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2008-06-23[#14398] In Object- and EditMode, global rotate manual input is different ↵Martin Poirier
than mouse The sign of the rotation angle was sometimes different between num input and mouse input.
2008-06-18[#14400] Crash on grab/move on axis when nothing selected (patch included)Martin Poirier
I used a different fix than the included patch, but that was a pretty nasty crasher (only crash on menu/toolbox, not hotkeys).
2008-05-13[#8146] Objects rotate in wrong direction when using numeric input (R x <num>)Martin Poirier
Don't flip axis to face camera on num input.
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!
2008-04-16replace magic numbers with constants for (G.vd->persp), view naming was also ↵Campbell Barton
using persp as a flag which worked but isnt correct.
2008-04-08Proper fix for camera transform with snap.Martin Poirier
Please email me or report a bug when such problem arise, it's simpler if done properly the first time.
2008-04-08moving the camera on the local Z axis while in the camera view didn't work ↵Campbell Barton
when snapping was enabled (even though the CTRL key was not pressed)
2008-02-16Fix for bug #8219: proportional edit circle was drawingBrecht Van Lommel
wrong in the uv editor since editmode integration.
2008-01-13=== Custom Transform Orientation ===Martin Poirier
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2007-11-26Fixes for some long standing transform bugs.Martin Poirier
- [#6112] is this an extrusion bug? When extruding, x-mirror was giving weird behavior since the extruded vertice could match with their non-extruded counterpart on the other side. The solution is to disable x-mirror (with a transform context flag, like disabling PET) in that case. - External constraint setup calls (BIF_*) didn't setup some internal structs properly. For the user, this resulted in some transform (extrude particularly) showing a full 3d vector in the header instead of a scalar along the constraint axis (this messed up num input a bit too, you could type values in unused axis).
2007-10-20Image Stamping patch by Diego (and peach request)- stamps image info into ↵Campbell Barton
metadata and optionally draws into the frame. This patch includes some changes I made... * use blenders bitmap fonts (rather then own fonts) * select font size * user interface layout changes * Marker as another image stamp option Also added some new API calls BMF_GetFontHeight(font); BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer. get_frame_marker(frame) - get the last marker from the frame. IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color. TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
2007-10-09IPO-Transform Bugfix:Joshua Leung
Now MMB-constraint select should now work better than it did after the refactor. I've made some changes to setNearestAxis so that it is now an entrypoint from which spacetype (currently divided into 3D or 2D) specific methods can be used. The old code for this (IPO MMB-constraint) has effectively been restored.
2007-08-28This commit fixes up a bunch of svn properties to hopefully make things a ↵Kent Mein
little nicer for everyone. Patch provied by gsrb3d bug tracker #7061 Kent
2007-05-24=== Bugfix ===Martin Poirier
[ #6690 ] Shift and widget translation cause an uncontrolled move in side or front view There was a tentative fix for that earlier, but the limit used was too low. This fixes it and ensures sane output.
2007-05-21=== Bugfix ===Martin Poirier
Fix float error in Transform Contraint with planar constraints when the plane was perpendicular to the viewport. This could cause some weird erratic behavior.
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2007-03-17Fix various gcc warning related to signed/unsigned parameters passed toKen Hughes
OpenGL functions.
2006-12-20=== Transform Snap ===Martin Poirier
Draw a circle around the snapping point for visual aid. Different snapping target method, switchable in the 3d view header menu in the Transform menu. * Closest: Snaps the closest vertex to the point * Median: Snaps the median of the selection to the point * Center: Snaps the transform center to the point (this is different from median because you can use Cursor/Boundbox as center) Fix a bug with constraints/snap handling.
2006-08-11Tiny header include fix for a warning I introduced earlier.Matt Ebb
2006-07-31fixed a typo that must have slipped in ;)Kent Mein
Kent
2006-07-31* Made the proportional edit circle draw inverted againstMatt Ebb
the background - it was very difficult to see with a muted grid theme colour.
2006-06-04=== Bug Fix ===Martin Poirier
[ #4272 ] Camera zooming problem Move the camera in camera view could block inexplicably sometimes. Was a silly programmation error that any competant compiler should have given a warning for. Alas, I'm using gcc...
