Age | Commit message (Collapse) | Author |
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Brings it more inline with the rest of blender as far as international
optinality goes...
Kent
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Patch to Mesh and NMesh APIs to bring FaceModes dict into sync (thanks jms).
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Kent
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Driver relations for Constraints (in Actions, Armatures) were not in
depsgraph yet.
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Change documentation of ProtectFlags dictionary from SIZE to SCALE.
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Boundbox code for display lists lacked a check for empty Curve/Surface
objects, causing a boundbox to be giant (initialized huge values). That
frustrates code like 'view3d home', or 'centered object view'.
(Commit in view.c is only a little bit code cleanup)
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The Object Buttons, Constraint panel, didn't show Object constraints for
armatures when Armature was not in PoseMode. It was always drawing the
constraints for the active Bone...
Solved with a decent check in beginning of function, and have all types
use that.
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Reports came in that Elephants Dream files crash on quit or loading other
files. Was caused by freeing Material Nodes, which was accessing memory
that potentially was just freed before (node->id). Apparently only Windows
really gives issues then, which is actually a good thing :)
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was "Enter the name of a MeshBlock"
now "Derive texture coordinates from another mesh."
Also changed amb occusion tooltip.
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Long-awaited refactor of Object module. Should not break backward
compatibility -- at least it didn't in my tests -- but I'm requesting users
to put it through heavier testing and report problems through the bug
tracker.
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Fix compiler warnings in Sound.c and Effect.c.
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Envmap type "Load" didn't work when a new envmap was created for this
type. Seemed to be a very old issue...
Todo still: previews skip envmap...
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Submitted by Joseph Eagar (joeedh). windows/gcc ffmpeg library may need recompiling to support all codecs necessary (ie. H264 doesn't work).
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Some faces were not being checked for vertex indices of 0 before remapping,
leading to bad remapping and screwed up output meshes.
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This adds three new constraints to limit the range of location, rotation and scaling values.
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New toolsettings variable "select_thresh" was not initialized. This caused
the option "similar normals" to not work really (uses a dot product).
It now is initialized (scene.c) as well as corrected in do_versions for
saved files.
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In UV-Face-select mode, a CTRL+click can activate a new Object but keeps the
UV-Face-select mode. This skips the initialization required for this mode,
causing a crash, so it better should end the mode.
(It used to work in past though...)
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This is a new incarnation of compatible_eul(), a function called:
void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot)
It uses the two euler extraction methods as added by Brecht a while ago,
and checks for compatibility each, and then picks the best of the two
based on minimal difference with 'oldrot'.
Gives for rotation key inserting a much higher hitrate for OK eulers.
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would be
really cool to get this working solidly, but there are many potential problems with the
triangle face creation across the flat surfaces, especially when there are holes inside
the curves. Maybe this could be a fun project for someone better at this than I? :)
Taper object curves still cause similar problems...
* Made the curve radius affect the 'Nsize' curve normal drawing too, so you don't need a
bevel to see the value.
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This is a much faster and easier way to give a bevelled curve a taper, without
using taper curves. Each point on a curve now has a 'radius' value that you can
shrink and fatten using Alt S, which will influence the taper when the curve is
bevelled (either with a bevob, or with front/back turned off and a bevel dept
set). Alt S shrinks and fattens the selected points in an interactive transform,
and you can set an absolute radius for selected points with 'Set Radius' in the
curve specials menu.
See demo: http://mke3.net/blender/etc/curve_shrinkfatten-h264.mov
This can be a quick way to create revolved surfaces (eg.
http://mke3.net/blender/etc/wineglass-h264.mov ) and it would be very
interesting to use this radius value in other tools, such as a 'freehand curve'
tool that would let you draw a curve freehand, with the radius affected by pen
pressure, or even using the radius at each point to control curve guides for
particles more precisely, rather than the continous maxdist.
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made Mesh.c use G.totMesh properly.
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Posemode, Wkey option "Select constraint target" did not work for Copy
Scale constraint.
Also added a check for NULL pointer, constraint targets cannot exist...
