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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-05-25Fixed following issues:Juho Vepsalainen
*if a vertex group was renamed in the outliner, the name was not updated correctly in visible buttons window *certain buttons in Render panel didn't update other buttons windows in case their value was changed *same goes for Logic context of the Buttons Window *also cleaned up unnecessary code from Logic context and made Timer field to work correctly when pressed with left mouse button
2007-04-24editface.c & buttons_logic.c & Draw.c & verse_session.c - added missing headerCampbell Barton
Bone.c - return an empty list rather then None for bone.children bone.getAllChildren() Draw.c - per button callbacks are now have (event, value) passed
2007-04-23Changed TESTBASE and TESTBASE_LIB to check the hidden flagCampbell Barton
Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places. added error_libdata() for library error messages that are everywhere. added object_data_is_libdata to test if the object and its data's are from a library. fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!) made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
2007-04-11the input fields for data name had an inconsistant limit for input fields, ↵Campbell Barton
making it hard to fix problems with library linking when a name changed. some were 18, most 19, and others 21. made all 21 since this is the real limit. Also new image name limit length of input field to 21 (was 255 but shortened to 21) The one place this could be useful is if somebody names a metaball with a 21 char name, the copy will not use the motherball. but this is not as bad as having to use the python console for fixing library linking problems.
2007-04-09Patch #6325Ton Roosendaal
Cleanup of Logic buttons, for dynamic actors. Plenty of options have become obsolete with bullet, so not drawn.
2007-02-06added missing reference in the docs for the edgesplit modifierCampbell Barton
Extended the add object tooltip to note that new objects cant be on a visible layer.
2007-01-17button alignment for logic buttonsCampbell Barton
2006-12-01- enabled compound collision objects, requires 'clear parent inverse'Erwin Coumans
- fixed some issues with kinematic objects, introduced during Bullet 2.x upgrade
2006-06-15renamed 'Size' to Radius in the logic buttons (This naming was confusing, as ↵Erwin Coumans
the 'size' was only used as 'radius' for a rigid body with 'sphere' shapel. It has no effect on box, convex, cylinder and other shapes. Don't worry, this is unrelated to recent Size -> Scale renaming.
2006-05-17Ghost can be any bound type in Bullet, so removed the edit restrictionsErwin Coumans
2006-05-06==Bugfix==Peter Schlaile
Made the frame boost from short to int (30000 -> 300000 frames) complete by walking through the source and finally changing all frame-variables to ints. This should finally fix the framecounter warp around seen in some buttons. If you step on any further problems that may arise starting from frame 32768 please just give me a hint and I'll fix it. (Sorry about that, didn't know enough about Blender, when I did it the first time...)
2006-03-09Uncommitted change of Campbell 9 days ago... the rest of the logicTon Roosendaal
editor now screws up... smells like a bug in alignment code, will need to be checked on. (Campbell: you sure checked the buttons before committing this? ;)
2006-02-27Added a few more button align'sCampbell Barton
2006-02-22added 'disable sleeping' option for rigidbodies. + bugfix of out of sync ↵Erwin Coumans
wheels for vehicle
2006-01-28Final merge of HEAD (bf-blender) into the orange branch.Chris Want
Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this.
2006-01-13make clear that 'concave mesh' is really for static triangle mesh. too many ↵Erwin Coumans
people try to make it moving, it is for landscapes/static environment.
2005-12-29More node goodies!Ton Roosendaal
First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-06Fix for bug #3529Kent Mein
Provided by Jorge Bernal (lordloki) Function was returning a wrong value in a switch statement. Kent
2005-10-28Autocomplete for buttons that need Blender data names (ID's and Bones).Ton Roosendaal
Just press TAB and it completes up to the level a match is found. If more matches exist a menu could pop up, thats for later. Now an evening off! :)
2005-09-19Added id strings to the tops of buttons_*.c files which were missing theirChris Burt
correct format. CVS expands $Id$ to the format you usally see at the tops of files and these only had $Id: which CVS ignores.
2005-08-17added the "mouse over any", makes the sensor more usefulErwin Coumans
2005-08-08- fixed missing logic positive pulse repeat buttonErwin Coumans
-better naming for collision bounds: polytope -> convex polytope polyheder -> concave mesh -better naming: frequency -> the pulse delay
2005-08-05 - bug fix, some world material map to buttons missingDaniel Dunbar
- bug fix, logic bool property value buttons missing
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.
2005-03-31Changing hard codec max frame release for a define (in blendef.h with the ↵Martin Poirier
other maximums). Tried to change it everywhere, hopefully I didn't miss any. Also raised max frame to 30000 (maintainer of that code can safely modify it back since it is in one spot now ;) ) Needed that limit for a marketing video contract, might as well commit it.