2006-04-11=== Transform Constraining ===Martin Poirier
Bug #3733 Constraining on a perpendicular axis was broken on (half - 1) cases. Silly oversight on my side which didn't turn out in the test case (moving camera in and out) and only appeared in front view (not side nor top) because of positive reasons. Frankly, I still think translating an object perpendicular to the viewport is a bit silly, but now, at least, people can be silly in a predictable fashion.
2005-11-23New stuff & fixes in Blender OSA filtering.Ton Roosendaal
While investigating alternative filters (Mitchell), I found two small errors in the Gauss code, it clipped wrong and multiplied wrong, causing settings other than filter size 1.0 to not work properly. Took the last-minute liberty to add more filter types in Blender too. Also wrote an extensive log about how sampling & filtering in Blender works. http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html
2005-11-20Transform:Martin Poirier
As discussed during meeting, made double key press go for Local when Global was selected. Two lines of code! ;)
2005-10-24Fixed backwardstransform.blend bug from orange dudes.Martin Poirier
It was literally two lines of code. This probably fixes a lot of the "constraining transform goes backward" problems. Was a dumb oversight on my part.
2005-09-03 - assorted minor warning fixesDaniel Dunbar
2005-08-25Based on a suggestion from Zr, using line line intersection for single axis ↵Martin Poirier
projection. This makes perspective handling a bit better.
2005-08-23Bretch's patch for 2D transform. ThanksMartin Poirier
Using new transform code to handle UV window. With the ground work done, Transform could more easily be extended to handle IPO window now. Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9
2005-07-30Fixed some warning shenanigansChris Burt
2005-07-24GCC 4 didn't like static function after non static prototype. Moved ↵Martin Poirier
prototype to c file and added static to it.
2005-07-24Big Transform Manipulator MergeMartin Poirier
*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed. This commit merges manipulator orientation selection back in "traditional" transform. That's how it works: - The dropdown in the 3D view header is always visible - The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before. - Alt-Space (to change the orientation) works during transform New Transform orientation: View, using the view axis. Fixes for the following bugs: - Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file. - Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker. - Numinput with lock constraints didn't work correctly. Reported on elysiun Probably some others that I'm forgetting I also moved a couple of functions around in an attempt to make things clearer.
2005-07-13Armature "XRay mode" now draws nicely with solid too. For it to work, ITon Roosendaal
had to add a new feature to the 3d window, to collect "after draw" objects, which get drawn as last, after a clear of the zbuffer. Same method can be used for nice OpenGL transparent draw, the system is ready for it, do that later. The huge commit is caused by cleaning up globals from struct Global. Many variables were unused or just not needed anymore. Did that to move the ugly G.zbuf to where it belongs, in the View3D space struct. :)
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-
2005-06-28Transform stuffMartin Poirier
Cleanup in transform.c: removed uneeded includes and removed REPEAT experiment. Split off manipulator init function, no need to resort on hacks to setup stuff before starting transform anymore. Fix0r3d single axis projection for constraints. It deals with perspective correctly now (as much as planar constraints).
2005-06-05Transform 2D center was using short. Not good enough when it's it's way off ↵Martin Poirier
screen. Switched to ints, that fixed the bug in the tracker. Switching to floats would probably be safer in the long term, but too many things to test to do that now.
2005-05-29Tinsy cleanup of combo drawing Manipulators:Ton Roosendaal
- translate+scale : arrow at end of axis - translate+rotate: draws axis lines now - while translate: draws the axis line too And: GCC was nagging about Martin's precious code! transform_constraints.c:745: warning: suggest parentheses around comparison in operand of & Apparently the if(a & b == c) is undefined? Whatever!
2005-05-29Push/Pull didn't do Lock Constraint correctly. Fixed.Martin Poirier
Also added an isLockConstraint function that tells if the current constraint is a locking constraint or not.
2005-05-19Fix MMB code again. (I'm near the "set an accronym for that so it's shorter ↵Martin Poirier
to time next time" phase...) This time, probably for good since I've really tested it through and the z factor used there never gives overflow and is correctly calibrated with both the real zfac and the zoom level.
