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2008-07-23soc-2008-mxcurioni: merged changes to revision 15705Maxime Curioni
2008-07-12soc-2008-mxcurioni: merge with trunk - rev 15540Maxime Curioni
2008-07-11Bugfix #17306: Missing refresh call for button in UserPrefs Joshua Leung
Autokey settings were missing redraw for Info-window
2008-07-10Fix for bug #14411: missing preview render redraw for a few lamp buttons.Brecht Van Lommel
2008-07-10Fix for bug #17292: vertex paint blur darkens the colors as youBrecht Van Lommel
paint, due to old optimization to use >>8, but this is equivalent to /256, and it should be /255.
2008-07-10Adding an option for action actuator - "Continue" this means animations ↵Campbell Barton
always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable. When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
2008-07-10Sync with Apricot Game EngineBrecht Van Lommel
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
2008-07-10AutoMerge Keyframes option for Action/NLA editors will now also delete ↵Joshua Leung
duplicate keyframes if a Duplicate (SHIFT-DKEY) operation is cancelled.
2008-07-10Apricot Request:Joshua Leung
When changing the active action in the NLA editor with NLA-override off, armatures now have their restpose applied before the new action is evaluated. I've commented the code here to make it clearer what is going on.
2008-07-08BGE logic patch: new "Add" mode for Ipo actuator, several corrections in ↵Benoit Bolsee
state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one.
2008-07-08Bugfix #16535Ton Roosendaal
The infamous Fkey 'make face' in editmode still failed in cases, giving an annoying convex error popup. Found two errors in this code: - not all cases were evaluated to make a face of 4 vertices (6 cases) - the function that makes always a face when the 4 edges already exist failed when not in vertex-select mode. I also removed the popup, but added a print... its still not perfect.
2008-07-08scenes set pose objects would draw in posemode while weight painting if they ↵Campbell Barton
were set to posemode in their scene.
2008-07-08Compiler warning fixes (how some of this stuff compiled without stopping ↵Joshua Leung
compiling I don't know) ;)
2008-07-08== Select Swap for Armatures (Ctrl I) ==Joshua Leung
It is now possible to swap the selection of bones in EditMode and PoseMode using the CTRL IKEY hotkey. As a result, the hotkey for adding IK Constraints has now changed to SHIFT IKEY (so that select swap can have a consistent hotkey)
2008-07-08own mistake with drawing used state bits.Campbell Barton
Other minor changes and removed some warnings.
2008-07-07[#17288] Sequencer API: added a method, a geter/setter, the blend modes dict ↵Campbell Barton
and corrected a malfunction on audio strips blend mode from Luca Bonavita (mindrones) - adds the method "rebuildProxy()" useful to rebuild all the strips at once: the user can do - adds a BlendModes dictionary under the Blender.Scene.Sequence module: the user can see the blending option with - adds the getter/setter "blendMode" - adds a function seq_can_blend in sequence.c as requested by Peter, useful for these purposes but also to solve a bug after - the bug is you can apply blend modes to an audio strip that doesn't make sense: changed the test and now you cannot assign blend mode other than Replace to audio strips Omitted DNA cleanup part since its only whitespace and Id prefer to have a useful "svn blame" output.
2008-07-07* New UV editor selection mode: IslandMatt Ebb
This goes alongside vertex and face selection and selects an entire UV island with a single click. It's a lot less painful to use when rearranging UV layouts, especially with Drag Immediately on - see: http://mke3.net/blender/etc/uv_island.mov
2008-07-07Little tweak to timeline_force_draw, so that button windows are updated properlyJoshua Leung
2008-07-07Fix for bug: [#14570] particle system: grid distribution + vertex emitting bugJanne Karhu
- grid distribution didn't check for emission from vertices
2008-07-06soc-2008-mxcurioni: merge-repair with trunk rev 15456Maxime Curioni
2008-07-06=== Transform Snap ===Martin Poirier
Bugfix face snapping in edit mesh didn't test for selection properly
2008-07-06GameObject rayCast and rayCastTo were not setting exception strings (causes ↵Campbell Barton
return without exception set error) Also made game state buttons only have a dot in states that have controllers in them.
2008-07-06#16675: Object name doesn't get updated in 3D viewports if it is changed via ↵Joshua Leung
Buttons Window
2008-07-05soc-2008-mxcurioni: merged changes to revision 15441Maxime Curioni
2008-07-05patch [#17275] Fix for: pressing delete on an empty sequencer pops up a ↵Campbell Barton
confirmation from Roelf De Kock (kiemdoder) to address report #15025
2008-07-04Made some python game engine funcs use NOARGS, getAxisVec was using wrong ↵Campbell Barton
multiplication order. Use BUT_TOGDUAL for controllers init states so you can see what the init state is for any controller without using the button to check.
2008-07-04BGE logic update: new servo control motion actuator, new distance constraint ↵Benoit Bolsee
actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
2008-07-04soc-2008-mxcurioni: foundations for Freestyle as a render layer - new UI ↵Maxime Curioni
buttons and mode flags, Freestyle API refactoring, modified pipeline to incorporate the new render layer. Compared to previously, the layer functionality is available when selecting 'Blender Internal' as the rendering engine. Freestyle's result is not available in the layer yet. I need to integrate OpenGL offscreen rendering properly (with framebuffer objects) to reach that goal.
2008-07-03Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 ↵Hamed Zaghaghi
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9
2008-07-01let the logic buttons operate on objects in different scenes. They would ↵Campbell Barton
already display but pressing the buttons did nothing. This is useful when using 1 scene for a character and another for a test level, so the character logic can be edited without switching scenes.
2008-06-30Fix for python APi error - (Campbell: please check :) ) -- using ↵Daniel Genrich
myLamp.setType(Area) resulted in 'TypeError: expected int argument in [0,5]' (reported in IRC by Djoef)
2008-06-30BGE python api addition, GameObject get/setState and Controller.getState()Campbell Barton
Also added a note in the tooltip for action priority when using more then 1 action at a time.
2008-06-30Fix for bug #7753: after game engine drawing with vertex arrays,Brecht Van Lommel
nurbs/curves/text dissappears. This also removes the "vertex arrays" option and enables it always for OpenGL version >= 1.1 - there's no need to have an option to make things render faster disabled by default, also it should work stable now.
2008-06-29NDOF bugfixes 14402 & 14403 by ettore PasquiniJean-Luc Peurière
2008-06-29Action Editor - Group drawing tweaks:Joshua Leung
* When all the action-channels for a group are hidden (i.e. their related bones are not visible), the group in question is also not drawn. This helps reduce clutter. (slikdigit funboard request) * When a group has no channels belonging to it, the expand icon/button isn't drawn for that group.
2008-06-29Added autokey call for Flip Quats tool (Alt-F in PoseMode)Joshua Leung
2008-06-28BGE 2d-filter, custom shaders now can have depth texture and luminance textureHamed Zaghaghi
2008-06-28bugfix, txt_to_buf would crash on an empty text file.Campbell Barton
Also checked all other uses of text->lines.first to make sure the assumption isn't made elsewhere. Added 2 more checks for text->lines.first when converting text buffer to objects.
2008-06-25int toggle button function was being used on a short, remove warnings in ↵Campbell Barton
buttons_logic.c too
2008-06-25Commented out face transp changing when switching images, this is more ↵Campbell Barton
annoying then helpful. Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix() Edited "Collision" button since ray-sensor also uses collision.
2008-06-25BGE patch 15044 approved: Edit Object Dynamics Actuator.Benoit Bolsee
Add enable/disable dynamics actuator under the "Edit Object" category. The Enable/disable rigid body option is also availale but not implemented.
2008-06-24BGE patch: Add damping and clamping option to motion actuator.Benoit Bolsee
This patch introduces two options for the motion actuator: damping: number of frames to reach the target velocity. It takes into account the startup velocityin the target velocity direction and add 1/damping fraction of target velocity until the full velocity is reached. Works only with linear and angular velocity. It will be extended to delta and force motion method in a future release. clamping: apply the force and torque as long as the target velocity is not reached. If this option is set, the velocity specified in linV or angV are not applied to the object but used as target velocity. You should also specify a force in force or torque field: the force will be applied as long as the velocity along the axis of the vector set in linV or angV is not reached. Works best in low friction environment.
2008-06-24Artists complaining about these popupsCampbell Barton
* Nothing indicated - is not helpful, and very annoying with occluded geometry with high poly meshes, sometimes the selection doesn't work 100% of the time and the menu pops up over what you want to select. * No (correct) camera error doesn't seem to be needed, has been there since rev 2.
2008-06-24BGE patch: Add NAND, NOR, XOR, XNOR controllers.Benoit Bolsee
NAND controller is an inverted AND controller: the output is 1 if any of the input is 0. NOR controller is an inverted OR controller: the output is 0 if any of the input is 1. XOR controller is an exclusive OR: the output is 1 if and only if one input is 1 and all the other inputs are 0. XNOR controller is an inverted XOR: the output is 0 if and only if one input is 0 and all the other inputs are 0. The NAND, NORT and XNOR controllers are very usefull to create complementary outputs to start and stop actuators synchronously. MSCV project files updated.
2008-06-23BGE patch #14386: Action Actuator Current Frame Prop. This patch is very ↵Benoit Bolsee
usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results
2008-06-23Transform SnappingMartin Poirier
Snap to edges and vertice without have to go through faces. This means you can import floor plans and use the edges as snapping guides and other sort of fun things. The bounding box test still needs padding though.
2008-06-23== Sequencer ==Peter Schlaile
Renamed Filter-Y to De-Interlace and moved F-Key to D-Key. (Also added file reload on D-Key)
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.
2008-06-23== FFMPEG ==Peter Schlaile
Added serious interlacing to movies opened using ffmpeg. (Other video decoders to be done) Rational: deinterlacing, if done seriously _has_ to be done in YUV-space. Since internal interface first converts data to RGB we are pretty much lost (and fall back to IMB_filtery in that case).
2008-06-22bugfix, Shift+H would hide unselected objects on unseen layers.Campbell Barton