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2005-08-03 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuffDaniel Dunbar
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the name of the actual bit define instead of just a magic constant, this makes searching the code much nicer. most of the credit here goes to LetterRip who did almost all of the conversions, I mostly just checked them over.
2005-08-03 - change modifier applyModifier[EM] function to not free derived argumentDaniel Dunbar
- added modifier_supportsMapping function - update CCG to set actual vertex normal (and not just interior face vertex normal, bla bla bla no one knows what this means nevermind). - renamed modifierType_get_info to modifierType_getInfo for consistency and to increase my commit line count. - update EditMeshDerivedMesh to calculate (and use new) normals when given deformed vertices - added - update editmode modifier calculation to also calculate a cage, not working 100% atm, in particular if a deformer follows a modifier that returns a DerivedMesh the cage is not accurate. - added ccg derivedmesh drawMapped{Vert,Face]NormalsEM functions - currently UI for selecting the cage mesh is rather irritating, will be updated
2005-08-02A little feature for Broken...Johnny Matthews
When choosing Subdivide from the w menu or Confirming the number of cuts in a subdivide multi, hold down the CTRL key and instead of getting the original selection recreated on the new edges, get the "inner edges" as you would get if doing a loopcut. UI for this may change before release (perhaps a toggle button in edit buttons)
2005-08-02Added support for compiling BULLET with scons on windowsSimon Clitherow
using bandoler's patch as a basis (thanks!). A couple of notes: - This is for windows only, I did not have a chance to try linux yet. - SConscript for PHY_Bullet may need tweaking (plus support for other platforms), but at least it's in there :) Any problems, shout :)
2005-08-01Make Loopcut in Faceselect mode able to enter Edgeslide and not get 'loop ↵Johnny Matthews
crosses itself' message. Still need to work on selection out of this condition
2005-08-01This patches adds support for Font, Curve, Surface and Meta Objects inMartin Poirier
Blender.NMesh.GetRawFromObject through a displist conversion method as used by Blender when converting them in the UI. Notes: Objects with only edges (3D curves/polyline without bevel) do not have normals, so they are all initialised to (1, 0, 0) on conversion Converting from meta objects only work on the "mother ball". That is, the object with the lower base name. Example: "meta" for all the "meta.*" objects. Meshes extracted from curve based objects (Font/2D filled curves) contain both the filled surfaces and the outlines of the shapes. Materials are taken from the object's material list. Material handling in NMesh is incorrect anyway, as it always uses the materials from the mesh, ignoring the setting in ob->colbits. This patch also makes the include order a little clearer. A couple of warnings have been fixed by using better types: - Using char instead of short when parsing color values. The "constructor" expects and uses char anyway. - Explicit casting to short when storing normals back in mvert. - Changing constant doubles to floats with "f" to make compiler happy. The only warning left regards NMFace.flag which is stored as a short but is used to fill in TFace.flag which is a char. I didn't want to change the object's structure so I left it like that. I didn't add an explicit cast when putting it back in TFace so that the warning can remind us that there might be something to change there.
2005-08-01Work for fix of #2256 "something weird with some buttons":Chris Burt
NUMSLI buttons with retval of 0 can be used to trigger other buttons. Not sure if this is best course of action but will investigate more. Until then buttons_shading.c is clear of NUMSLI buttons with retval of 0 and now use B_DIFF as retval argument (which happens to be 1).
2005-08-01Scripts updated:Willian Padovani Germano
- Jean-Michel Soler: 1) paths import -- ai module; 2) tex2uvbaker; - Campbell Barton: obj exporter. BPython: - Campbell also provided a patch (+docs) to add shader data access to Blender.Material. Again, thanks guys and sorry for the long delay.
2005-08-01Moved some theme-related defines to BIF_space.h from space.cChris Burt
2005-08-01Just a little cleanup, removed an extra redraw....move along :)Johnny Matthews
2005-08-01Some more loop fixing, this time in loopcutJohnny Matthews
2005-08-01Adding a little idling to Edgeslide loop,Johnny Matthews
2005-08-01yo bassam, here it isJens Ole Wund
Action editor UI tweaking: PageUpKey moves action up one row ( shift == move to top ) PageDownKey moves action down one row ( shift == move to bottom ) multiple selections allowed
2005-07-30For edgeslide control rail there are 2 options:Johnny Matthews
Scroll Up/Down and Left/Right arrow key will cycle through the control edges in either direction. I got rid of SHIFT for the time being.
