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2005-07-15 - more signedness warning fixes in editsimaDaniel Dunbar
- added mesh_get_active_key and replaced code in editmesh to use this - removed obsolete code in object_deform
2005-07-15 - switch em_{vert,solid,wire}offs to be unsignedDaniel Dunbar
- some other twiddles to fix mixed signedness compiler warnings And from the "Dear lazy programmers" file: After you have extern declared a variable 5 or more times at the top a function, you would have actually saved a lot of effort by just putting it in the header where it belonged. Or perhaps you thought by hiding it no one else would notice you were using global variables to pass information around. Tsk tsk.
2005-07-14 - switch to using DAG_object_flush_update instead of mesh_changedDaniel Dunbar
- mesh drawing calculated derived surface before clipping to view matrix, waste for offscreen objects
2005-07-14 - split makeDispList into makeDispList{Mesh,MBall,CurveTypes}, there isDaniel Dunbar
still a makeDispList that dispatches to the appropriate one. makeDispList is on the way out and this makes it easier to track down exactly which places use makedispList and for what types of objects. - switch calls to makeDispList to appropriate more specific function (if the object type is known by caller). - added mesh_changed function that invalidates cached mesh data (but does not rebuild, mesh data gets rebuilt on access). Most old calls to makeDispListMesh use this instead now.
2005-06-26Patch by Martin Poirier: display normalized coordinates in image window, withBrecht Van Lommel
a few small modifications: - also display normalized coords while transforming - adapt step size & precision for button - moved option to 'View' menu Also made sure pixel snapping when transforming uv's is off by default.
2005-06-04new round of warning fixes. we are now down to 24 with Xcode on blenderJean-Luc Peurière
alone with the following flags : -Wall -Wno-char-subscripts -Wno-missing-braces. the only one still worrying me is in rand.c line 57 : rand.c:57: integer constant is too large for "long" type but i have no clue about how correct cross-compiler and 32/64 bits friendly see also my mail to commiter list for signed/unsigned issues
2005-05-03UI cleanup work;Ton Roosendaal
Proportional edit: - Proportional mode added to header as button/menu. Including new option to have only connected geometry influenced. - Added icons for proportional & proportional modes - Make proportional edit data part of Scene, so all gets saved. The Global flag G_PROPORTIONAL was removed - Made sure #defines get used properly, also tweaked order for proportional so it starts with regular 'smooth' by default. - Use ALT+O in editmode to switch to new proportional 'connected' mode Other UI stuff: - in EditMode, the layer buttons get hidden... the amount of icons in 3d header grows to fast. :) - made less ugly icons for the Manipulators. Still can be better. - Added alpha-filter for pre-processing Icon-image, giving nicer display of icon-antialising on dark or bright backdrops - disabled Manipulators when in editmode, and current layers don't show the edited data. - Added the value used to define Normal size (editmode draw) in Scene too, so it gets saved.
2005-05-01Removal of old transform() <sob> part one.Ton Roosendaal
- added in new transform the (not so useful but yah) old feature that does scrollwheel zoom during transform - had to change transform call arguments for uv-window/sequence/oops to match new transform for mouse callback TODO (for martin?) - pulldown menu support to call with local axes compliant as for pressing it with hotkey - mirrormenu() still uses old transform stuff...
2005-04-23Merging over some uv editor tweaks from tuhopuu:Brecht Van Lommel
- Moved Weld/Align out of transform code, now it's a menu. - Removed confirmation popups for LSCM unwrapping in the uv editor, didn't make sense anymore now we have undo. - Extended select linked, to work more like it does in edit mode: - L: select linked uvs/faces under the mouse - Shift+L: select/deselect linked uvs/faces under the mouse (like shift+click for selecting single uvs/faces) - Ctrl+L: how L worked before - More accurate uv selection: when selecting one uv from a group of uvs that are in the same position, it now selects the uv belonging to the face the mouse is over, instead of a random uv. - 'View Selected' (numpad .-key) for both faceselect mode and the uv editor.
2005-04-23Add "View Selected" (numpad .-key) for faceselect mode and the uv editor.Brecht Van Lommel
Also includes some 2d vector operations (subtract, dot, normalise).
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
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!
2004-11-07Tweaked the force_draw() calls, to allow headerprint() to work whileTon Roosendaal
doing a transform. Solves bug reported by Brecht about this.
2004-11-07Added undo in UV FaceSelect mode (3d window) and in UV Image window.Ton Roosendaal
Brecht; can you give it a good test :)
2004-10-12Do better checking for hidden faces in uv editor, sometimes unwanted uv's gotBrecht Van Lommel
pinned.
2004-07-14LSCM:Brecht Van Lommel
Fixed a bug where the projection axis for the initial solution was wrong, causing the solution to collapse into one point. Made packing denser (by reducing the padding between face groups).
