Age | Commit message (Collapse) | Author |
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-- new try so that scripts place their guis and file selectors in proper places:
should be ok now for any but the really weirdest screen layouts, will be updated when scripts are added to other menus in the interface.
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* Gave the spiffy new 'System Information' script a new home there
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fileselect button labels, as discussed on the forums.
* Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious.
* Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
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- added function Blender.sys.exists(path) to check if a given file exists;
- forgot to mention: in my previous commit the blender.html file was also updated slightly.
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- tiny updates for better behavior, unix line endings, cvs Id tags;
- Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one);
- added sysinfo script;
Interface (scripts):
- changed behavior for which win is chosen for script guis:
Now there's a smarter order, guis will use either:
- Scripts win
- Buttons win (if not a script from groups Wizards or Utils)
- Text win
- Closest bigger area
- Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
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Basically needed a fflush on the file after all of the writing.
This closes out 1080
Kent
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however this fixes another problem. (Basically the offset wasn't
being computed correctly.
This is for bug: 1080
Kent
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Solaris and a bunch of the others were out of date....
I guess we should change them back for platforms that don't work out
with 2.3 but I'm guessing that things will get updated better this way
then asking everyone to update their own platforms.
Kent
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create Metaballs from python.
modified doc/Metaball.py to add this function
modified Object.c to allow the creation of Metaball objects
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dvi, ps and pdf versions.
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Added scene module
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Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
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-starting updates and new additions for Blender 2.34:
Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules. This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules. It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.
Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.
BPython:
-added two new script menu groups: Tools and Utils. We still need to find places elsewhere in the gui where the groups can be put.
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PythonReturnErrorObject
PythonIncRef
Fix some compiler warnings about missing initializers
in method tables.
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Contributed by Philip Wainwright.
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prevented rvk editing to work in the action window.
Please not that "if (act) {" (Does the object have an action? Currently
only true for some armatures) and "if (key) {" (does the object have
rvk's keys? Currently only true for meshes) are never both true at the
same time so in the following snippet, the function foo_key() never gets
executed:
if (act) {
if (key) {
foo_key();
else
foo_bar();
}
}
Better is this:
if (key) {
foo_key();
else if (act) {
foo_bar();
}
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anywhere.
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no action loaded.
This addresses bug #1354 - Thanks to gabio for the report
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toolbox (blame it on ugly apply_object() )
Addresses bug #1348, thanks wavk for the report
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messages and pupmenu()s. Edited spelling and grammar,
stylistic consistency, etc.
I added the guidelines and rationale that I used to the
CMS here:
http://www.blender3d.org/cms/Language_and_terminology.338.0.html
Next step is to get icons in there, to make it easier to see
at a glance what sort of message (and how much attention
should be paid to it, or if it can be dismissed with a flick
of the mouse, eg. boring remove doubles notifications)
mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
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Would someone on MacOSX please check the bundle creation.
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Update by Campbell Barton to his previous patch.
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Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
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When Python compile fails (eg syntax errors) skip the execute stage.
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Kent
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Sequence spaces
* And a few small tweaks
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Kent
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Added Actuator documentation.
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selection state of Objects.
Contributed by Campbell Barton.
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points to the armature that owns the bone and the subtarget
bone for the constraint is invalid.
Thanks to Stephane Soppera for tracking this one down.
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big, since a float can go to 10^-37. And, this value is still squared, so
a square root will not frustrate it.
Limit now is 10^-35, fixing disappearing faces in extreme small object
thats extreme close to a camera. (thanks OOPz!)
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key). It is locx, loxy, locz, dx, dy, dz and stiffness
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Added attributes to the vertex class.
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strange projection matrix)
Fix the transformation of the frustum bound sphere to world coordinates.
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Switched order of routines for displacement and autosmooth, where the
autosmooth will be last now. This prevents displaced (loose) faces, and
might give attractive sharp edges in other cases too.
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Key alpha (render) set alph component at '1' for sky... this is an old
convention from NeoGeo days, and I have absolutely no clue whatfor...
maybe for some antique amiga iff format or so. Made it zero now.
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data into account, causing errors modeling.
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is calculated in where_is_object.
Negative scale is found by a cross product of first 2 rows in matrix, and
comparing that (dot product) with third row.
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OpenGL draw.
(BTW: the previous commit also solves raytrace errors with negative scaled
objects...)
Further a cleanup of displaylist flags and object/base flags. The #define
ACTIVE is moved to filesel.c (only used here).
The GONNA_MOVE #define got a OB_ added in front.
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conversion. Old method tried to solve it per object, detecting a flipped
matrix. Since we have displacemapping and raytracing this is too inaccurate.
Also, flipping normals should alsways result i correct flipped vertex-
normals too.
Solution is to completely recalcuate the 'puno' (vertex normal) flags in
renderHelp.c now (set_normal_flags). The face normals themselves are not
flipped until that stage.
Second major improvement involves the calculation of correct splitted
triangles, when a quad is not flat. It now creates triangles based on the
vertex normals, which have actual information on surrounding geometry, thus
resulting in much smoother results.
Without this you get errors in ray-shadow, with light shining almost
parallel to a face. But again, displacement mapping improves with it too.
Third fix is that by removing normal flipping from displace code the result
is much better now.
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EnvMap render now uses the percentage button for size (f10 buttons).
That wasn't implemented yet for saving envmaps....
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Implicit declaration of swab in Linux, needs to define __USE_XOPEN at
source/blender/src:
I also added #includst <stdlib.h> to this file to fix it on solaris as well.
Kent
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switches (glMaterial) inbetween a glBegin and glEnd. Combined with a
switch of glShadeModel however, on recent Nvidia it caused faces not
to be drawn... dunno if this is official compliancy, but not too
complex just to correct.
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Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python
Correct transform of frustum bound sphere centre point to world coordinates
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