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2005-08-20 - bug fix, apply modifier removed modifier even on certainDaniel Dunbar
errors - change drawimagespace to check and update object data if it needs a recalc. this fixes errors with a recalc being flushed but not actually being done before spaceimage redraws. Updates typically actually happen in draw loop, which is not a great design... - make shared vertexcol didn't flush update
2005-08-20 - convert all DerivedMesh map functions to use index basedDaniel Dunbar
mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20Moving functions and calls to have a cleaner situation for futre work ↵Jens Ole Wund
(implicit solver .. n stuff)
2005-08-20More armature stuff;Ton Roosendaal
- The "Skinnable" option for Bones now is taken into account for the Envelope drawmode. If not Skinnable, it also doesn't draw the soft deform area. Maybe bone should be hidden... dunno yet. - Use CTRL+LMB in weightpaint mode to sample the weight in a mesh. Note; it returns the weight of the closest visible vertex, not of a Blended result. - NKey Panel for Mesh edit now shows a menu with the VertexGroup name(s) of a selected Vertex, plus the Weight. Fix: - while scaling Bone points in editmode (Envelope drawtype), the Bone root scale was not copied from (or to) the parent tip. This was not visible (is not drawn) but deform did use it... causing weird errors. For those who saw this error today: just go into editmode, select all Bones, press Skey, enter. That fixes it :)
2005-08-19CTRL+click now also allows Root-point extrude of Bones.Ton Roosendaal
2005-08-19Forgot hidden flag update in this file...Ton Roosendaal
2005-08-19Armature "Envelope" editing.Ton Roosendaal
For defining the deformation distances of Bones, three values are being used now. The bone tip and root radius define the bone-shape itself and the "dist" defines the soft area around it. A full (user) doc is in CMS here; http://www.blender3d.org/cms/Armature_Envelopes.647.0.html Note: todo still is allowing both Vertex Deform Groups and these Envelopes together (and or per Bone). Also part of this commit is: - New: Hiding bones in EditMode. This is a separate 'hide flag', so you can keep the PoseMode hidden Bones separate from EditMode. (In the future we should do some kind of bone-grouping or so) - While transform(), the hotkeys G,R,S only switch mode when the previous mode was compatible. Caused conflicts with Crease/BoneDist/etc. - Deleting the last VertexGroup now also deletes the entire Mesh 'dvert' data. Sounds logical, but remember that VertexGroups are partial on a Mesh, partial on Object. Weird design decision though... Anyhoo, at this moment the only way to have Bone Envelopes deform, is by deleting all VertexGroups! - In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope, depending draw type. - In EditMode, Extrude now also works when only Root points were selected. - Weight editing is also symmetrical btw, with the "X-axis Mirror" option set.
2005-08-18support for __MINGW32__ compiler, it doesn't have __forceinlineErwin Coumans
2005-08-18spack() is no longer used in the blender core, so I moved it toChris Want
this gameengine source file that depends on it.
2005-08-18 - added code to draw loose edges in textured and fastshade viewsDaniel Dunbar
2005-08-18 - added DerivedMesh.drawUVEdges function & implementationsDaniel Dunbar
- removed DerivedMesh.drawLooseEdges and replaced with much more general drawEdgesFlag function that draws based edge flags. - switch DerivedMesh.drawFacesTex to give user control over which faces are drawn - added object_uvs_changed and object_tface_flags_changed functions to do object recalc flag flush/redraw queueing and added calls in appropriate places - added various edge flags to mark TFace information. This is used by the drawEdgesFlag routine and was the best way I could come up with to deal with drawing TFace information from modifier stack. Unfortunate side effects are (1) uses a lot of MEdge flags (although not needed in file so thats fine) and (2) requires recalculation of modifier stack on UV selection changes. #2 is disappointing but I could not find a better solution. - update UV mesh shadow drawing to use modifier result. At the moment just uses the final result but probably should be integrated with the editmode cage option. - convert draw_tfaces3D to use drawEdgesFlag routine which cleaned up the code quite a bit. - convert draw_tface_mesh to draw using result of modifier stack. Same comment about which result actually gets draw in FACESELECT mode as for UV editor shadow drawing applies. There is a still a bug in that selection is using the wrong mesh to draw.