2004-07-13Added LSCM UV Unwrapping:Brecht Van Lommel
http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-06-05* Big, mundane clean up and edit of (error/ok/etc)Matt Ebb
messages and pupmenu()s. Edited spelling and grammar, stylistic consistency, etc. I added the guidelines and rationale that I used to the CMS here: http://www.blender3d.org/cms/Language_and_terminology.338.0.html Next step is to get icons in there, to make it easier to see at a glance what sort of message (and how much attention should be paid to it, or if it can be dismissed with a flick of the mouse, eg. boring remove doubles notifications) mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
2004-05-25Fixed a potential bug in the uv editor transform function, a check if the tfaceBrecht Van Lommel
might be only an edge was missing in one of the loops. Fix a crash that would sometimes happen when clicking the texture painting button in the image window header. Made headerbuttons_packdummy a static variable again. The uiDefBut call for the texture painting button stores a reference to it, so it must be kept in memory.
2004-04-24The Anim and Tiles settings in the Image Window are now available again, in theBrecht Van Lommel
new Properties panel (was first called Transform Properties). They include the same settings as were previously found in the window header: Anim toggle, Start/End frame, Speed, Tiles toggle, X repeat and Y repeat. The Tiles button used to work incorrectly in 2.25, this is now fixed too. The drawing of the UV Vertex transform buttons in the Properties panel used to give popup error messages when in Edit Mode (uv_tface_editing_is_allowed is not silent). Also these buttons would still draw in Edit Mode. Both are problems are solved now.
2004-04-20Preparations to have Panels in all window types. Also implementedTon Roosendaal
it for the UV Image window (as Nkey replacement). Blendix can take this further now. Other little improvement: vertices in UV window now draw unselected first, and then selected over it. Less confusing! Next spaces: Action and Nla.
2004-04-05New UV Calculation panel and code. The uv mapping function was split up intoBrecht Van Lommel
multiple functions and partially recoded. Because now all the uv mapping settings are accessible throught the panel, no popus will be shown when pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder and From Window to Shpere became obsolete, as you can set this in the new panel. The panel contains buttons for all the existing uv mapping modes, and the following settings: - Cube size: For Cubical unwrapping. - Radius: Radius for Cylindrical unwrapping. - View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere. Respectively means you are in front of the Cylinder/Sphere, look through the Cylinder, or use the object rotation to determine how the cylinder is positioned (old Cylindrical unwrapping). - Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar you are looking. - No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top, draw all edges, without depth test. All credits for this part (and also at least half of the other UV editor improvements) go to Jens Ole Wund aka "bjornmose".
2004-04-05Added hotkeys for sticky / face select in UV editor:Brecht Van Lommel
Sticky UVs: Ctrl+C Local Stikcy UVs: Shift+C Active Face Select: C Constrained Scaling / Grabbing in the UV editor. Press XKEY or YKEY to scale or move only in X or Y direction. XKEY and YKEY previously did mirroring while scaling. Now mirroring can be done using the MKEY. Grab, Rotate, Scale, Weld / Align and Mirror were added to a new Transform sub-menu of the UVs menu.
2004-04-01New UV editor / Image Window features:Brecht Van Lommel
- Draw Faces in the UV editor - Draw Faces, selected in the UV editor, in the 3D view - Draw Shadow Mesh in the UV editor (for faces unselected in the 3D view) - Select Linked UVs (LKEY) - Unlink Selection (Alt+LKEY) - Stick (Local) UVs to Mesh Vertex on selection - Active Face Select - Reload Image - Show / Hide Faces in the UV editor (H, Shift+H, Alt+H) - Proportional Editing (O, Shift+O) - Stitch, Limit Stitch UVs (snap by mesh vertex) - Weld / Align UVs (WKEY) - UVs Snap to Pixels on/off switch - RMB in Texture Paint or Vertex Paint mode picks color - Select Inverse in Faceselect mode I hope these are all the features that were commited. The new UV Mapping panel (and code) will follow later.
2004-03-21 - split the data structures that actually constitute a meshDaniel Dunbar
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas of source that actually edit mesh *data* vs. areas that just edit mesh object information.
2004-01-17- pressing Enter key on numbutton increases/decreases again.Ton Roosendaal
- added displist.h for proper prototype in previous commit
2004-01-16two fixes:Ton Roosendaal
- while Faceselect mode on Subsurf, it didnt render the changes. this was because the displaylist wasnt updated (the 3d window shows original mesh) - added proper redraw event for F10-sound buttons when you add a new sound. somehow sound doesnt play anymore here... have to check further.
2004-01-13Converted the Userpreference buttons to zr's new ButBit calls.Rob Haarsma
Also added USER_* to each define located in DNA_userdef.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...
2003-10-15- 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!
2003-06-11- OSX bug: selecting vertices in imagewindow didnt draw in frontbuf visiblyTon Roosendaal
added a glFlush
2003-04-30LAST of the c code comment translations... hooray!Ton Roosendaal
Might be possible I mised an .h or so, just notify me in that case.
2002-11-25updated .c files to include:Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont