Commit Graph

1836 Commits

Author SHA1 Message Date
Matt Ebb
25c9dd464e * Fixed a crash in the action window when attempting to manipulate keys with no action loaded.
This addresses bug #1354 - Thanks to gabio for the report
2004-06-05 07:13:05 +00:00
Matt Ebb
3038507b1b * Better error checking with apply deformation / make duplis real in the toolbox (blame it on ugly apply_object() )
Addresses bug #1348, thanks wavk for the report
2004-06-05 06:52:14 +00:00
Matt Ebb
506b78bfbb * Big, mundane clean up and edit of (error/ok/etc)
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
2004-06-05 05:55:15 +00:00
Kester Maddock
4b544c75c0 blenderplayer target for SCons.
Would someone on MacOSX please check the bundle creation.
2004-06-04 12:58:46 +00:00
Stephen Swaney
7bf6864360 In Object.select() make the selected object the active object.
Update by Campbell Barton to his previous patch.
2004-06-04 07:52:06 +00:00
Kester Maddock
44f45894c2 Miscellaneous Fixes:
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
2004-06-04 03:00:13 +00:00
Kester Maddock
4ff321d507 Fix bug #1334: Crash with Python/GameEngine when the script has syntax errors.
When Python compile fails (eg syntax errors) skip the execute stage.
2004-06-04 02:10:58 +00:00
Kent Mein
f41c926a12 deleted redefinition of var that is passed in.
Kent
2004-06-03 19:59:34 +00:00
Stephen Swaney
2b7e35b8e7 bugfix #1345. Curve.isNurb() segfault fixed. 2004-06-03 16:23:51 +00:00
Matt Ebb
630de827d7 * Tiny almost-insignificant tweak to the curvature of button drawing 2004-06-03 14:30:12 +00:00
Matt Ebb
5926231d12 * Added 'Transform' menus to Ipo, OOPS, Action, NLA, and
Sequence spaces

* And a few small tweaks
2004-06-03 14:29:14 +00:00
Kent Mein
94042b0fef Cam's patch to enable parenting in the OOPS menu.
Kent
2004-06-03 14:26:44 +00:00
Kester Maddock
bc329a57f9 Fix for MSVC compiler. ;-) 2004-06-02 13:34:58 +00:00
Kester Maddock
cce2180e4b Do a databrowse window for sound actuators when necessary. 2004-06-02 13:17:39 +00:00
Kester Maddock
976e3a1824 Updates to GamePython Reference.
Added Actuator documentation.
2004-06-02 12:43:27 +00:00
Stephen Swaney
474ec217ae new Object.select() and Object.isSelected() methods to manipulate the
selection state of Objects.
Contributed by Campbell Barton.
2004-06-02 06:19:56 +00:00
Chris Want
931b382d76 Fix for the IK Assertion bug when the IK constraint on a bone
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.
2004-05-31 13:21:33 +00:00
Kester Maddock
0dfc3a3b78 Use epydoc for generating game python reference (like the bpython guys) 2004-05-31 13:06:04 +00:00
Ton Roosendaal
4f457fa277 Limit for Normalise() call was 0.000000001 or so. This is still far too
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!)
2004-05-31 12:08:50 +00:00
Jiri Hnidek
2a41593932 - added some "Transform Properties" for MetaElem (Metaball in edit mode, N key). It is locx, loxy, locz, dx, dy, dz and stiffness 2004-05-30 14:12:14 +00:00
Kester Maddock
d38329b5aa Added Python module for Lights.
Added attributes to the vertex class.
2004-05-30 11:09:46 +00:00
Kester Maddock
b97c77df2b Check for zero normal vectors in the clip planes (if eg Python has set a strange projection matrix)
Fix the transformation of the frustum bound sphere to world coordinates.
2004-05-30 11:04:26 +00:00
Ton Roosendaal
62c333a562 report #1338
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.
2004-05-29 19:46:46 +00:00
Ton Roosendaal
d2dbc96b81 bug #1340
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.
2004-05-29 17:33:30 +00:00
Ton Roosendaal
690a430bcb Counter of mballs, before polygonize, had error in taking linked mball-
data into account, causing errors modeling.
2004-05-29 17:00:51 +00:00
Ton Roosendaal
dbfe3daec3 Oh, the fix is an addition of a OB_NEG_SCALE flag in ob->transflag, which
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.
2004-05-29 16:22:07 +00:00
Ton Roosendaal
6b51c684f1 NEW! Blender now displays flipped (negative scaled) Objects correctly in
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.
2004-05-29 16:17:46 +00:00
Ton Roosendaal
59dad6aefc Recoded the methods how normals get corrected and flipped during render
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.
2004-05-29 16:14:34 +00:00
Ton Roosendaal
993a89e2a5 Bug fix 1332
EnvMap render now uses the percentage button for size (f10 buttons).
That wasn't implemented yet for saving envmaps....
2004-05-27 17:54:26 +00:00
Kent Mein
173ecf172a Panagiotis Papadakos's patch to fix the following:
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
2004-05-27 14:54:14 +00:00
Ton Roosendaal
954e5546ea In drawing solid objects ("Solid" drawmode) there were material
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.
2004-05-26 21:04:02 +00:00
Kester Maddock
8253d3e041 Python fixes:
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
2004-05-26 12:09:17 +00:00
Kester Maddock
3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place.  This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.

Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +00:00
Kester Maddock
e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00
Stephen Swaney
05e76c22b0 bugfix: #1322 minor tweaks to the documentation for Draw module.
Blender.Draw.Button() was not showing up.  Seems to be an epydoc
issue with Button() being both a module method and the name of a class.
I changed Button to Button_ and added a usage note.
Yes, this is lame.
2004-05-25 19:59:41 +00:00
Jacques Guignot
5e3a9c092a Changed parameters names in addCurve function (suggested by Paolo)
DLoc* --> dLoc*
DRot* --> dRot*
DSize* --> dSize*
updated doc (Ipo.py)
2004-05-25 19:31:13 +00:00
Brecht Van Lommel
f99099109f Fixed a potential bug in the uv editor transform function, a check if the tface
might be only an edge was missing in one of the loops.

Fix a crash that would sometimes happen when clicking the texture painting
button in the image window header. Made headerbuttons_packdummy a static
variable again. The uiDefBut call for the texture painting button stores a
reference to it, so it must be kept in memory.
2004-05-25 19:06:48 +00:00
Willian Padovani Germano
8a64e0e867 BPython:
- Campbell Barton contributed another function (thanks again), the Image.reload method:
  with this a script can keep an image that is being edited and saved by an external program updated in Blender.
2004-05-25 10:36:58 +00:00
Matt Ebb
f9fa705cd3 * Added support for python scripts to register themselves
in the UV/Image editor 'UVs' menu

Script authors can use:
Group: 'UV'
 in the headers of their scripts to let them appear in
 this menu.

* Updated the UV Face Layout script to reside in the UVs
 menu, rather than the (incorrect) File->Export menu.
2004-05-25 06:08:49 +00:00
Joseph Gilbert
779d0d0221 - documentation update for new functions
- error corrections in NLA about dictionaries
2004-05-25 03:26:29 +00:00
Joseph Gilbert
1308786974 - added Boneclass support
- ability to get a bonespace/worldspace bone matrix
- get ik flag
- some tweaking to matrix updates for addBone()
2004-05-25 02:48:02 +00:00
Nathan Letwory
cfda234450 After hearing that the reason for do_common_editbuts being in buttons_object.c I decided to move it to buttons_editing.c, where it logically belongs. Matter of copy and paste (and deleting from buttons_object.c :)
Now poor newcomers can more easily find the editing buttonevent handling code.
2004-05-24 19:48:07 +00:00
Matt Ebb
af0579b578 Added the hotkey for Bevel in the menus 2004-05-24 13:46:36 +00:00
Kester Maddock
a96955efc2 Game Python Reference Manual.
This manual lists all the Python classes and modules for Game Objects, Sensor bricks, Controllers etc.
Missing: Actuator & Controller reference.
2004-05-24 07:49:50 +00:00
Ton Roosendaal
86899e7a22 Changed two shorts in int, for calculation of distance between bezier point
and mouse coordinate in selecting routine.
Caused selection not to work in extreme zoom ins.
(Thanks OOPz!)
2004-05-23 19:13:15 +00:00
Willian Padovani Germano
7f6b88e389 BPython:
- updated docs with recently added functions
- dynamic menu entries now are sorted (alphabetically, of course)
- added new menu categories for scripts: Wizards, Modifiers, Generators, Materials, Animation:
  only added to list of options, didn't mess with any Blender header.  They are already available from the "Scripts" menu in the scripts win, but not elsewhere.
- added option 'datadir' to Blender.Get(option):
  so scripts can use .blender/bpydata for reading / writing their data files.
2004-05-22 20:25:22 +00:00
Kester Maddock
4551490dd4 near & far are reserved words on MSVC. Don't use them as variable names. 2004-05-21 14:09:18 +00:00
Kester Maddock
a7456b37f1 Cunning hack for Blender python module in the game engine - just don't unload it before running the game! 2004-05-21 09:27:42 +00:00
Kester Maddock
e957b12f0e Frustum sphere culling.
Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
2004-05-21 09:21:15 +00:00
Kester Maddock
1217928e66 Fixes for Camera objects and python:
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
2004-05-21 09:18:42 +00:00