Age | Commit message (Collapse) | Author |
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Path detection was wrong. Grrr, stupid windows paths.
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When the Quicktime movie output path lacks any path indication, the movie is created in the
executable directory.
Also new, when the Quicktime output movie isn't created for some reason, the rendering will
stop and give an error message (in the console).
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size.
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Raw fix for the drive letter issue with Quicktime/Windows filenames.
When a drive letter is missing in a filename, it'll use the drive where the executable is.
Fix might be useful for Yafray too, because the extern char bprogname[]; doesn't return
a full path when Blender is started from the console.
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Rotated edges (seemingly on quads only) were not drawn even if
'Draw All Edges' is active.
Finally tracked the bug down to a typo in flag checks! Eeugh, was much
head scratching on this one! :)
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- code wasn't edge-select aware yet
- the "Median" button now allows to move a "median" correctly around, also
to 0 or 1 in a single step
- missing undo push here.
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Unpacking a file with packed sounds didn't save the samples... was due
to *very* weird method samples were put in Blender.
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I also removed a redundant bit of config stuff for freebsd
that didn't do anything.
Kent
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It moves targa, bmp, iris and png loading so that were not opening
2 file handles for each file, and made them like the jpeg stuff.
Also cleaned up some minor other stuff.
Kent
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Five fixes in this commit...
- the normals for nurbs surfaces still were calculated pointing wrong in some occasions
- recoded ray-transp rendering to accept normals pointing any direction; it just counts how many times it passes a "glass" layer, and flips normals appropriate then. This means rendering will go fine on models without manually setting the normals. You can also move a camera inside a 'glass' object.
- rendering of the inside part of glass now uses correct normal too... specularity happen on a solid glass inside now.
- And an inside reflected mirror ray will keep bouncing inside glass
Related to rendering localview: old convention to render localview, but with the lamps in the normal layers, has been restored.
Please note; render happens based on active window. You *only* get a localview or 'unlocked layer' render when that 3d window is active = mouse in window.
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Appending objects with constraints expands links to objects (according
code) but doesn't give such objects a link to Scene.
Apprently, somewhere in NaN days, someone commented a call, which
already invoked comments... here's the full code + comments now:
/* give a base to loose objects */
give_base_to_objects(G.scene, &(G.main->object));
/* has been removed... erm, why? (ton) */
/* 20040907: looks like they are give base already in append_named_part(); -Nathan L */
/* 20041208: put back. It only linked direct, not indirect objects (ton) */
:-)
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oops code, having pointers to ID structs that are invalid.
This solves at least it crashing... oops needs to be refreshed once :)
(occurred on testing complex files, with conversion from nurbs=>mesh)
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Halos with texture, but only mapping to "Alpha" and not color, were
rendered black, instead of in material color.
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Using ctrl+up/down in buttons window, didn't use a proper rescale of view
as already works for dragging window edges. Now the 'Full window' action
keeps size nicely.
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Kent
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patching versions for UI settings.
Currently four different levels of routines for .blend file reading exist;
/* interface level */
1) BIF_init() -> calls 3
2) BIF_read_file() -> calls 11, optional 4
3) BIF_read_homefile() -> calls 11 or 12, and then 4
4) init_userdef_file()
/* kernel level */
11) BKE_read_file() -> calls 21, and then 14
12) BKE_read_file_from_memory() -> calls 22, and then 14
13) BKE_read_file_from_memfile() -> calls 23, and then 14
14) setup_app_data()
/* loader module level */
21) BLO_read_from_file() -> calls 24
22) BLO_read_from_memory() -> calls 24
23) BLO_read_from_memfile() -> calls 24
/* loader module, internal */
24) blo_read_file_internal()
Note:
- BIF_read_homefile() has additional UI initialize calls, like windows fullscreen and executing commandline options
- Reading from memory (12) only happens for the compiled-in .B.blend
- The "memfile" here is a name I gave to the undo "file" structure. Which is constructed out of memory chunks with basic compression features.
- the kernel function setup_app_data() sets globals like "current screen" and "current scene".
So far, so good. The levels as mentioned here clearly distinguish UI from kernel, and should enable for example game loading (runtime) or background (no UI) loading. In the past years however, 'bad level' dependencies were added, and especially the patches for 'file versions' were added in too many places. The latter is evidently a result of the problem that the "UserDef" struct cannot be initialized/patched if there's not a need for a UI.
