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2008-09-30* free bullet-softbody was using free softbody function.Campbell Barton
* mistake from own changes to curves, new curves were being added with too low resolution. * removed warnings I added recently
2008-09-26nurbs surface resolution is now per segment rather then being distributed ↵Campbell Barton
over the whole surface. This is what 2D do alredy and makes resolution settings more like subsurf level. - This makes it impossible to have a lower resolution output then the nurbs cage, however this dosnt seem a very useful feature. - Using the do-versions from recent curve interpolation fix. Tested with these files. http://digilander.libero.it/pafurijaz/Files/Blender/Libellula.zip http://digilander.libero.it/pafurijaz/Files/Blender/Martello.zip http://digilander.libero.it/pafurijaz/Files/Blender/Punta.zip http://digilander.libero.it/pafurijaz/Files/Blender/Phones.zip http://digilander.libero.it/pafurijaz/Files/Blender/Tubo.zip http://digilander.libero.it/pafurijaz/Files/Blender/Pipe.zip http://digilander.libero.it/pafurijaz/Files/Blender/Tire.zip http://digilander.libero.it/pafurijaz/Files/Blender/Cotton.zip
2008-09-23changing the number of subdivisions for nurbs curves.Campbell Barton
this way each edge/segment gets the same number of points matching the resolution value. before, a nurbs curve would have the same number of points no matter if it was cyclic or not. This will make slight changes to objects on an animated path, but only noticable if the path has a low resolution. bug [#11744] NurbCurve Radius incorrect - now dosnt show bad results with order 4 on non-cyclic curve.
2008-09-20simple changes for bez point selection. use as a flag incase other flags are ↵Campbell Barton
stored in bezt->f1,2,3
2008-06-12Curve Smoorth for venomgfx adjusting animation paths over terrain.Campbell Barton
2008-05-26when cyclic is enabled the knots would always be generated with uniform ↵Campbell Barton
nurbs but after, cyclic nurbs would be incorrect if the bezier or endpoint u/v was set. also replaced some numbers with constants.
2008-05-26* The displist would be uninitialized when nurbs bezieru/v was set and the ↵Campbell Barton
order wasnt 3 or 4. add a function that checks nurbs can produce a valid line. check_valid_nurb_u/v * when check_valid_nurb_u/v fails, no curve is allocated or drawn. * knotsu/v could be NULL but some functions didn't check for this, make sure this is checked for everywhere. * The interface didnt change check the order when the bezier u/v flag was set, added functions clamp_nurb_order_u/v that takes into accound the number of points and the bezier u/v flag.
2008-05-26the last selected nurbs curve lastnu could become an invalid pointer in ↵Campbell Barton
places, access this via functions now and store an index rather then a pointer so if it becomes invalid it will just return a NULL pointer.
2008-05-18fix for [#11691] No checks in curve code for "Number of points <= Order U"Campbell Barton
added checks for a nurbes orderu being larger then pntsu. This has the same effect as the curve having only 1 point. (its display list is not generated but it is still added but a dummy displist with zero points is made) memcpy was also being used where the memory overlaped (probably worked in most cases but this is incorrect and valgrind complained), use memmove instead.
2008-05-01Surface bugfix (reported by jms on the french newsgroup)Martin Poirier
Adding Donut or Sphere surfaces with the Align to View option turned on added broken surfaces. Those two surface type were always aligned in the past and their creation method were not made to deal with this. Fixed now (that is, they are aligned to view and created correctly if the option is on). There might be other cases of this bug elsewhere.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-03-31== Armature Tools - Separate (not yet functional) ==Joshua Leung
Initial commit of Separate tool for Armatures. Currently, the functionality is hidden behind a temporary patch, as there are still issues to be worked out (crashes under certain conditions and a re-linking issue). It may remain like this for the release if I can't get it to work correctly. Note: - Hotkey for separate is Ctrl-Shift-P (it's a bit clumsy, and isn't consistent with P for separate for meshes, but Select Parent(s) is better as P)
2008-02-21Fix for bug #6769: lattice editmode undo gave corrupt dataBrecht Van Lommel
if the lattice resolution changed.