2005-03-25Patch from Erwin Coumans: Abstract the physics engine.Kester Maddock
Reenable ODE in the physics engine buttons.
2005-03-20 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)Daniel Dunbar
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle undefining various crap that windows.h defines. Platform specific headers should only have to be included in a few places. This reduces the number of inclusions of BLI_winstuff.h to 16 which is a much more reasonable number (than the 144 or whatever it used to be)
2005-03-09big warning hunt commitJean-Luc Peurière
lot of casts, added prototypes, missing includes and some true errors
2005-01-23Added Joystick sensor (from snailrose)Kester Maddock
2004-12-07Bug fix 1982Ton Roosendaal
Three buttons, showing float values, had only precision of 2 digits. Made it three.
2004-11-22Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)Kester Maddock
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-07Lotsa undo stuff added;Ton Roosendaal
- ALT+U undo menu shows history for global undo as well - Added undo pushes for buttons window more consistantly - Added it & tested for ipowindow too - Added it in outliner - And quite some missing occasions for 3d window editing
2004-07-28fix for #1479Ton Roosendaal
Caused by commit Kester 7 weeks ago, adding sound actuator always crashes when no sounds have been loaded. He forgot to put a MEM_Free within the brackets. :)
2004-06-02Fix for MSVC compiler. ;-)Kester Maddock
2004-06-02Do a databrowse window for sound actuators when necessary.Kester Maddock
2004-05-03Mouse Wheel Support for the Game Engine.Kester Maddock
This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
2004-04-29fix #1204Ton Roosendaal
Two typos in tooltips.
2004-04-23a sensors 'invert' toggle button was showing the wrong state.Stefan Gartner
thanks to Ton for figuring out what's wrong
2004-04-22In beginning of buttons for logic editor was weird code checking physics model.Ton Roosendaal
It even has old enji buttons still! Anyhoo, if no World was active it returned.. that could be coded friendlier.
2004-04-16Increased maximum mass to 10000.Kester Maddock
Added "%x4" to the end of "Polyheder" in drawtypes menu.
2004-04-15fix for bug #1144:Stefan Gartner
the tooltip of the To: field of a message actuator was saying that messages will only be sent to objects with a property of that name, while in fact it was sent to objects with that name. Unfortunately, the GameKit (and probably other documentation, too) is wrong about this as well. corrected the tooltip to reflect what's actually happening
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
2.25 like physics. [SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-14 - replaced AUTOSPACE define with {ME_,CU_,MB_}AUTOSPACE,Daniel Dunbar
different objects shouldn't share flags this way (still sharing of other mesh flags in renderer... ickity pickity, but I'm not fixing now) - removed some unnecessary uses of DNA_mesh_types.h
2003-11-20Fix for undo... it didn't do the UV coords (tface) nor the vertexpaintTon Roosendaal
colors. This because of the pretty weird (ab)use of load & make editmesh... For each added undo step, the load_editmesh was fed with an empty mesh to assign data to, without knowledge of what was in the original mesh. That way UV and color data got lost. Solved it in 2 steps: 1. removing the ->tface pointer from EditVlak, and make TFace a builtin struct inside EditVlak. This didnt cost much extra mem, since it already stored UV and color. This enabled some pretty cleanup in editmesh.c as well, storing tface pointers was cumbersome. 2. for each undo step, it then generates always a tface and mcol block to link to the undo Mesh. Even when it wasn't in the actual Mesh, at exit editmode the original Mesh is used as reference anyway, and undo-meshes are freed correctly. The enormous commit is because I had to change the BLI_editVert.h file, and found it was included in about every file unnecessary. I removed it there. ALso found out that subsurf has code ready (unfinished) to make UV coords for the displaylist in EditMode as well, nice to know for later...
2003-10-20Another mega commit... loadsof restructure, and a pretty good one! :)Ton Roosendaal
- changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-15- removed all #include "interface.h" from files. this is a local/internalTon Roosendaal
include only (use BIF_interface.h instead) - split up interface.c in two files: NEW: interface_panel.c - removed the temporal text files WARN: FIX AUTOMAKE AND MSVC!
2003-10-10Another huge commit!!!Ton Roosendaal
First, check on the new files, which are listed below. The new butspace.h is a local include, only to be used for the buttons drawn in the buttonswindow. - editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now - i quite completely reorganized it, it's now nicely telling you what context it is in - sorting error in panel align fixed (tabs were flipping) - align works correctly automatic when you click around in Blender - editsca.c renamed to buttons_logic.h - button names are truncated from the right for allmost all buttons (except text buttons and number buttons) - while dragging panels, you cannot move them outside window anymore And of course fixed loads of little bugs I encountered while testing it all. This is a version I really need good test & feedback for. Next step: restoring material/lamp/texture/world