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2007-09-22added an active face for the mesh editmode and normal mesh - this is needed ↵Campbell Barton
because the TFace flag was not always easy to access from editmode. using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much. The active face is used for getting the space image at the moment and keeps scripts that use this flag working also. This has 2 commands to get and set, so the variable is not accessed directly. all "UV Calculate" scripts work now last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now. uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
2007-09-22made draw shadow work as it used to (I didnt understand at first that this ↵Campbell Barton
was to draw the subsurfed UV faces) this is really slow, its unuseable on suzanne subdivided twice on my computer with 2.45 and trunk, this could be sped up however it would need to be subsurf spesific.
2007-09-22fix for some button overlap problemsCampbell Barton
2007-09-22made sticky UV editing options more accessible by adding them to a popup in ↵Campbell Barton
the header. Changed how the sticky setting is stored in DNA - (as a char rather then 2 flags). replaced the UV/FACE icon with another needed for the sticky menu. removed 2 unused icons. commented the UV transform panel since it only had 2 buttons in it. depgraph update calls needed to be added to Ctrl+V/E/F menu's because some commands were crashing.
2007-09-21unwrapping would crash if there was no space imageCampbell Barton
2007-09-21added draw types for UVsCampbell Barton
speedup for UV display (the MTFace loopup is only done once and stored in the EditFaces temp pointer)
2007-09-21image display option for viewing non square pixels (x/y aspect for each ↵Campbell Barton
image) - useful when editing UV coords with textures that have been resized to values that run fast in openGL (256/512/1024) but have lost their original aspect ratio, especially useful when rotating UV's. Bumped the subversion to 2, so the default aspect is set to 1:1. Made "Repeat Image" option time image drawing and bail out early if its taking too long. (quater of a sec max) this could be avoided if the texture was drawn on a quad, but that wouldnt support other image draw options. This is a good short term solution because it was possibly to lock up blender if you zoomed out a long way then enabled "Repeat Image".
2007-09-20* Fix for old files loading up with gloss = 0.0 and gloss samples = 0.Matt Ebb
I blame the 2.45 version-raising!
2007-09-20added a view properties panel for image/uv. moved the cursor x/y there to ↵Campbell Barton
match the 3d view. added an optional view setting - Repeat/Tile image display so mapping with tiled textures you dont have to guess the locations or look in the 3d view to see what your mapping to. copy and face menu was missing depgraph update calls.
2007-09-19reworked how tile functions, seperated image and tile setting ↵Campbell Barton
functions/events and made tile work with image pinning. changed how image replace works, it used to load a new image and then assign that image to all faces in meshes active UV layer. without replacing images in textures or images on inactive UV layers now it simply changes the filename of the existing image and reloads the contense. This is different in some other subtle ways, 1) replace used to use an existing image if it was available, this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally. 2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged, This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again. Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"
2007-09-19Local Image View for UV/EditmodeCampbell Barton
When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image, this is an option that only displays UV's for faces use the currently displayed image.
2007-09-18fixed copy between UV layers.Campbell Barton
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type) added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
2007-09-18added pin for images, this is useful because you might want to edit a ↵Campbell Barton
model's verts without the image changing.
2007-09-18The option to automatically run scriptlinks wasnt in the preferences so it ↵Campbell Barton
was not at all obvious that it was a preference. added a button for this in the prefs.
2007-09-18A user submitted a BVH file that took a long time to import (I didnt end up ↵Campbell Barton
finishing since it was so slow) this is mainly because adding pose keyframes recalculates every handle so importing became increasingly slow. added a 'fast' argument to insertkey that python api's insertPoseKey can make use of since it alredy accepts a 'fast' option. The ~4450 frame, 31 bone BVH imports in ~108sec now Seperated editmode switch statement in space.c's event handling, if editmode is disabled, or the images is a render or composite, UV editing operations are ignored. In previous releases it has given an annoying warning if selecting or scaling is attempted when out of UV/Face mode.
2007-09-18Another purge of compiler warnings (some of which I've been getting for a ↵Joshua Leung
while) as a warmup exercise.
