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2005-01-05Bugfix #2095Ton Roosendaal
When loading a file with linked external scene, and that external scene didnt exist anymore, and that scene was active in the file -> crash! Render code; changed to use local 'puno' flag for threaded render.
2004-12-27Biiig commit! Thanks to 2-3 weeks of cvs freeze...Ton Roosendaal
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-16Errors in saving runtime, and fileops in file window; files were copiedTon Roosendaal
or deleted without keeping track of spaces in names, causing in potential loss of data. Needs review!
2004-12-10Bug fix #1994Ton Roosendaal
Sequence editor crash when you delete Scenes which were used as a strip. Related to that, file reading code didn't restore pointers for strips correctly when you save with open "Meta" strip. First bug 8 year old. Second 1 month. :)
2004-12-08Bug fix based on bug report Chris Burt, IRC.Ton Roosendaal
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) */ :-)
2004-12-08Narrowed code for restoring UI after undo. It seems still an error inTon Roosendaal
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)
2004-12-07More tweaks related to bump mapping quality;Ton Roosendaal
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).
2004-12-05Special bf-committers request; Lamp/World/Material now each have 10Ton Roosendaal
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!)
2004-12-01Bug #1909Ton Roosendaal
When choosing "render engine" in Scene Buttons, the newly added or removed Panels didn't invoke a re-alignment event yet. Also added code that inserts new panels as good as possible on their previous locations. This works reliable for 1 new panel, not for more, this because a Panel only stores its old location, not the locations of all Panels in a given configuration. Consider that minor issue...
2004-11-21Bug #1865Ton Roosendaal
On appending in posemoding, Blender could crash. Found out the new 'select appended' also sets the 'active base/object'. This isn't OK on that level of the code, 'active' exists (and needs to be set) on UI code level in src/, not in the middle of file reading function. Also removed weird negative bitflag that enforced 'select appended' to be default. If you want that, set the flag itself in do_versions or so. In my opinion it is best saved in .B.blend instead. Another time...
2004-11-21Bug fix #1859Ton Roosendaal
Appending or Linking data from other file always cleared scene scriptlinks, due to having 1 line of code just on wrong location... is bug since 2.25, so finally something again I didn't recently break in working code :)
2004-11-17Three bugfixes from tracker;Ton Roosendaal
- Nurbs objects didnt render ray-transp. Was caused by 1) wrong normal calc and 2) quads with vertices on same locations. Solved it with nice code that checks illegal quads and turns them into triangles - Made 'physics engine' variable SUMO default - Typo in toolbox fix; cyclic isn't F but C
2004-11-14Localview fix of 2 hours ago created dependency with bad level calls...Ton Roosendaal
removed calling function from src/ and added the few lines in readfile.c
2004-11-14Bugfix in undo:Ton Roosendaal
localview got stuck after an Undo command, it now restores to normal view when no localviewed objects are there. Please note again; localview is UI, so actually not saved in the undo...
2004-11-13Fixed showstopper (thnx intrr!) bug in sequencer + global undo.Ton Roosendaal
This was actually a wrong pointer check in fileread that caused no harm in past, but with UI-less file save it wreaked havoc! Decided to add undo in sequencer window after all... it also involved saving Meta strip settings in files. Very nice :)
2004-11-07Global undo now saves/loads unused data as well.Ton Roosendaal
2004-11-05Three minor fixes;Ton Roosendaal
- themecolor for the 'bars' in NLA used signed char - global undo, restore pointers for UI accidentally added user values for oops and outliner, causing unused blocks to show used - moved popup menus one pix up or down, it was overlapping the button causing accidental selection of menus
2004-11-01- Added initialize to '4' for new tab variable in text windowTon Roosendaal
(prevents crash reported by sgefant!) - Selection outline for Curve objects didnt draw right after leave editmode - outliner now default when first viewing Oops window (dangerous?) - Zoom with ctrl+middlemouse works in Oops again
2004-10-31Bug #1721Ton Roosendaal
Crash reported on combo of append object, do global undo, and re-append same object. Appears to be an open filehandle...
2004-10-29Fix for #1706 (Wavk again!)Ton Roosendaal
- Undo in texteditor didnt work, event (ALT+U) was swallowed by new undo menu (ALT+U too) - global undo doesnt restore UI's as we know... so undo-ing with a text editor active cannot always restore correct text block you were editing. As extra service I added that when no restore is possible, it links to the first block available.
