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2008-03-13final (??) work on NDOF branchJean-Luc Peurière
it is now in a state where it can be safely merged with trunk. Note: basic icons were provided but I'm not an icondesigner and working in a 16x15 grid is way too small for me, so feel free to change them.
2008-02-18making the new transform methods work on Os XJean-Luc Peurière
getndof return a 7 floats array, but only the first 6 are axis the last one is a delta and seems to be much smaller on windows systems this value should be ignored for the moment
2008-02-17add missing ndofinput initMartin Poirier
2007-08-31Some cleanup of the ndof functions:Martin Poirier
Moving filterNDOFvalues and getndof to editscreen.c/BIF_mywindow.h (this might not be the best spot but it matches table/mouse functions) Adding missing function definition in include files and fix declaration mixup (void functions used as int, short pointer used as float pointer) New NDofInput model for transform (reusable externally in the future): Handles ndof events, accumulates values and enables remapping and rescaling values to fit any axis combinaison into a float[3] (this could be extended in the future, also, it doesn't support out of order axis right now). Compatible with "gears" (Ctrl key) New transform context for pure NDof input transform (entered when using Transform mode on the device). In this mode, transform "transactions" are automatically confirmed when the device returns to its rest position Rotation on Z triggers a rotation (axis is perpendicular to the screen as usual, constraints works as expected) Rotation on X/Y triggers trackball rotation Translation on X/Y/Z triggers translation (doesn't support constraints correctly). The device can also be used during a "normal" transform operation. In this case, there is no auto confirm but button 1 (right) can be used to confirm while button 2 is used to clear the NDof input (back to mouse input). NDof support was added to translation, rotation and trackball (as previously mentionned) but also to Tilt (same as rotation) and Push/Pull (move device along Z axis). This is a bit preliminary work, so everyone should feel free to comment and send suggestions. NOTE: this commit also merges revision 11523 from the trunk
2007-08-17sculpt mode ndof transforms.Jean-Luc Peurière
please test, especially with multires conditions
2007-08-16ettore patch for correct rotation in turntable modeJean-Luc Peurière
2007-07-31transform mode commitJean-Luc Peurière
you can now translate or rotate a selected object in the third method. either in object or edit mode. Note : the method is not ideal, as we create a full transform loop for each component of the transform. However it is this way handled in same way as other means of input
2007-07-30fix mix of declaration and instructions (it would choke MSVC) and add missingMartin Poirier
return type.
2007-07-30tweak of parameters following Martin reportJean-Luc Peurière
also update view type so that grid follow
2007-07-29more work on the ndof system.Jean-Luc Peurière
turntable code should work reasonabilly well now. fly code need works but is no more insane on Os X. transform object is not present here. if you find the movements a bit slow, you can speed it in the preferences up to 2x in the view & controls panel. button1 (left) of the device let you switch between the 3 modes. button2 let you switch between unconstrained and dominant mode. the plugin must be named 3DxNdofBlender.plug and be placed in a folder named plugins in same folder as executable check no scaling is done in the plugin please check it works ok on 3 platforms
2007-07-22commiting new viewmovendof code from sfgorosJean-Luc Peurière
as this is not working code for me, and i've not investigated yet why, i protected it with a define in view.c line 566 USE_NEW_NDOFMOVE comment this line to use old code
2007-07-19commiting ettore fourth patch (plugin path)Jean-Luc Peurière
2007-06-13first workable version on Os XJean-Luc Peurière
work only in non camera mode in 3D view need the external plug-in to be compiled separately line 894 of ghostwinlay.c must be replaced with values adapted at your system see mailing list for features planned and how to use
2007-06-03merge from trunk up to rev [10858]Jean-Luc Peurière
WIP in the NDOF part, dont work yet
2007-06-02== Action Editor - IKEY ==Joshua Leung
Modified behaviour of IKEY in Action Editor a bit, so that the keyframes added have been updated to reflect the current state of an object/bone. Previously, it only used the current values of the ipo-curves they were being keyframed (maintained as fallback method now).
2007-06-01== NLA Editor ==Joshua Leung
When adding a new Action Strip to an Object which didn't have any Action Strips previously, NLA-override mode is turned on by default for that object (the Action/NLA-icon beside the expand/collapse triangle).
2007-06-01surface objects are allowed to be softbodies too Jens Ole Wund
2007-06-01buttons editing didnt let lib-obdata to changed once set (thanks for the ↵Campbell Barton
report broken) NMesh (error in last commit).
2007-06-01== Multires ==Nicholas Bishop
* Moved the multires vertex data from struct MultiresLevel to struct Multires. There's no longer any reason to store data seperately for each level; it was just taking up extra memory. * Incremented the subversion to 2 and adjusted do_versions to correctly load older files. * Refactored the multires update process (which handles propagating changes to other levels)
2007-06-01test commitJens Ole Wund
knit picking users complained about available options with non softbody able objects
2007-05-31Fix for memory leak:Brecht Van Lommel
Manipulator drawing, enabled or disabled, with the exception of the combo manipulator, was leaking a GLU quadric on every redraw. I don't think this caused trouble in practical situations though, it leaked about 1 MB when running Alt+A for 20 minutes here.
2007-05-31== Action Editor ==Joshua Leung
Small Action Editor feature to hopefully make keyframing quicker. Just press the IKEY in the Action Editor. Feedback on the (annoyance factor of the) popups welcome.