2007-09-18unwrapper wasnt working properly when UVSyncSelection was NOT enabled.Campbell Barton
unwrapper and UV mapping menu items were not selecting UV's when initializing a new UV layer selecting with the brush (BB) in the UV window did not update in the 3D view realtime, use the lock settings to make this work.
2007-09-17small text cleanupCampbell Barton
2007-09-17New feature for UV/Editmode - 'Sync Mesh Selection' a button in the UV ↵Campbell Barton
header this mode is disabled by default. This is implimented by defining macro's that take the mode into account when get/set/checking the selection and that a face can be drawn. When this is enabled, things work a bit differently * all faces are drawn in the UV view (except hidden faces). * selecting faces/verts in the UV window selects them on the mesh also and vice vercer. * when EditMode (Face only) is enabled, selecting faces in the UV view is not sticky. * hiding/(de)select all and invert selection simle call the editmesh functions. * there is no way to select 1 uv corner of 1 face (because a mesh cannot have this as a valid selection) either all UV's that use a vert (sticky), or the whole face.
2007-09-17Added a NULL check that was needed.Kent Mein
Kent
2007-09-17== Action Editor - Copy and Paste Tools ==Joshua Leung
Now it is possible to do Copy+Paste in the Action Editor, like in the IPO Editor. There are two new buttons in the Action Editor header for this, using the familiar icons. * To copy... Select the keyframes you wish to copy, and the channels that they occur in (except for ShapeKey mode, where it is not possible to select channels). Click copy button. * To paste... Place the current frame where you want the first of the keyframes from the buffer is to be pasted. Select all channels you wish the keyframes to be pasted into. Click paste button. Currently, keyframes are only pasted into 'compatible' curves (i.e. LocX keyframes can only go to LocX, and so on). This may change after user feedback, if this is found to be too restrictive. == Code Changes == I've made a few changes which allow this code to be nicer. * renamed insert_vert_ipo to insert_vert_icu, as that represents its actual purpose better (and changed all occurrences I could find) * created a new function, insert_bezt_icu, which does the actual inserting of provided BezTriple data to a given IpoCurve * recoded insert_vert_icu to use this new function, and also the IPO-Editor keyframe pasting (i.e. pasting in Editmode)
2007-09-17* Tiny tweak to 'set border render (shift B)'. It was always Matt Ebb
annoying to have no hotkey to disable render border, having to switch to render buttons to disable it even though you used a hotkey shift B to enable it. This change makes it so that if you drag the border to cover the entire camera view, it will automatically disable border rendering.
2007-09-17thumbs.c: warning fixesAndrea Weikert
filelist.c: warning fixes
2007-09-17Patch/Bugfix #7334 by 'gsr b3d:Joshua Leung
Some more compiler warning fixes. Some of these seem to be specific to GCC 4.1
2007-09-17With the scons compiling option 'BF_NO_YAFRAY' or so turned on, there were a ↵Joshua Leung
few unneeded functions still being compiled in buttons_scene. #ifdef'ing them now to reduced compiler warnings
2007-09-17filelist.c - culled some compiler warnings. Joshua Leung
Elubie, could you check to see if any of these cause problems?
2007-09-17Bugfix #7360:Joshua Leung
In svn-trunk, deleting a lamp crashed when the Lamp Buttons were active. Also, removed and old duplicate variable.
2007-09-16* Extra lamp falloff options, including custom curve!Matt Ebb
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-15new view option, SolidTex, to draw textures in solid mode.Campbell Barton
In the view panel as well as the shortcut Shift+T this works in editmode as well as object mode giving results like this http://members.optusnet.com.au/cjbarton/temp1.jpg where before you could only see textures in textured draw type like this http://members.optusnet.com.au/cjbarton/temp2.jpg
2007-09-15added a transform panel to the UV/Image window - at the moment it sets UV ↵Campbell Barton
and teh cursor location. added a stap menu to the UV/Image window for snapping the selection and cursor. reverted to drawing face dots in editmode when Limit Selection is enabled. even though its not needed for selection its consistent and dosnt look like modes are being changed.
