn users in the future when we change things that make a file risky to read in an older release.
2005-07-27Bug fix #2870Ton Roosendaal
Wire material doesn't work with raytrace, but the wire faces were still trace-able, giving weird results. Now the wire faces are excluded from the octree.