Age | Commit message (Collapse) | Author |
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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.
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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
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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
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please test, especially with multires conditions
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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
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return type.
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also update view type so that grid follow
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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
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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
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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
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WIP in the NDOF part, dont work yet
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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).
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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).
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report broken)
NMesh (error in last commit).
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* 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)
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knit picking users complained about available options
with non softbody able objects
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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.
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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.
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wings!
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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)
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* 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
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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.
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Fixed bug [#6737] facecount is reported incorrectly when using multires
* Added a call to update the derivedmesh after updating a multires mesh.
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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
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getting curve data from an object failed (with only 1 curve vertex)
Blender.Mesh didnt check this and crashed.
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blender 2.44.
header_view3d.c - smoothview wasnt working with the camera menu
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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.
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The Outliner didn't refresh after adding loading a new image from disk for use as an image texture.
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*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
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[ #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.
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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...)
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Hardly anyone uses it, so until now, no-one has noticed that selection is broken. Just a simple variable typo caused bug #6738. Fixed.
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Duffin (mal_CanDo)
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scene's models wont fit into GFX memory.
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coverity bugfix: Dead Code
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Fix float error in Transform Contraint with planar constraints when the plane was perpendicular to the viewport. This could cause some weird erratic behavior.
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- 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
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* 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."
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specifying the uv layer name in a material.
Also added generic autocomplete_begin/do_name/end functions,
this code was copied five times.
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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.
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Hiding bones in the 3d-view with the (HKEY) now hides the corresponding Action Channels too.
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Wrong hotkey given in for the Remove Doubles entry in the 3d-view toolbox->edit->vertices menu.
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