2007-09-14== imagebrowser ==Andrea Weikert
* activate imagebrowser for image node with CTRL+LMB on load button in image node.
2007-09-14== imagebrowser ==Andrea Weikert
* fix for do_versions, bump correction of old imasel to all files including version 2.44 * refactoring of filtering code using indices instead of copying entries in filelist * memleak fix.
2007-09-142D Cursor in UV windowCampbell Barton
this can be placed by the moused and used for transforming around. still need numeric location input but no room left in the image panel.
2007-09-14reverted Mesh Specials WKey menu.Campbell Barton
Ctrl+V/E/F are still there but Andy and Ton requested this unchanged.
2007-09-14changed how shading works in editmodeCampbell Barton
Texture Draw; no shading only textures (better for mapping work) Shaded Draw; textured with shading (in editmode it used to be like solid draw mode) ZClip Option; dont draw face center dots.
2007-09-14* minor changes, edited some tooltips (exr half and zbuf were not that helpful)Campbell Barton
* UV coord buttons overlapped others since merging uv/face and editmode. * added some quad join and triangulate into the Ctrl+F face menu. * active face cant be hidden anymore.
2007-09-14This should hopefully fix bug Kent Mein
[#7310] FluidSim Domain/Fluid from Duplicate Object Bug Monitor patch provided by Genscher Kent
2007-09-13Selecting faces in editmode did not delimit seams as it does in Face/UV mode.Campbell Barton
added this to editmode, only delimit seams if face selectmode is enabled.
2007-09-13Bug spotted by genscherKent Mein
fluidsimCopyMesh didn't actually do what it was suppose to. (obvious cut and paste error) Kent
2007-09-13This is patch [#6772] Background image drawing speedupKent Mein
Thanks goto Matthew Plough (meestaplu) I've tested it on linux with both an nvidia and an ATI card, I've also tested it on a mac and solaris, as well as through a remote display. So I think this one is pretty safe. If it causes problems on older systems we can revert it but I don't think we will have any issues with it. Kent
2007-09-13Some more tip->tail naming conversions for consistency in the UI.Joshua Leung
2007-09-12Added UV face rotate and mirror to editmode and re arranged some of the ↵Campbell Barton
editmode keys The WKey menu was way too big and not well organized, re-arranged keys like this. Ctrl+V - Vert Menu (remove doubles, smooth...) Ctrl+E - Edge Menu - left as is Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors) Wkey menu only has subdivide in it now. filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
2007-09-12Renamed Root/Tip X/Y/Z buttons in Armature Editmode Transform Panel (NKEY) ↵Joshua Leung
to Head/Tail for consistency with the rest of Blender.
2007-09-12* added functions to copy between UV and vertex color layers.Campbell Barton
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index * fixed some warnings * made the colored edge in active face draw mode only display when texture mode enabled.
2007-09-12warning cleanup:Stephen Swaney
implicit declaration of function 'EM_add_data_layer'
2007-09-11-> Selection History FixGeoffrey Bantle
Old bug in selection history meant that face selections were getting erased from history on editmode toggle.
2007-09-11Added active drawing in editmode (may need some more work), this hilightes ↵Campbell Barton
the last selected vert/edge/face, which is needed for moving some of the UV tools into editmode. Added copy menu for editmode for copying from the active faces material, image, UV's vcols etc, improved on the current vertex color copy by averaging the 4th color when copying color from a tri to a quad. And added edge crease and length copy cerrently verts dont have a copy menu but eventually copy weights would be good.
2007-09-11Bugfix: Joshua Leung
Copy/pasting multiple ipo curves in editmode, segfaulted due to some misplaced code.
2007-09-11-> Multires Editmode fixGeoffrey Bantle
Typo in Multires Editmode integration meant that way too much memory was getting allocated for a pointer array (more than 10 times as much).
2007-09-11some button arrangingCampbell Barton
(UV Calculation tab is nolonger relevent to FaceSelect draw modes.) Move FaceSelect draw options into WeightPaint and VertexPaint panels. Moved UV Calculation panel in with shape keys tab.