Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
AgeCommit message (Collapse)Author
2006-10-19* Verse username for blender avatar can be set in userprefs (System&OpenGL). ↵Nathan Letwory
The name defaults to the old form.
2006-10-18-> Triangle to Quad bugfixGeoffrey Bantle
Last minute bugfixing for last commit introduced a brand new bug causing Crashes, whoops! Fixed now.
2006-10-18Patch 5105 by Joshua Leung (Aligorith), slightly modified by meNathan Letwory
* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users). Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due to this. - this commit also has a few whitespace changes and - made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
2006-10-18-> Improved Triangle to Quad conversionGeoffrey Bantle
Alt-J behavior has been replaced by a port of the Tri2Quad python script currently in CVS. This method has many advantages over the old behavior. A simple illustration of how the new method is superior to the old can be made by triangulating a suzzane and converting it back to quads. http://www.umsl.edu/~gcbq44/t2q2a.jpg http://www.umsl.edu/~gcbq44/t2q2b.jpg The algorithm works by considering all possible triangle pairings and then weighting them according to how appropriate it would be to join. These pairs are then quick-sorted and those with the highest weighting factor are combined. The function is quite fast even for dense meshes and usually involves no noticeable wait-time for completion. For instance the following imported model took less than 2 seconds to convert on my 1.3ghz PPC powerbook: http://www.umsl.edu/~gcbq44/mimitri.jpg http://www.umsl.edu/~gcbq44/mimiquad.jpg It should be noted by the user that this method also discards face pairs where the two triangles: -do not share the same material -do not share the same UV image (texface) -do not share a compatible set of UV coordinates -do not share a compatible set of vertex colors -will form a concave quad or create a non-planar face Additionally if the edge shared by the pair is marked 'sharp' the pair will be discarded from the quicksort. In this way the user can gain great control over the conversion process if they desire as this imported VRML model of a sneaker illustrates: http://www.umsl.edu/~gcbq44/t2qa.jpg http://www.umsl.edu/~gcbq44/t2qb.jpg For the future it would be nice if some of the options for the conversion process, such as angle tolerance, could be made configurable in the UI. However it is unclear at this time which options should be made configurable and where to put them. Feedback on this is appreciated. Special Thanks goes to Joe Eager for the two macros he contributed to this code and to Campbell Barton for writing the script this was based on!
2006-10-18made a nice new softbody II panel on UI to keep things usable (logic wise)Jens Ole Wund
- failed on final alinignment issues may be matt can give a helping hand ? :)
2006-10-16* fix totblock error when quiting blender with sessions openNathan Letwory
* add "Disconnect"-menu when RMB on verse server that is connected in outliner
2006-10-16 - I forgot one ifdef in last commit, I'm sorryJiri Hnidek
2006-10-16Bugfix #5090Ton Roosendaal
Duplicating a Library-linked Mesh with Library-linked texture Images forgot to set the texture Image link flag to LIB_EXTERN (LIB_INDIRECT means the ID is not saved in file). Error was that a the duplicated Mesh lost texture.
2006-10-15a Malifico request, Blender.Library now supports loading relative libraries.Campbell Barton
Blender.Library.Open('//someblend.blend') the // at teh start of the path mean that the file will be loaded relaive to the existing blend files path.
2006-10-15Another shadowbuffer goodie: the "Halfway trick"Ton Roosendaal
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html Simply said: by using the average of the nearest and 2nd nearest Z value in Shadowbuffers you can reduce bias errors very well. For backwards compatibility it is a new buffer type though.
2006-10-15added shadAlpha access to materials in pythonCampbell Barton
2006-10-15=translate hoek to angle=Tom Musgrove
renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
2006-10-14softbodies againJens Ole Wund
unnesting aerodynamics from edge collision cleaning up softbody.c that is: removing old todos in comments adding some new :)
2006-10-14Irregular shadow bug: mixing up zmin and zmax in optimize caused largerTon Roosendaal
faces to miss casting shadow.
2006-10-14Missing initialization of 'shadow alpha' in new materials. Caused by notTon Roosendaal
copying this file from my laptop I used to code it... :)
2006-10-14New shadow feature: Irregular Shadow BuffersTon Roosendaal
Full log: http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html In short: this is a shadow buffer approach that always results in crispy shadows, independent of lamp buffer size or zoom level. This shadow buffer system also supports transparent shadow. This is part of work on refreshing Shadow Buffers in Blender. You now can choose of two types (Classical, Irregular). More types will follow. Also quality issues for Classical shadow buffers are going to be reviewed, especially to solve the lousy Biasing. For the CVS log record; it is based on articles: Gregory Johnson et al, University of Texas, Austin. (Regular grid method). Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-14softbody updateJens Ole Wund
nicer kinematics in self collision -> blending to complete inelastic impact now does something close to real physics first steps towards aerodynamics anisotropic friction springs 'see' their movement in media --> see surrrounding media does not move and/or reacts on wind (*for now needs to have a pseudo collider araound -> that is: add a cube in the same layer and make it a deflector *)
2006-10-13 - added dark-green circle behind subscribed verse nodeJiri Hnidek
- added green circle behind object node shared at verse server - it is easier to figure out, what is shared and what isn't shared - color is hard coded now, but Matt can improve it ;-)
2006-10-13mesh/animation exporters didnt work when there were no 3d views open, ↵Campbell Barton
because the Blender.Set('curframe', i) called a update command that resulted in no viewable layers updating. Made Blender.Set('curframe', i) do a scene_update_for_newframe(G.scene, (1<<20) - 1); removed 2 unused constants from Scene.c
2006-10-13add some #ifdefs around verse-related codeNathan Letwory
2006-10-13Master Server listNathan Letwory
* print (# servers) instead of icon row when there are servers in the list * dark-green circle behind server icon in server list when connected * orange when connecting
2006-10-13Move variable declaration to top of function.Ken Hughes
2006-10-12fix for [ #4868 ] script window "save as" uses blend path instead of script ↵Campbell Barton
path. 2 line fix, if text->name is not NULL its used for the path (text->name IS the path) otherwise the ID name is used.