2007-12-11display real fps in 3d view optionCampbell Barton
replace 1 with SELECT edited DVar texture tooltip
2007-12-02minor update, "Draw Handles" wasnt working when disabled everywhere and ↵Campbell Barton
replaced some magic numbers
2007-11-08* new stamp option to stamp forground sequence strip name.Campbell Barton
* made stamp filename optional * renamed weightpaint "Filter" to "Blur" * made the defailt weightpaint opacity 1.0 rather then 0.2 so when you select 1.0 weight you can paint it with without multiple clicks.
2007-11-08New Curve function in the curve specials menu - "Smooth Radius" this ↵Campbell Barton
smooth's the radius of selected curve points to unselected or endpoints. useful when changing the taper of a long curve with many points (think treetrunk), it would be nice to take into account distance on the path when doing the curve interpolation. Also moved added undo call's that were missing for 2 of the other curve specials.
2007-11-01* Two usability tweaks in adding objects, with user prefsMatt Ebb
This changes the default behaviour in adding new objects, which has been discussed for a long time, in person, on the funboard, and in the tracker, and was agreed to be implemented during the 2.5 release cycle, so here it is. They have been made default, with preferences to bring back old behaviour since although people like myself still prefer the new default anyway, it will benefit new users the most. The preferences are in the 'Edit Methods' section, changing back to old behaviour is as simple as a click of a button. - Switch to edit mode preference By default, now adding a new object doesn't automatically switch to edit mode. Not only can this be annoying (most of the time when setting up scenes and models I don't want to edit it straight away anyway), but it's a major hurdle in the learning curve that new users have had to deal with at a very early stage. Blender's different modes are an important part of understanding how the software works and should have clear behaviour. The problem is that when a user selects something from the add menu, he's not telling Blender to change modes, he wants to add an object. But Blender then goes ahead and changes modes underneath him anyway, something that was never explicitly asked for, something that's unrelated to the mental task at hand, and fundamentally important to the operation of the software. We observed plenty of people struggling with this during the training sessions that we ran during Project Orange, and there's also no shortage of "why can't I select other objects" questions on the forums. - Aligned to View preference Now by default, adding a new object doesn't rotate it so it's aligned facing the view, but rather, it's remains unrotated in world space. This is something that's more of a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), but also makes things easier for new users, especially when doing things like rigging. For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary for your objects' local axes to be aligned. This requirement isn't that obvious, and I've had to debug rigs a few times from the animator in our studio, who has everything set up correctly, but he just happened to be in a different vie at the time he added the object, so they're misaligned and causing problems. Having all objects get created aligned to worldspace, by default, makes a lot of these problems go away. It's much more understandable when rotations are caused by something you've done explicitly, rather than as a side effect of the software. For convenience as well, most of the time, when I'm working in context and I decide I need a new object, particularly working on production scenes that involve more than just one model, an Alt R is almost always required after adding, since I don't want to have to disrupt the current view of the scene by switching to top view, just to add an object. It's a bit arbitrary, the view from which you want to look at your objects isn't usually the way you want them to be looking at you.
2007-10-02Patch #7436 by Changlin Zhou (shzhc):Joshua Leung
The patch submitter found a case where freed memory was being accessed again later. Fortunately (or unfortunately), this bug has not shown itself so far, and has therefore been easy to miss. In fact, somehow, everything still manages to work correctly without it.
2007-06-14Curve Selection Tool Refactor:Juho Vepsalainen
This commit refactors curve selection system to use certain curve selections functions that encapsulate setting of selection flags. New function to select adjacent control points was introduced too. Refactoring made it possible to simplify certain existing selection functions quite a bit. New functionality was delivered as well. Select more/less works now with NURBS as expected. Also two new curve selection functions were added: Select Every Nth and Select Random. See http://wiki.blender.org/index.php/BlenderDev/Curve_Selection_Tools for further information.
2007-05-01Log:Juho Vepsalainen
This commit fixes following issues: * Undo push of "deselect" does not work correctly with curves. [#6632] * Hotkey (h) does not work correctly with curves. [#6633] * If control points are hidden partially (not all are hidden at once), curve object is not hidden. [#6633] Issue regarding the way curve objects are shown in the object mode when they are hidden remains to be solved. [#6633] First commit!