Here's how the flow goes in four different cases:
----- Starting up Blender, in foreground with UI --------------------
- creator/creator.c, main() -> calls 1
- If the commandline contains a filename, it calls 11
----- Starting up Blender, in background without UI --------------------
- creator/creator.c, main() -> calls 11 if the commandline has a filename
Note: no Userdef is read, nor initialized. Please note that this was already an existing problem for using Yafray, not setting proper file paths in background mode. The Yafray paths don't belong in the User menu.
----- Starting up Blender as a runtime executable --------------------
This only has calls to 22
----- Loading a file from within the UI (with F1, CTRL+O, using pulldowns) -----
Only calls allowed to 2. It detects if a UserDef has been read too, and in that case the init_userdef_file() will be executed.
Hope this is understandable :)
-Ton-
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Three buttons, showing float values, had only precision of 2 digits.
Made it three.
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Pad-minus key didn't work in typemode transform().
Very easy, just flipping an && with || :)
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- New channel for "Map to" added, "Warp"
- Use the slider next to the option to set amount of influence the texture
will have on the coordinates of the next texture.
- Warp uses for this the same values as for Normal or Displacement mapping
- Warp remains active for all channels, until replaced (or zeroed).
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While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
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Stencil in World didn't work with RGB textures (like what returns from
colorbands).
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http://www.blender3d.org/cms/Normal_Mapping.491.0.html
main changes:
- The "Map Input" in Blender for normals was negated
- Range for Z in normal map is Z (0-1) to Blue (0-255)
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Objects being vertex-parented to a mesh, which in turn was being deformed
by a curve or lattice, were never update correctly.
Whilst this is a typical issue for our beloved new Dependency Graph, I
consider it worth at least solving for now. An issue since Blender 1.0
you know. :)
Solution is only working for this specific case; vertex-parent to deformed
object.
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time. If this happens, we reduce physics precision to maintain some framerate.
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zero would make the impulse response normal large hence the jittering.
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AKEY didn't toggle open/close outliner. It'll be back temporal, until
definitely defined what to do with selections in it.
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- with outliner visible
- alt+d (linked dupli) an armature
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causing weird results on camera moves or object rotations.
Added: support for "normal maps". See for example:
http://members.shaw.ca/jimht03/normal.html
The Image panel in Texture buttons has new option "Normal Map" for it.
When this is used, normals are read straight from RGB values, and blended
with the current normal.
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Converting subsurf to mesh didn't display new Mesh object in correct wire,
when susurf was optimal.
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- #1911: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1911&group_id=9
BOOL properties were returning True always, small mistake in logic.c's getData method.
- #1944: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1944&group_id=9
G.vd was not being checked against NULL in Window.ViewLayer, causing a crash when this function was called from a command line script. Now it returns an error in such cases.
- small doc updates, tiny minor change in Object.c.
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OpenAL (pthreads) was generating a SIGHUP at alcDestroyContext().
Fix by setting SIGHUP to ignore.
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channels to link texture to.
The amount of code changes seems large, but is mostly getting rind of
hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX.
Further did some fixes;
- Ipo for Lamp showed too many mapping channels
- Texture MapTo buttons for lamp missed the slider to blend texture color
- Lamp texture mapping "View" only worked for Spot, now it uses lamp-
view vector for all types. (Nice for projections!)
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load UI either.
(editmesh commit is error in previous commit, but caused no harm)
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Another tweak in the convex formula, replaced a ">" with ">=" for detecting
optimal projection of face in 2d. Solves issue reveiled in Bevel tool,
where it could happen that a face wasn't created.
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Edge render for wire in unified was total mess! Code there apparently never
even tested. Gave wrong rendering and potential crashes.
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Blender ALT+Z drawmode didnt support quad lights.
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actuators work properly. (bug #1816)
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F11 to switch between render window / main window didn't work anymore in some
window managers (e.g. fluxbox), after fixing it to work in kde.
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- on exit editmode, displist for subsurf was not made, causing static
particles to calculate wrong
- static particles were not selectable
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(set directory, backbuf, scene)
- small annoyance; after extrude the transform() didn't react to the
"midtog" feature (middlemouse constraint)
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When rotating camera itself in camera view, and choose local axis rotate,
the camera flipped around. Was due to using viewmat[][] while it changes...
Solved in the simplest elegant way; hope Martin will cope with this in new
transform!
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Undo push missing after "ALT/SHIFT+D and ESC".
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thanks for that!
- static particles that are being deformed (curve/lattice/armature) now
display correct in 3d window. Only updates when particle system updates
normally though
- static particles without "animate" set didn't deform even
- static particles used as duplicators had errors with extreme low "life"
value for particles. Also, still cases could happen with unrotated duplis
at the end of a static particle line (with Vect option)
- Added tooltip for "Step" option in particles
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