2005-05-18Fixing MMB selection code for good.Martin Poirier
zfac needed to be inverted to be used properly. Works for extreme close ups and extreme zoom out.
2005-05-16Transform MMB code fixing Ton's last fix.Martin Poirier
His fix was good, except that it switched to project_float instead of project_short, and that's not good because we're renormalizing the vector after that, which maximizes the float errors. Since it's scalling the axis anyway with the zfac method, it can use project_short safely (I tested it with the bug tracker file that triggered the fix in the first place).
2005-05-13Three fixes in 1 commit. :)Ton Roosendaal
- Bug #2530 The MMB Transform constraint 'chooser' used projection code that didnt work when zoomed in extreme. Needed a correction to scale projected coordinate according zoomlevel. - NKEY panel for objects: click on left/right side of scale button now goes with increments of 0.1 (was 1.0) - Moving window edges in Screen: prevented top header from becoming too small due to grid-snapping. Was visible now with using Texture Font.
2005-05-10Found some time do sanitize the big Transform call:Martin Poirier
- Splited off the event treatment into a fonction of its own - Splited off the initialisation phase into a function of its own (will have to do it for the manipulator function too) Calling transform now works like this: initTransform(mode, context) - possible post init calls, constraints mostly Transform() - eventually, the postTransform function, so that Transform is just a simple big loop which could in the end just be tied in the blender event system instead. - Added a state variable in TransInfo to replace the ret_val local variable. Possible values are: TRANS_RUNNING, TRANS_CANCEL, TRANS_CONFIRM - Tied MMB and the hotkey select for constraint together, so selecting an axis with MMB and pressing the axis key after that goes to local mode on that axis. Much less confusing.
2005-05-10Fixed rotating, didn't take parent into account properly (hmmm, I'm sure ↵Martin Poirier
this worked before). That was bug #2516: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2516&group_id=9 Also turned back some changes Ton did to drawing object constraint lines. Explained the why in a longish comment.
2005-05-08Fix for negative scaling & Mirror menu in Object mode (CTRL+M)Ton Roosendaal
Hope Martin likes this simple hack. :) Also; added flag in constraint to denote whether its local or not. That way its possible to: - prevent local scale and rotate on multiple objects to change own position - draw constraint lines cleaner
2005-05-02Local axis constraint external call. Had to do it in a very hackish way ↵Martin Poirier
which highlight a design problem in the code. To solve it (and would solve other problems too), we'd have to split off the initialisation function. Not terribly hard to do but I'm overwhelmed with work... Push/Pull had a problem with constraints enabling/disabling. Fixed Restablished infinite line for constraint draw (when not using manipulator) as discussed in meeting.
2005-04-24Toying a bit with MMB behavior:Martin Poirier
MMB click with no constraint selects a constraint right away (the axis selector doesn't flash on screen) MMB click with a constraint removes the constraint MMB click-drag in both case (with and without a constraint) uses the axis selector. stopConstraint didn't remove the CON_SELECT flag, so cancelling transform while selecting a constraint and then reentering transform was funny. Fixed
2005-04-22Local axis constraints for pose mode. AddedMartin Poirier
Camera rotation fix (was off centered because it used persinv instead of viewinv. Now rotation center is always center screen in camera mode. (Still need to fix the helpline not showing) Numinput constraint function was no good, didn't check if a constraint was even on... Fixed. Rotation was missing constraint text in header print. Fixed.
2005-04-20* Brought over a 'mode' parameter to drawcircball to preventMatt Ebb
further loss of Hos' hair during tuhopuu merges. This doesn't change any user functionality. 'Mode' can be GL_LINE_LOOP for a circle outline (as it currently is), GL_POLYGON for a filled circle, or whatever gl mode you like.
2005-04-12Bug fix #2394Ton Roosendaal
While in camera view, going to local axis rotation (R, X, X) the view became instable. Was still using the view3d view matrix, instead of initialized TransInfo->viewmat. Martin; you could check on the mouse motion in this case, for some reason it only uses horizontal motion? ALso; renamed button in InfoWindow "Disable sound" to "Disable Game Sound".