2004-10-19When you save a file while using radio tool, it didn't load correctlyTon Roosendaal
because of a flag set which prevented drawing the objects.
2004-10-13Fix for #1569Ton Roosendaal
Problem was dynamic linking of files with game logic. The links between sensors/controllers/actuators got lost. Never though i'd still understand the code, not too bad at all! :)
2004-10-13Fix for bug #1562Ton Roosendaal
There's an ancient code in Blender to denote a projected vertex coordinate is invisble, it sets the x coord at 3200. :) This wasn't updated while coding loopselect, nor edge select. Causing in extreme zoomed in situations vertex selecting go wrong. Also added; option "don't load GUI" in fileselector doesn't get saved in files.
2004-10-06Version 1.0 of the new OutlinerTon Roosendaal
The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-01OK. Here's the long awaited first step (V0.01!) of SoftBody. It is calledTon Roosendaal
from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01- Made the 'zbuf clip select' in editmode default when reading on old fileTon Roosendaal
- Added transparent wires in solid draw for editmmode, to denote selecting clicks "through". Switching this and the zbuf-clip mode is actually nice! - little annoyance; removed object centerpoint drawing in editmode.
2004-09-24EditMesh refactory + undo recodeTon Roosendaal
The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-18- redo now also ctrl+y.Ton Roosendaal
- made undo/redo display of previewrender nice
2004-09-18Another step in the undo evolution.Ton Roosendaal
- Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-14Lot of code... 2 new features:Ton Roosendaal
1) Curve deform http://www.blender3d.org/cms/Curve_Deform.392.0.html Works simple as expected, but keep track of the rotation axis in F7 buttons (Track X Y Z) Only Mesh deform supported now. Code changes: - centralized deformation calls in curve_modifiers() mesh_modifiers() etcetera. Here also other effects can be added like wave. Now the evaluation order is fixed, but should become optional. It also doesnt use the Displist anymore as deform-input. That latter part is unfinished yet. This code also is used for Hooks and will be needed for softbody - made convention stricter that displists are being checked on in drawobject(), this to prevent routines to make new displists recursively (like armature does). Now a freedisplist() is sufficient to signal that a new displaylist should be made. 2) Object Hooks http://www.blender3d.org/cms/Object_Hooks.391.0.html Support for Hooks is added to Mesh, Lattice, Curve and Surface objects. For Armatures this would require some more work & research. Main goal for this feature is to provide quick & simple access to the underlying geometry in Objects on Object level, supporting hierarchies and Ipos etc.
2004-09-13Add two new options for appending *objects*:Nathan Letwory
1) append in current active layer (off by default) 2) append at 3d cursor (off by default). When more than one object is selected this will first calculate the bounding box of the centers of the objects, and then use the distance of the bounding box center to the 3d cursor to transform all objects.
2004-09-08dangeling pointer fix :)Jens Ole Wund
2004-09-06Stretch To constraintMartin Poirier
Read today's meeting minutes for a description. Bjornmose: We'll need some example and screenshots for the dev pages of blender3d.org. If you can do some, neat, if not, I'll do them. Matt, Emilie and Chris: Please review UI addition. Pixel alignement and all that fun stuff has not be overly looked for (though I did some cleaning by adding alignment blocks).
2004-09-05Typo in ListBase -> listBaseTon Roosendaal
2004-09-05Huh! that file was added... anyhoo, here again!Ton Roosendaal
2004-09-05SConscript for new fileTon Roosendaal
2004-09-05Second itteration of global undo system. Now based on:Ton Roosendaal
- file-to-memory save - incremental difference steps (compression) everthing has been tightly coded to use minimum of memcpy or allocs. In fact this system works with a single full buffer (=file) in memory, and undosteps as differences from it. Speed gain is factor 4-8 faster. I've added it in CTRL+ALT+T timer menu for a test. Please note the gain is especially in the undo-storing, not in retrieving undo. Also new: file read option to skip UI read (file menu). This now also is default for the undo system.
2004-08-29Feature for Curve objects in Blender; 'tapering'.Ton Roosendaal
Next to the "BevOb" button you now have a "TaperOb" button to give a name of a curve object which defines the width of extrusion of the 'BevObj' along the curve. The TaperOb curve typically is horizontal, where the height denotes the width. Important rules; - Only the firste curve in TaperObj is evaluated - the first width is left, last width is right - it scales the width of normal extrusions based on evaluating the taper curve; which means sharp corners in taper curve won't be easily visible (That latter feature could be improved by extrusing based on the points in the taper curve; this is a *lot* more work)
2004-08-16Objects will be autoselected on Append. There's a button to toggle this ↵Nathan Letwory
behaviour, by default it's enabled. Feature requested by Bastian Salmela.