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images (like used for rendering icons).
When working during Orange on new render pipeline, I've left this topic
alone for a while... subpixel precision testing is very time consuming and
needs concentration for a while. :)
This commit brings back precision as it was for 2.41. Below a short
explanation of the solved issues.
- the window matrix for rendering is kept constant during all OSA passes,
this to ensure clipping happens for each pass identically.
- a subpixel offset is only applied on filling in the z-buffer
- this offset is inverse corrected for shadepixel code, only on 2 places
Another nasty issue is that for filtered rendering (gauss etc), the tiles
(or entire image) is temporally increased 2 pixel in size. This caused a
'dark' (or sky color) edge on the rendering. During Orange that was solved
with a hardcoded clipping offset value, which only corrected for larger
pictures (like > 500 pixels in size).
Now this clipping offset is correctly calculated, based on render size.
Last issue: the view border in 3d window was calculated using integers,
giving small errors in display too. Now it uses float, so visually the
view border is more close to what a render shows.
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Didn't realize that LMB+ALT was used for middle mouse emulation. Changed
the vertex snap modifier key for knife tool to 'CTRL' and fixed problems
with the drawing of the header instructions.
Also changed color of the knife tool to match that of loopcut tool. This
is easier to see and more consistent from a UI standpoint as well.
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Manipulator orientation tweak: when having multiple objects selected, the
orientation option "Local" was always skipped, showing it global. Now it
uses the orientation of the active object.
The bug reportor noticed a conflict with the "Around" option "Active". In
that case he expected the orientation to be from Active Object as well.
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- draw-extra for Lamps did not follow selection color
- Surface objects were drawing curves always in unselected color, also its
draw-extra options didn't follow selection color then
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Previously the knife tool only allowed you to cut through edges. This
approach is limited however, since many times you want to cut through
vertices in order to create precise cuts or terminate a cut in a specific
way. Blenders knife tool now supports cutting through vertices as
demonstrated in these pictures:
http://briggs.zanqdo.com/newknife1.jpg
http://briggs.zanqdo.com/newknife2.jpg
Since the vertex intersection code is very precise, vertex snapping has
been added to the knife tool to assist the user when they wish to cut
through vertices and can be toggled by pressing and holding the 'alt' key.
Notes:
-Vertex cutting and vertex snapping are only available when using the
'knife exact' option.
-Added various fixes to the precision of the knife tool.
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When a sequencer has mixed use of 32 bits and float images (note, Scene
strip returns float image too), the old 32 bits image should be freed,
otherwise it keeps saving that image.
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- It saves a file with indicated type on each change, with number
appended denoting the current frame (like ANIM saving).
- Output filename button supports relative paths ("//")
- Shows optional preview image too
- For now, added a print on each file save as feedback
To make this option work nicely, changed the BKE_makepicstring() function
to have less globals inside, so it is more generic. Todo: allow amount of
digits in filenames to be set (to support files like tmp_123456.jpg)
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Particle systems did not support "time offset" anymore, the varialble for
it in the object was cleared in build_particle_system() and never restored.
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Videoscape export wrote color value wrong on little endian systems,
when no material was assigned to object (default color).
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Preview render in 3d window: when window type changes (like 3d window to
UV window), and you change the window size, and restore to 3d view, the
rendered preview had to be re-initialized.
texture.c: a return was added without value.
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- buffer overflow was possible with providing a file path argument longer
than 256 characters.
- buttons "VCol Light" and "VCol Paint" were not mutual exclusive
- quicktime error menu (unable to create) had a enter in end
- deleting points in CurveMapping button (like Curves node in compositor)
did not give proper recalc event
- edges render menu had a tooltip still mentioning the unified render
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Added a call to compatible_eul() after applying camera rotation in fly,
this ensures you can insert rotation keys nicer.
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Metaball editmode: when editing a linked duplicate, hiding a ball caused
a crash.
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added object.type to be used instead of .getType()
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In revision 1.13 of pipeline.c a 'return' was added in middle of function,
skipping the free Imbuf.
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