2006-10-12seperate objects unset the objects OB_FROMGROUP flagCampbell Barton
2006-10-12added some tooltips and hotkeys to tooltips that were missing them.Campbell Barton
2006-10-12On Matt's suggestion moved "Make Link->Groups" to the add groups menu as ↵Campbell Barton
"Add to Active Objects Groups" removed "Make Link -> DupliGroup" because Copy->Duplis does the same thing. Python's Group.c had an unneeded scene/base lookup.
2006-10-12Add Verse master-server functionalityNathan Letwory
* added two files from verse-master * server list is available in outliner (new mode "Verse Servers") * verse sessions are now also in new mode "Verse Sessions" in outliner * fixed drawing of verse sessions and their nodes * in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org) * in File>Verse entry "Get Servers" to get server list or * RMB on "Available Verse Servers" in outliner to "Refresh" server list Enjoy :)
2006-10-12Bugfix #4843Ton Roosendaal
Third fix for this bug! In august I've added the function Mat3ToCompatibleEul(), which ensures a proper euler value being derived from a matrix, while inserting Ipo keys after a transform(). That also had to be done for camera fly mode.
2006-10-12* Added a new empty draw type - single arrow. This can be useful in situationsMatt Ebb
where you just need a direction, like a wind or vortex force field for example.
2006-10-12renamedCampbell Barton
Make Links -> Group to DupliGroup added "Make Linkes -> Groups" so you can add other selected objects to the groups of the active object.
2006-10-12* Clicking on a constraint in the outliner now shows object buttonsMatt Ebb
2006-10-12* A new bfont.ttf.c, used for the default international interface font.Matt Ebb
This is a modified version of DeJaVu Sans, which is the same as the previous Vera Sans, but with additional characters for languages (such as Czech) that were missing from Vera. This version I'm committing has modifications to reduce file size, cutting out useless stuff like ancient Greek characters.
2006-10-12softbodiesJens Ole Wund
-seld collision adding fine control to UI -cleaning up code volatile test file again http://www.wund.homepage.t-online.de/hidden/sb_col_must_2_0.blend
2006-10-11BPyRender sets renderlayers right nowCampbell Barton
Object groups were get/set without user counts changeing.
2006-10-11Added global delete, triggered with Shift+Del, this removes the object from ↵Campbell Barton
all scenes (saves searching manually)
2006-10-11Setting new objects scenes layers is & (1<<21)-1Campbell Barton
the scenes active object is only unset when unlinking - if the active object is being removed.
2006-10-11* Allow Shift O proportional hotkey to cycle to random mode in 3D view,Matt Ebb
looks like I only got the image editor in previous commit.
2006-10-11some tiny changes to the softbody systemJens Ole Wund
- UI for self collision ball size definition - edge collision mode added (almost a bug fix) volatile test file --> http://www.wund.homepage.t-online.de/hidden/sb_col_must_1_2.blend
2006-10-10 - blender should work corretly with new verse gimp plugin nowJiri Hnidek
- it uses "color_r", "color_g", "color_b" and "transparency" for naming color channels
2006-10-10changed python scn.Layers get/set to mask off bits other then (1<<20)-1Campbell Barton
2006-10-10Mistake in recent schange to scn.objects.new() crashed Blender. fixed and ↵Campbell Barton
also stopped Mesh_FromPyObject() clearning a meshes object if not called with an object.
2006-10-09changed select grouped hooks functionality- just select the hooks that use ↵Campbell Barton
the active object. also speed up for select group, only find group status for unselected objects. Updated the select group menu in 3 places, the space bar menu was out missing some other group options also.
2006-10-09malefico's request when working with many hook objects-Campbell Barton
Select Grouped -> Hook Siblings (Deform Same Data)
2006-10-09Lattice.c was looping through all lattice data to check that it wasnt removed.Campbell Barton
No other BPyModules do this and zero user lattices are kept so this check is not needed. removed lattice.applyDeform(), this called object_apply_deform, which only gave a message to use modifiers. changed the example in epydocs to apply the lattice using modifiers.
2006-10-09BPyRender.imageFromObjectsOrtho's now sets all layers visible,Campbell Barton
an error in Scene.c - scn.Layers disallowd all layer bits to be set. made image_billboard.py rotate all images to be verticle for more efficient packing, added the option not to pack resulting images into 1.
2006-10-08removed unusued vars from Geometry.cCampbell Barton
uv_archimap still had python based line intersect added plane2matrix function to BPyMathutils added an optional arg to imageFromObjectsOrtho - camera_matrix camera_matrix can be used to define a plane in 3d space where X and Y scale is used to set the width and height of the area to render.
2006-10-07removed some unused vars from Curve and matrixCampbell Barton
scn.objects.new(None) - adds a new empty - new objects are selected by default now further stripped down the vector struct, the wrapped state was being stored and 2 places.
2006-10-07Added python func Blender.Geometry.LineIntersect2D(v1,v2,v3,v4)Campbell Barton
updated archimap and cookie cutter to use it, removed python version from BPyMathutils archimap island merging is noticibly faster
2006-10-06added comparison function to many python types so you can do == and =!Campbell Barton
2006-10-06removing self collision for curvesJens Ole Wund
just did a few tests, with the 'surprising' result that balls are not curves .. and i don't want to be swamped by bug reports tellling me 'it does not collide as i whised it would'