2004-08-16Renamed get_constraint_target in constraint kernel file to ↵Martin Poirier
get_constraint_target_matrix since that's what it really does Moved get_con_target from editconstraint to constraint kernel file and renamed to get_constraint_target Make scene.c use constraint functions from kernel instead of doing the switch itself (regrouping specific constraint code in one file). Add LockTrack as an option in the Make Track menu (Ctrl-T) Adding fun for vortex forces in 3D window, the representation now match the orientation and direction of the force (this is code will need optimisation). I'll probably be slapped for mixing two things in one commit but some function calls needed to be fixed for the new spelling and since this is really isolated code I didn't feel like wasting time getting a fresh copy, doing the changes and then readded this after commiting. Fixed some warning regarding implicit casts and constants (this last one is a MSVCism where you need to explicitely tell the compiler to use floats with an f. AFAIK, it doesn't affect/bother other compilers). Removed a useless commented piece of code in readfile (there was an uncommented copy a couple of lines before)
2004-08-04do_version for 2.34; sets outline select by default on on olderTon Roosendaal
files. (testers; note that you cannot save 2.34 yet!)
2004-08-03This commit changes the sweep effect to be called 'Wipe' in both UI and in ↵Johnny Matthews
backend variable naming.
2004-07-27Fix for #1475Ton Roosendaal
Apparently appending or linking from other files didn't call a proper do_version() patch to initialize new variables correctly. Was result of the streamgluing stuff in NaN period... fixed.
2004-07-27Fixed small annoyonce that was there for long;Ton Roosendaal
New objects were not created with correct 'ipowin' value, to denote the default ipo to show. That caused sometimes wrong display with weird empty menu button in header.
2004-07-27Nathan's huge ipo patch.Ton Roosendaal
- now more than 31 channels possible for ipos - added lotsa new channels all over - Texture block has ipo now too - recoded getname_ei functions (Will ask nathan to give release log info when he's back!)
2004-07-09Quite a large one this time... but now we have:Ton Roosendaal
Edges in Mesh - adds automatic when you use creases. For other situations; call the void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the edges are automatically recreated. - in F9 buttons you can add/remove edges too - both for Mesh and DisplistMesh, so it speeds up drawing quite some in wireframe - render for edges can't work... edges have no material nor tface nor col.. so here still the faces are rendered in wire Creases in Subsurf - based on the code by Chris McFarlen - main changes is that now edges are used, saving quite some data in file - use SHIFT+E in editmode to set edges-sharpness. values go from 0-1 - in F9 buttons you can set draw-crease mode. It draws now blended from wire color to edge-select color (as provided in Theme) Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results with some values... Chris, can you check? Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
2004-07-05* Added IPO for displacement, translucency and raymirrorNathan Letwory
* Cleaned out IPO #defines
2004-06-30NEW: Ramp shades for diffuse and specularTon Roosendaal
http://www.blender3d.org/cms/Ramp_Shaders.348.0.html Material color and specular now can be defined by a Colorband. The actual color then is defined during shading based on: - shade value (like dotproduct) - energy value (dot product plus light) - normal - result of all shading (useful for adding stuff in the end) Special request from [A]ndy! :)
2004-06-26The revised patch from Leon for new particle effects.Ton Roosendaal
New is that objects can have a force field, and Meshes can even deflect (collide) particles. This is in a new sub-menu in Object buttons F7 The full instructions where on the web, Leon mailed it me and I will put it in CMS tomorrow. For those who like to play with it now, here are demo files: http://download.blender.org/demo/test/ Quite some changes where in the integration though... so previous created particle deflectors will not work. Changes to mention now are: - gravity is renamed to 'force field' - force field and deflector options are in Object now, not in Mesh - the options also have its own struct, doesnt add to Object by default - force fields are possible for all object types, but only work on center. So empty objects are typical for it. Work to do: - add draw method in 3d win to denote forcefield objects - check on the UI (panel with different size?) - add 'recalc' button in deflector panel
2004-06-24Added another Sequence effect: the wellknown Glow effect.Roel Spruit