2007-05-31Test commit by myself ( whitespace ), just spreading my new Blender commit ↵Mal Duffin
wings!
2007-05-31=== SCons ===Nathan Letwory
FINALLY! With this commit command-length problems are History. Thanks go to xuru from #scons for giving the nice pointer. src is now again one lib, and further libsplitting should be rather unnecessary, unless we somehow reach the 37K limit (for internally used CreateProcess, by subprocess module)
2007-05-31== Shader nodes ==Matt Ebb
* Geometry node: Front/back output This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov Give 1.0 if it's the front side, and 0.0 if it's the back side. * Extended material node This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it. == Comp nodes == * Invert node Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node: - makes it a lot faster to set up, rather than all the clicking required with the mix node - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree. - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too. There's also a shader node version too. * Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor: - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input - making the fac value on RGB curves still work when there's nothing connected to it
2007-05-30Patch #6759: this speeds up the vertex group editing workflow a bit. Joshua Leung
The hotkey Ctrl-G in EditMode for Meshes and Lattices, brings up a menu giving the user options to assign/remove selected vertices to a new/the active Vertex Group. The hotkey Ctrl-Shift-G in EditMode for Meshes and Lattices, brings up a menu giving the user options to change the active Vertex Group and delete the current Vertex Group.
2007-05-29== Multires ==Nicholas Bishop
Fixed bug [#6737] facecount is reported incorrectly when using multires * Added a call to update the derivedmesh after updating a multires mesh.
2007-05-29adding the initial patch updated to 2.44 in ndof branchJean-Luc Peurière
notes : it compiles but is non functional lacks the platform specific changes in ghost ( i cant test windows) lacks the code for plug-in. the platform specific code will be added when we sync with Ettore work the plug-in itself cannot be added here
2007-05-28fix for a crash in Blender.Mesh,Campbell Barton
getting curve data from an object failed (with only 1 curve vertex) Blender.Mesh didnt check this and crashed.
2007-05-28Made it that hidden bones should arnt selected armature and posemodeCampbell Barton
2007-05-26drawmesh.c - change from mal_CanDo that makes lighting work the same as in ↵Campbell Barton
blender 2.44. header_view3d.c - smoothview wasnt working with the camera menu
2007-05-25Bugfix #6735: Joshua Leung
Removed the error that showed up when trying to paste a pose onto protected proxy bones. By definition, you shouldn't be able to keyframe/pose protected proxy bones, but nothing obeys that currently.
2007-05-25'Hack' to fix bug #6718:Joshua Leung
The Outliner didn't refresh after adding loading a new image from disk for use as an image texture.
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
2007-05-24=== 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.
2007-05-23== Action Editor ==Joshua Leung
Now Action/IPO-Curve/Constraint Channels draw so that they open downwards. The only noticeable differences are that when expanding/collapsing channels, all the channels above won't get shunted out of the way again. Also, on loading some older files, all the channels may be out of view (TODO: make version patch for this...)
2007-05-23== OOPS Editor ==Joshua Leung
Hardly anyone uses it, so until now, no-one has noticed that selection is broken. Just a simple variable typo caused bug #6738. Fixed.
2007-05-23* Applying [ #6730 ] Fixing in-Blender displaying of GE bitmap text by Mal ↵Nathan Letwory
Duffin (mal_CanDo)
2007-05-22option to limit the size of textures loaded into GL memory, usefull when a ↵Campbell Barton
scene's models wont fit into GFX memory.
2007-05-22adding python icon on torus in toolboxJoilnen Leite
2007-05-21=== Bugfix ===Martin Poirier
coverity bugfix: Dead Code
2007-05-21old typo in commentMartin Poirier
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.
2007-05-20Fix provided by Mal:Ton Roosendaal
- 3D Window, textured drawmode shows lighted again for non-textured faces - Engine: faces show lighted again when 3d windows was Solid draw mode Example: http://www.candointeractive.com/blender/BlenderViewport.jpg
2007-05-18Plumifero's wishlist:Chris Want
* When duplicating bones that have constraints (edit mode), duplicate them too with TARGET field updated. This is code that I wrote a few years ago before the armature refactor. It is simple code that compiles and seems to work fine, but should be checked by Ton or somebody else with better knowledge of the current armature system. Usage description, (stolen from the first time this code was committed): "Duplicating bones in edit mode now also duplicates the constraints associated with that bone ... if the constraint subtarget bone is also duplicated the new constraint points to this new bone as it's subtarget."
2007-05-17Added highlighting of non-existant names and autocomplete forBrecht Van Lommel
specifying the uv layer name in a material. Also added generic autocomplete_begin/do_name/end functions, this code was copied five times.
2007-05-17Disable SSS better for preview rendering, so it does not slow downBrecht Van Lommel
other preview renders at all. Also added a flag to enable/disable SSS per scene. There is no button for it yet, the Render panel has no space left .. will find a place for it later. The subversion number was also increased to enable the flag for older .blends.
2007-05-17Added Menu entries for Object Mode Show/Hide hotkeysMatt Ebb
2007-05-17== Action Editor ==Joshua Leung
Hiding bones in the 3d-view with the (HKEY) now hides the corresponding Action Channels too.
2007-05-16Test-commit/Bugfix #6698: Joshua Leung
Wrong hotkey given in for the Remove Doubles entry in the 3d-view toolbox->edit->vertices menu.