2005-08-18 - bug fix, convert modifiers function used a shared displistmesh whichDaniel Dunbar
could lead to crash - bug fix, exit_editmode was warning too often about free'ng baked softbody data.
2005-08-18 - remove redundant calculation of spring lengthDaniel Dunbar
2005-08-18Support for 'Bullet' in the Makefiles. Enable with:Chris Want
export NAN_USE_BULLET=true in environment, or in user-def.mk
2005-08-18The name of an included header had the capitalization wrong, causingChris Want
problems on unix.
2005-08-17some more fixes in the raycast/mouse overErwin Coumans
2005-08-17Got rid of a couple other warnings, of the form:Kent Mein
struct blah was declared in param list this is probably not what you want... Kent
2005-08-17added the "mouse over any", makes the sensor more usefulErwin Coumans
2005-08-17- update to constant.cJoseph Gilbert
- give it the key/items interface - creates some factory functions for const generation - genutils methods - method for getting module constants - method for throwing errors with a print string - updates to function names - clean up interpreter launch a bit
2005-08-17- New feature: shift+ctrl+t in Mesh editmode splits quads in exact oppositeTon Roosendaal
way. Requested for low-poly modeling. - fix: on exit editmode, the code always created a mesh->dvert block... silly, this made other code confused which decided whether to use dverts (vertex groups) or not. - removed obsolete call from armature.c. Also fixed name of function there, preparation work for nicer support in Blender for "deform envelopes"
2005-08-17 - bug fix, free bake didn't workDaniel Dunbar
- bug fix, force free of bake data on exit editmode, can't give user a choice
2005-08-17For lukep:Chris Want
In face select mode, select faces by triangle/quad/other. Available through header menu, toolbox, or hot keys. Hot keys are: ctrl-shift-alt-3: Select all triangles ctrl-shift-alt-4: Select all quads ctrl-shift-alt-5: Select all non-triangles/quads (maybe a bit sore for the wrist) And also available through the menu/toolbox. I've never used f-gons so I don't know if the 'select other' function works there (or works at all, for that matter).
2005-08-17Turning off tweak mode until there's a better UI.Martin Poirier
2005-08-17 - bug fix, draw wire extra should use cage with vpaint/wpaint/tpaintDaniel Dunbar
2005-08-17Added prototypes for some stubs to shut gcc up ;)Kent Mein
(In doing so found a stub that had wrong # of args) Kent
2005-08-16Weight Paint & Vertex Paint goodies;Ton Roosendaal
- New: "Spray" is an option now. This used to be the only available vertex painting method, while holding the mousebutton and move mouse, it keeps applying (adding, blending) the color. Disabling "Spray" will give more a 'paint' effect, only applying the maximum what you indicated to be painting. - Weight Paint now offers all options Vertex Paint has. This includes "Add", "Mult", "Sub", and "Filter". And of course the "Spray", which is default off btw. Since Weight Paint might need totally different settings, they are stored separate from Vertex Paint options. - Renamed the weird "Area" and "Soft" options into something that tells what it actually does (Even tooltips were wrong). Area -> "All Faces", option to have all Faces inside the brush being painted on. Disabling this only paints on the face under the cursor. Soft -> "Vertex Dist", option that uses distances from cursor to vertex to calculate the effect. Disable it to only paint per-face. If someone knows better names... go ahead! :) - New WeightPaint option in the Panel: "Clear", which removes reference to this deform group from all vertices. - Removed code that deleted 'deform vertices' from Mesh on exit editmode, when vertexgroups were empty. This just worked against you... you could not paint on empty groups. - Made Weight Paint painting much nicer. The way it applied values was very harsh without good transitions. Mainly because it didn't use the "Vertex Dist" option, but also because it applied colors 3 or 4 times per vertex (tria/quad). - Weight Paint undo now restores on a 2nd Undo. - Vertex Paint Panel button "Clear" didn't work even.