2005-07-30Edgeslide Mouse Movement FixJohnny Matthews
Edgeslide movement is now controlled by a line drawn between the endpoints of the 2 control rail edges. Edgeslide will try to pick a control rail pair (will color green ATM) if you don't like the edge it picked, use the mouse wheel up to change it. have to code mouse wheel down to go other direction still. Just ran out of time ATM and wanted to get this in for movement testing. movement is in 1% per edge (so 1% out of -1 to 1) CTRL makes it 10% SHIFT makes it .1% Se what you think and give me some feedback on functionality :) Code needs cleanup and comments, so don't crit that too much yet.
2005-07-30Fixed some warning shenanigansChris Burt
2005-07-30Fixing (hopefully) a stupid issue with rendering text objects:Alexander Ewering
cu->curinfo.mat_nr appearently didn't get initialized to 0 when creating a new curve / text object, thus assigning random material indices to characters, which crashed when rendering. I'm still not sure if this was the actual issue, though I'd hope so :) For old files that crash on rendering, just enter editmode on EACH text object, select all text, and assign a material to it. I hope this fixes.
2005-07-30Flush Edge selection down to verts in subdivide if you are in Vertex select modeJohnny Matthews
2005-07-29Commented out some debug printfsJohnny Matthews
2005-07-29Another UV tweak for subdivide, It seems to work better now, still not perfectJohnny Matthews
2005-07-29A Small change on Edgeslide while I try to come up with a better mouse ↵Johnny Matthews
interaction. Move mouse - 5% SHIFT modifier - 1% CTRL modifier - 10%
2005-07-28Fix for zlib with MSVC/SCONS. Should compile now. This does not fix the ↵Johnny Matthews
bullet issues yet. But with this Blender should compile without the gameengine.
2005-07-28Bugfix #2875Ton Roosendaal
Removed old code that was used when the global undo still saved files. It was restoring pointers in the UI based on names, which gave confusing results when loading the quit.blend file (actually undobuffer). Instead it should treat the quit.blend same as "Load without UI" option.
2005-07-28Nice time saver for Armatures: Introduced Bone type "Hinge", which doesn'tTon Roosendaal
inherit pose rotation/scale from its parent pose-channel. Button is available in Editing Buttons for PoseMode as well as EditMode. Aim is to reduce overhead of Constraint usage (copy location). (in object.c I removed old code for IK)
2005-07-28Killed some warnings. No please.. hold the applause.Chris Burt
2005-07-28Part of a fix to the makefiles for compiling the new ZLib stuff. ThisChris Burt
seemed to do the trick for me, however a game engine error has prevented me from compiling to test. Anyone who has time to test compiling it would be appreciated.
2005-07-28 - move zlib.h around to make windows happyDaniel Dunbar
still having linking issues with zlib, grumble grumble
2005-07-28 - update storage.c to use standard time codes (should fix issueDaniel Dunbar
with MSVS 8) - broke mesh_create_shadedColors out of shadeDispList, used to build vertex colors for mesh in vpaint as well (also fixed bug where they were not initialized correctly for subsurfs) - added modifier_copyData and modifier_findByType functions - change editmode modifiers to only calculate if Realtime and Editmode bits are both set, makes more sense for copying modifiers - update object_copy to correctly copy modifiers - removed duplicate redefinition of ME_ attributes in python, this is a horrible idea, why was it done in the first place? - update armature auto vertex group code to check for subsurf in modifier stack - fixed flip_subdivision to work with move to modifier stack - added copymenu_modifiers, can copy all modifiers or just data from first modifier of a certain type (not sure how to deal with multiple modifiers of same type... not a big issue though I think)
2005-07-27Patch provided by Shaul Kedem: Compressed files are back!Ton Roosendaal
He even made a nice doc in wiki: http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz Usage: set the option "Compress File" in the main "File" pulldown menu. This setting is a user-def, meaning it is not changed on reading files. If you want it default, save it with CTRL+U. The longest debate went over the file naming convention. Shaul started with .blend.gz files, which gave issues in Blender because of the code hanging out everywhere that detects blender files, and that appends the .blend extension if needed. Daniel Dunbar proposed to just save it as .blend, and not bother users with such details. This is indeed the most elegant solution, with as only drawback that old Blender executables cannot read it. This drawback isn't very relevant at the moment, since we're heading towards a release that isn't upward compatible anyway... the recode going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already have upward compatibility issues. We might check - during the next month(s) - on a builtin system to warn users in the future when we change things that make a file risky to read in an older release.