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.
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2007-03-14many menu items would crash blender if there was no 3d view. added checks.Campbell Barton
2007-01-02Added undo push for retopo all.Nicholas Bishop
2006-12-11A little bit of code cleanup:Joshua Leung
* Moved BEZSELECTED macro to blendef.h as it is used in several files * Removed other duplicated macros
2006-11-07move SPACE_* (enum) and SPACEICONMAX to DNA_space_types (being the more ↵Nathan Letwory
logical place than DNA_screen_types). SPACEICONMAX gets its value now through this enum, so it is not anymore easy to forget to update it correctly :)
2006-11-06Patch #4955, Joshua Leung (aligorith)Ton Roosendaal
Four more selection options in Curve editing; - select more/less (ctrl+numpadplus/minus) - select first/last point All nice in menus and toolbox even! Patch note: had to fix bugs in using 'continue' inside of while() loops. Turned all oldstyle while() in for() for going over lists.
2006-11-06Merged Google Summer of Code sculptmode/multires/retopo tools.Nicholas Bishop
From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-09-28-> Enter/Exit editmode wait cursor flagsGeoffrey Bantle
The wait cursor was being called during editmode enter and exit for meshes. This was a problem for several reasons. First of all, python modules like Mesh now make use of editmode features. These methods that wrap editmode tools may be called many times during the execution of a script and lead to the wait cursor rapidly flickering on and off. The other problem was that the wait cursor wasn't being called for editmode enter and exit of all data types. This is unified now. -New Arguments enter_editmode() should be passed a nonzero integer or simply EM_WAITCURSOR if the wait cursor is desired. Currently only the python API passes a '0' to enter_editmode() exit_editmode() has several options and they are passed in as the bitflags EM_FREEDATA, EM_FREEUNDO and EM_WAITCURSOR. These flags are defined in BDR_editobject.h.
2006-08-13* Shrink/Fatten for bevelled curvesMatt Ebb
This is a much faster and easier way to give a bevelled curve a taper, without using taper curves. Each point on a curve now has a 'radius' value that you can shrink and fatten using Alt S, which will influence the taper when the curve is bevelled (either with a bevob, or with front/back turned off and a bevel dept set). Alt S shrinks and fattens the selected points in an interactive transform, and you can set an absolute radius for selected points with 'Set Radius' in the curve specials menu. See demo: http://mke3.net/blender/etc/curve_shrinkfatten-h264.mov This can be a quick way to create revolved surfaces (eg. http://mke3.net/blender/etc/wineglass-h264.mov ) and it would be very interesting to use this radius value in other tools, such as a 'freehand curve' tool that would let you draw a curve freehand, with the radius affected by pen pressure, or even using the radius at each point to control curve guides for particles more precisely, rather than the continous maxdist.
2006-06-25Fix #4441Ton Roosendaal
Ancient issue; when you make a path cyclic, inserting new points resulted in wrong interpolation. Reason: the knots array was then created with the wrong tag 'endpoint U'.
2006-02-08Changed MEM_freeN(nu->knotsu);Campbell Barton
to.. if (nu->knotsu) MEM_freeN(nu->knotsu); Python created curves have nu->knotsu set to zero and was throwing. Memoryblock free: attempt to free NULL pointer
2006-01-03Moved Object.Join() into a function of an object.Campbell Barton
eg. ret_val = ob.join(objects) Now it dosent depend on the current selection, or change the selection context. Made respective join_* functions return 0 if the join was not mode, 1 when it workes.
2006-01-02Changed adduplicate() to take the dupflags as an argument. so faking the Alt ↵Campbell Barton
Key isnt needed anymore in Blender or python. Changed Pythons Object.Duplicate() to take keyword parms to enable duplication of spesific data. Eg- Object.Duplicate(mesh=1) # to duplicate mesh data also.
