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2004-06-11Script menus:Willian Padovani Germano
-- 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.
2004-06-11* Added a spot for scripts to register themselves in the Help menuMatt Ebb
* Gave the spiffy new 'System Information' script a new home there
2004-06-11* Edited and consistent-ified the File->Import menu item labels and ↵Matt Ebb
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.
2004-06-10- small updates to scripts and bpython docs, also fixed two warnings;Willian Padovani Germano
- 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.
2004-06-10Scripts:Willian Padovani Germano
- 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.
2004-06-09This fix is thanks to: hangman4 (Thomas Power)Kent Mein
Basically needed a fflush on the file after all of the writing. This closes out 1080 Kent
2004-06-09Fixed part of write a bmp file, its still truncating the image slightlyKent Mein
however this fixes another problem. (Basically the offset wasn't being computed correctly. This is for bug: 1080 Kent
2004-06-08updated NAN_PYTHON_VERSION to 2.3 for all platforms...Kent Mein
Solaris and a bunch of the others were out of date....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
2004-06-08new function for the Metaball objects : addMetaelem, which allows users to ↵Jacques Guignot
create Metaballs from python. modified doc/Metaball.py to add this function modified Object.c to allow the creation of Metaball objects
2004-06-08BPython docs: small formatting fixes, basically, so that epydoc can generate ↵Willian Padovani Germano
dvi, ps and pdf versions.
2004-06-07Add the separate spec colour definitions!Kester Maddock
2004-06-07Python updates:Kester Maddock
Added scene module
2004-06-07Lighting updates:Kester Maddock
Added specular after texture. Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-06-07Bundled scripts:Willian Padovani Germano
-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.
2004-06-07Replace deprecated methods from old api:Stephen Swaney
PythonReturnErrorObject PythonIncRef Fix some compiler warnings about missing initializers in method tables.
2004-06-06patch for bug #1347. IpoCurve.evaluate() missing/disappeared.Stephen Swaney
Contributed by Philip Wainwright.
2004-06-05Fixing something else broken broke: The fix for "no action == crash"Chris Want
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(); }
2004-06-05Fixing something broken broke: ICON_BLOCKBUT_CORNER is not definedChris Want
anywhere.
2004-06-05* Fixed a crash in the action window when attempting to manipulate keys with ↵Matt Ebb
no action loaded. This addresses bug #1354 - Thanks to gabio for the report
2004-06-05* Better error checking with apply deformation / make duplis real in the ↵Matt Ebb
toolbox (blame it on ugly apply_object() ) Addresses bug #1348, thanks wavk for the report
2004-06-05* Big, mundane clean up and edit of (error/ok/etc)Matt Ebb
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
2004-06-04blenderplayer target for SCons.Kester Maddock
Would someone on MacOSX please check the bundle creation.
2004-06-04In Object.select() make the selected object the active object.Stephen Swaney
Update by Campbell Barton to his previous patch.
2004-06-04Miscellaneous Fixes:Kester Maddock
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
2004-06-04Fix bug #1334: Crash with Python/GameEngine when the script has syntax errors.Kester Maddock
When Python compile fails (eg syntax errors) skip the execute stage.
2004-06-03deleted redefinition of var that is passed in.Kent Mein
Kent
2004-06-03bugfix #1345. Curve.isNurb() segfault fixed.Stephen Swaney
2004-06-03* Tiny almost-insignificant tweak to the curvature of button drawingMatt Ebb
2004-06-03* Added 'Transform' menus to Ipo, OOPS, Action, NLA, andMatt Ebb
Sequence spaces * And a few small tweaks
2004-06-03Cam's patch to enable parenting in the OOPS menu.Kent Mein
Kent
2004-06-02Fix for MSVC compiler. ;-)Kester Maddock
2004-06-02Do a databrowse window for sound actuators when necessary.Kester Maddock
2004-06-02Updates to GamePython Reference.Kester Maddock
Added Actuator documentation.
2004-06-02new Object.select() and Object.isSelected() methods to manipulate theStephen Swaney
selection state of Objects. Contributed by Campbell Barton.
2004-05-31Fix for the IK Assertion bug when the IK constraint on a boneChris Want
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.
2004-05-31Use epydoc for generating game python reference (like the bpython guys)Kester Maddock
2004-05-31Limit for Normalise() call was 0.000000001 or so. This is still far tooTon Roosendaal
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!)
2004-05-30 - added some "Transform Properties" for MetaElem (Metaball in edit mode, N ↵Jiri Hnidek
key). It is locx, loxy, locz, dx, dy, dz and stiffness
2004-05-30Added Python module for Lights.Kester Maddock
Added attributes to the vertex class.
2004-05-30Check for zero normal vectors in the clip planes (if eg Python has set a ↵Kester Maddock
strange projection matrix) Fix the transformation of the frustum bound sphere to world coordinates.
2004-05-29 report #1338Ton Roosendaal
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.
2004-05-29bug #1340Ton Roosendaal
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.
2004-05-29Counter of mballs, before polygonize, had error in taking linked mball-Ton Roosendaal
data into account, causing errors modeling.
2004-05-29Oh, the fix is an addition of a OB_NEG_SCALE flag in ob->transflag, whichTon Roosendaal
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.
2004-05-29NEW! Blender now displays flipped (negative scaled) Objects correctly inTon Roosendaal
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.
2004-05-29Recoded the methods how normals get corrected and flipped during renderTon Roosendaal
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.
2004-05-27Bug fix 1332Ton Roosendaal
EnvMap render now uses the percentage button for size (f10 buttons). That wasn't implemented yet for saving envmaps....
2004-05-27Panagiotis Papadakos's patch to fix the following:Kent Mein
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
2004-05-27In drawing solid objects ("Solid" drawmode) there were materialTon Roosendaal
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.
2004-05-26Python fixes:Kester Maddock
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