2005-07-27Bug fix #2870Ton Roosendaal
Wire material doesn't work with raytrace, but the wire faces were still trace-able, giving weird results. Now the wire faces are excluded from the octree.
2005-07-27Added Name flip forJohnny Matthews
_L _l _R _r Also added if suffix == 001, do not re-add suffix. So allows the following procedure bone named Bone_R is copied, becomes Bone_R.001 Bone_R.001 is Flipped, becomes Bone_L Currently only works for 001, could be extended later
2005-07-27Cleanup & goodies for rigging geeks! :)Ton Roosendaal
- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips the L/R tags in names, and calls the proper code to rename everything that's related (constraint targets, bone-childs, etc). - PoseMode: Shift+S snapmenu: snap cursor to selected now works - Outliner: select bones now correctly sets 'active' flag for bones, updating the UI as well. Also made sure you cannot select hidden bones in outliner. - 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user option "Draw active object name" set. - Added the new Armature/PoseMode options in View3D pulldowns. Cleanup: - moved Pose code from editaction.c to poseobject.c - removed BSE_editaction.h and BSE_editaction_types.h, moved contents of it to BIF_editaction.h. One include per C file should be fine. :) I know the src/ structure would require more elaborated includes, but we don't have that now...
2005-07-27got some "_1400 <= _MSC_VER" wrong, should be "_1400 < _MSC_VER"Erwin Coumans
Lets hope gcc doesn't define this :)
2005-07-27visual studio 8 crashes on this R argument, todo: find replacementErwin Coumans
2005-07-27Correct init_userdef_file to not overwrite CollectRate and Image TimeOut ↵Martin Poirier
every time it loads.
2005-07-27Image memory garbage collection:Martin Poirier
clock seemed to work weird on some machine, switching to PIL_check_seconds_timer. It's more in line with the rest of Blender anyway.
2005-07-27Image memory garbage collection wasn't working correctly due to a poorly ↵Martin Poirier
constructed if clause (it was collecting only images marked as NO_COLLECT, which only happens with Python loaded images). Another problem now is that the userpref values aren't correctly saved in .b.blend, they always reset to the default. Will look into that.
2005-07-27 - decimator modifier was giving wrong # of verts when a previousDaniel Dunbar
modifier was active
2005-07-27Fix in outliner. Renaming PoseChannels didn't call the routine that checkedTon Roosendaal
all bones, other poses, constraints, actions, etc. Also: for clarity, brought back the display of both Armature Bones as Pose Channels. Renaming either works, but you can notice the constraints are on Pose, not Armature. Little bug still; the order of drawing (pose, armature) sometimes flips, don't know why yet. Tomorrow!
2005-07-26Added PoseMode CTRL+C copy menu. Does loc/rot/size and constraints.Ton Roosendaal
2005-07-26 - missed in remove wave effect commit, option was still in effect menuDaniel Dunbar
2005-07-26Made do_versions() have proper arguments to do linked-library versionTon Roosendaal
conversions as well, with proper check for each version of each linked file.
2005-07-26In Vertex Select ModeJohnny Matthews
CTRL-Alt-RMB = Faceloop Select
2005-07-26Removed Vertloop Select and Faceloop select from toolboxJohnny Matthews
2005-07-26_update to .NET projectfiles_Joseph Gilbert
- removed wave from python - added include path for decimation header - added additional line to eof in point
2005-07-26Added ../../../intern/decimation/extern to CPPPATHJohnny Matthews
2005-07-26Added correct call to have curve paths calculated, when the anim systemTon Roosendaal
discovers it wasn't done yet. Needs displist now, not calc-path. :) Solves reported bug in regression file bowl.blend (camera didnt move) and errors in NLA stride paths.
2005-07-26 - added decimation include dir to makefilesDaniel Dunbar
2005-07-26 - bugfix, mirror modifier didn't copy deformed vertex cos for sharedDaniel Dunbar
verts
2005-07-26 - added wave modifier & removed old wave effectDaniel Dunbar
- added decimate modifier & removed old decimate interface (currently lacks warning about destroying data, and there needs to be a way for modifiers to return errors back to the interface) - allow applyModifier to return NULL to indicate error - unfortunately new decimate modifier means it does not know exact number of faces in mesh (other modifiers may come before) and so instead interface uses a percentage. if people need exact face count slider then I will have to think of some hack to fit this in. note that it does display the output face count so its possible to tweak the pct to get what you want regardless. - removed python Wave object If you are bored now how much easier it is to implement something like decimate as a modifier. Very few changes to interface, very few entry points.