2005-12-30Added a python hook to Joining objectsCampbell Barton
Object.Join() Seperated the join calls from space.c and view3dmenu into join_menu() in space.c, like the select_group_menu(), okee's from join_curve, join_mesh.. etc are in join_menu() so python can call them without UI menu's in the way. this is also a bit neater since there were 2 places that were doing what join_menu() does now. - Cam
2005-11-24* Removed the OK? popups from extruding curve CPs.Matt Ebb
2005-11-08uh next time i read properly before commit, and not only from the nice ↵Toni Alatalo
webcvs diff..
2005-11-08a little tweak to make curve handles always copy the type from the previous ↵Toni Alatalo
handle
2005-10-11Almost-sure-fix for crashes after joining meshes or curves. Was caused byTon Roosendaal
not updating depsgraph, and still evaluating it.
2005-09-28* Added 'Set Smooth' and 'Set Solid' to the mesh edit mode specials ↵Matt Ebb
menu/toolbox/3d view menu so you don't always have to keep switching back to edit buttons.
2005-09-26Cleanup and new features for vertex keys.Ton Roosendaal
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html - The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit confusing. Also a 'vertex key' assumes keys per vertex, which actually is only a single key for the entire shape. The discussions on blender.org forums all mentioned "Shape" or "Blend Shapes", which I think is an OK name for a "Vertex Key" in the UI. :) - Most work was code spaghetti cleanup. Doing shape-keys now nicely goes via the depgraph and DerivedMesh. That then allows to have different shapes per object, with the new "Pin" feature. Objects now define what Shape is shown (ob->shapenr) - Added a Shape Panel in the Edit buttons with the various options - Fixed a lot of issues in the IpoWindow, with drawing the channels. For example, deleting a key-line there caused the entire Relative option to go wrong, same for moving the lines up/down. Changing key-line order now reflects in order of channels. The active Shape is drawn more clear now too. - Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-08-14 - added make_orco_curf, even does keys!Daniel Dunbar
- removed {lattice,curve}_modifier functions - changed render code to use displist for curve rendering instead of making its own. required adding a bevelSplitFlag field to DispList. I also fixed the bevel face splitting which did not work correctly in many situations. - changed so all curve data creation happens in makeDispListCurveTypes, includes making bevel list and filling polys - changed render code to use displist for surface rendering - removed Curve.orco variable, built as needed now - removed stupid BLI_setScanFill* functions... why use a function argument when you can use a global and two functions! Why indeed. (this fixed crash when reloading a file with filled curves and toggling editmode) - bug fix, setting curve width!=1 disabled simple bevel for no apparent reason - cleaned up lots and lots of curve/displist code (fun example: "if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm! - switched almost all lattice calls to go through lattice_deform_verts, only exception left is particles - added DBG_show_shared_render_faces function in render, just helps to visualize which verts are shared while testing (no user interface). - renamed some curve bevel buttons and rewrote tooltips to be more obvious - made CU_FAST work without dupfontbase hack Also by the way I wrote down some notes on how curve code works, nothing spiffy but it is at: http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
2005-08-09Big commit, had to rework lots of selection stuff so that thingsDaniel Dunbar
worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-07-25Little issues, combined commit!Ton Roosendaal
- Bug #2857: Spin didn't create nice consistant normals - removed unnecessary call to where_is_object() in init-render phase. - Added DAG_scene_sort() calls when objects were removed (join cases) - When using texture fonts, the file window header didn't display OK - Saving a file didn't set the 'wait cursor' anymore (oldie!)
2005-07-15 - remove calls to showkeypos from exit editmode functions, should beDaniel Dunbar
handled by DAG update now. (ton: please confirm)
2005-07-15 - decided it made more sense to make a key_get_active function, switchedDaniel Dunbar
to that in editmesh as well as for edit{curve,lattice} - added a G.editModeTitleExtra string that gets displayed in header info string in editmode. currently used to display "(Key)" when editing a key (before there was not UI level display of this info).
2005-07-11SLightly altered rule for the new IpoCurve option "Keep horizontal onTon Roosendaal
extrema". It now also keeps auto-handles horizontal when the Y coordinate is exactly identical. And; made this option default on inserting new curve/keys.
2005-07-03Result of 2 weeks of quiet coding work in Greece :)Ton Roosendaal
Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-06-21 - fix strange declaration of adduplicate that just used matrix argumentDaniel Dunbar
as flag... confusing and weird.