2005-08-16Tweak modeMartin Poirier
RMB click drag to select and transform (grab). Release to confirm. (Cancel with esc) The difference with before is that it is a single motion, you don't have to click at the end of transform, you can just release the mouse button. (Some float constant warning too)
2005-08-16Ooops, one slipped on portingJens Ole Wund
2005-08-16softbody <--> softbody collisionJens Ole Wund
make softbodies collide with objects patented to armatures (bones), lattices .. ) Softbody deflectors always use the new modifier stack. (thanks ZR) Softbody deflector code checks for identity of colliding objects so, there is no need to prohibit softbodies to be a deflector. So now you can put some soft balls in a box and see them bounce. see : http://wund.privat.t-online.de/bt/sb_sb_coll.blend A deflector cube parented to SB lattice: http://wund.privat.t-online.de/bt/sb_lattice.blend BM
2005-08-16ToSphere changes.Martin Poirier
- Scale goes from 0 (original) to 1 (full sphere) instead of the contrary - Mouse control is done by moving pointer left / right on screen. Full right is 1, left is 0. There's a 10% width padding on each border. - Works correctly with Shift modifier now.
2005-08-16New! When weight-painting a Mesh, and select a Bone, you can use transformTon Roosendaal
options on the Bone (G, R, S). The manipulator doesn't show btw. Is usful to get immediate feedback on how painted weights behave with Bones. Martin; I had to change the T_POSE behaviour in code a bit... it now stores in TransInfo the actual posed armature being transformed. Maybe, some day, we'll get mixed posechannel/object transform? Not much required at the moment though. :)
2005-08-15Added new button type: ROUNDBOXTon Roosendaal
This replaces drawing with uiRoundBox() or glRect() in button Panels, which just fails for dynamic constructed button views where Panels are sometimes invisible. Also eliminates hack with PanelPop(). Error was visible with new Modifier panel, entering/exiting EditMode. Done Modifier and Constraints. Syntax: The last 4 free variables in the uiDefBut() call are: - float, corner-rounding (0.0-pixels), - not used, - short: roundbox type (bits, 1 2 4 8 for clockwise corners starting left/top) - short: color shade offset (color range 0-255)
2005-08-15A nice character modeling time-saver:Ton Roosendaal
In WeightPaint mode, pose-mode armatures now allow selecting Bones, but without making the Armature object active. Selecting a Bone then results in selecting the associated vertexgroup. :) Little quirk; all armatures with posemode then draw selectable...
2005-08-15Using NKey panel in 3d window on editmode armature now applies theTon Roosendaal
new 'mirror edit' as well. Including the 'roll'. PLease note that roll values can differ a lot when you have modeled without 'mirror' mode. You can enforce the roll to match by first moving the Bone a little bit, so the other one aligns perfectly.
2005-08-15EditMode armature: mirrored editing feature.Ton Roosendaal
- Option is in EditButtons, Armature panel. - Currently only local X-axis mirror (seems to be default anyway) - Transform then applies changes to the mirrored-name bone as well. - Extrude: also does the counterpart Bone - New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone. (creating names by appening _L and _R) Or in short: you can now model a full rig without any manual naming! Of course the names are not too nice... a couple of ideas to explore; - rename a mirrored bone renames counterpart too - allow in weightpaint mode to select Bones - and of course mirrored edit in PoseMode (if that's useful...) Important note: I tweaked the naming convention a bit; names like Bone_L.005 and Bone_R.005 are considered counterparts. However, if you use the "Flip names" option, the number extension is still truncated. BTW: Commits in Zr's code are fixes for gcc warnings. :)
2005-08-15 - readded DL_VERTS type to store lattice deformed vertsDaniel Dunbar
- new feature, twiddled with lattice resizing to try to maintain existing vertex changes... much nicer than just resetting the lattice if you decide you need more detail in the lattice. - modifiers work with lattices now. yes, that does mean you can make a chain of lattices effecting each other 8 miles long. - some cleanup of softbody code, was rather splintered and call path was twisted and confusing. reworked main object step routine to do things in a more obvious and consistent manner and without duplicate code - added ob->softflag OB_SB_RESET instead of sbObjectReset call - modifier changes reset softbody now - moved curve_getVertexCos/curve_applyVertexCos into curve.c - update curve modifier eval to work with virtual modifiers - update modifier apply to work with curves/surfs - update make parent to also recalc object data NOTE: Although you can turn SB on for curve/font objects at the moment it doesn't really work because they call deform in multiple steps and this confuses SB. Not sure how to deal with atm.
2005-08-15Crash bug! Reading older files with follow-path constraints failed...Ton Roosendaal
2005-08-15 - added view3d_get_object_project_mat function, returns mat to projectDaniel Dunbar
object cos into screenspace without mucking with gl matrices. - added view3d_project_ functions, take arguments instead of using globals - removed View3D.{mx,my,mxo,myo} - switch drawobject foreachScreenVert functions to use new projection functions - switch edge slide to use new projection functions, fixes erratic behavior (project was using wrong mat I believe) - bug fix in edgeslide, nearest edge to start was one-off
2005-08-15 - get rid of unused object_deform_curveDaniel Dunbar
- some tweaks to modifier UI thanks to Bart (aligning buttons)
2005-08-15Lamp-halo & Ortho didn't render correct. Thanks Desoto! :)Ton Roosendaal
2005-08-14 - bug fix #2935, DAG update was not called on new boolean objectDaniel Dunbar
2005-08-14Bugfix #2943Ton Roosendaal
Render bug. Alpha low or zero, Ztransp, didnt render with lamp halos over... Note it still doesnt work for ray-transp!
2005-08-14do_versions() for 2.37 was reading a library data pointer that wasn't setTon Roosendaal
yet. Crashed in windows... Thanks Desoto for finding it!
2005-08-14 - forgot to remove a function prototype from header on static'ngDaniel Dunbar
2005-08-14 - enable modifiers for curve/font/surf types... a little hacked inDaniel Dunbar
but should work ok. Means new features! Wave effect for curve/font/surf and armature deform as well. - added undo_push calls for some modifier ops.
2005-08-14Patch provided by Adam (ajk48n). It reverses the turntable rotation whenTon Roosendaal
you have the view 'upside down', resulting in correct feedback.
2005-08-14Patch provided by Campbell Barton; this makes the editmode Mesh CTRL+TTon Roosendaal
"convert to triangles" check for shortest diagonal to decide how the triangles will be made. Fun todo for another occasion; check on facenormals too...
2005-08-14 - cleaned up edge drawing a tad, there were issues with mesh'sDaniel Dunbar
with "loose" edges (edges without a face) and drawing in solid mode. they would either not draw, or draw with a nasty selection outline. Added a ME_LOOSEEDGE flag to mark such edges in displists/mesh and editmode sets it. - changed DerivedMesh drawEdges to take an argument whether it should draw loose edges or not
2005-08-14Patch provided by Matt Ebb, cut sequence strips (patch tracker).Ton Roosendaal
There were a couple of issues with the implementation: - there was no proper test if selected strips would be cut or not - cutting meta strips could go very wrong... for example when the cut of meta was in an internal gap. With meta's being recursive, and too complex, I've disabled Meta-cutting - added an OK menu for hotkey K - added warnings when no cut was done This is the first time in 6 years I do work in sequencer... man, this has grown into a messy bizz! Like sequence variables... using names like: start, startdisp, startstill, startoffs... totally confusing here. Could use giant cleanup! Implementation was weak from scratch though, Mea Culpa!
2005-08-14 - added hook "cursor center" feature (sets hook center to cursor position),Daniel Dunbar
gives better control over falloff - added modifier UI access to hook "select" and "reassign" features - bug fix, unbroke path-tilt drawing