Commit Graph

1719 Commits

Author SHA1 Message Date
Willian Padovani Germano
36bd6379c2 BPython - two small fixes:
-- search/remove '\r' from string buffers read from scripts:
    used a fast way: change each '\r' to a space, since it should
    work for scripts and the buffer is only needed for a short while.
-- added call to clear error indicator before running a script.
    A previous script may set it even on succesful returns.
2004-01-27 09:30:29 +00:00
Alfredo de Greef
898001a2b6 As reported by Hiroshi Saito, M_1_PI apparently not recognized in VC6, removed it. 2004-01-27 06:23:33 +00:00
Chris Want
e8aaea0b63 Armature related fixes and cleanups:
* Armatures that had constraint targets inside other armatures
  weren't transform()-ing correctly

* Issues with lattice deformed objects that are parents of bones
  when rendering an animation. Seems to be mostly OK now with the
  exception of the first rendered frame -- weird bugs like this have
  plagued blender for ages, which leads me to believe that
  RE_rotateBlenderScene() is a piece of garbage that nobody understands
  (especially me).

* made a few helper functions to clean up some repeated code related
  to clearing constraint status and rebuilding displists.
2004-01-27 06:08:37 +00:00
Alfredo de Greef
c225bf1240 On request of broken, monkeyboi and others the rendering engine menu is back again.
The menu button was also moved to the render panel, this required some changes to the placement of the other buttons.
I hope this is no problem...
2004-01-27 05:46:12 +00:00
Chris Want
1b73348e98 Made select more, select less, and select non-manifold more aware of
hidden verts.
2004-01-27 04:42:12 +00:00
Willian Padovani Germano
33dd2f5e0d BPython:
- as proposed by Ton, default dir for menu enabled scripts is:
userhome/.blender/scripts if available or (using bprogname -- argv[0]),
blenderInstallationDir/.blender/scripts/ otherwise.
- moved a piece of code from BPY_interface.c to BPY_menus.c to get rid
of a linkage warning reported by J. Walton
-- added the first scripts to release/scripts:

We need time to get more scripts there, but the situation should improve
consistently from now on.  Adding three export scripts: cal3d, directX, ac3d.
And one import: ac3d.
2004-01-27 03:34:16 +00:00
Rob Haarsma
d482d34ffb Here's Frank´s (José Silva) tiny contribution to Blender´s community,
a translation of Blender's interface to Brazilian Portuguese.

Thanks for posting ;)
2004-01-27 00:39:44 +00:00
Alfredo de Greef
8273ebce0f fixed problem with ray button and shadow rendering
Blender 'sphere' mode lights in yafray should now have more similar light levels
render shadow button in Blender must now be enabled to render shadows in yafray too
some other minor shadow related corrections
2004-01-27 00:15:12 +00:00
Ton Roosendaal
a5f2e598a2 - added line as provided by Bill Baxter, which makes option "no numpad"
accept the minuskey for numerical input while transform().
2004-01-26 15:42:54 +00:00
Rob Haarsma
d9ab27eda2 Fixed nasty #include. 2004-01-26 12:53:40 +00:00
Rob Haarsma
a3283280bf Fixed behaviour of cyclic anim textures.
Note: the Fie/Ima (fields per rendered image) functionality is still broken.
2004-01-26 12:37:34 +00:00
Alejandro Conty Estevez
e11754cf12 possible fix for os x problem, caused by SIGVTALRM 2004-01-26 12:15:33 +00:00
Chris Want
57be09f6e2 Modified 'make release' as recommended by J. Walton (removed some @'s) 2004-01-25 23:59:22 +00:00
Alexander Ewering
2837000728 "Fixes" bug 929 - The undo system crashed when the maximum number of undo
steps in userprefs was set to 1. Increased the lowest possible value to
2 :)
2004-01-25 23:48:11 +00:00
Chris Want
5b5d9f9844 SCons for irix update (now does mips3 binary). 2004-01-25 21:42:18 +00:00
Chris Want
350310f65a Fix for irix 'make release' 2004-01-25 20:59:06 +00:00
Michel Selten
c8d8b2c4de SCons update
* makesdna generates dna.c which in turn should be compiled with nice cflags,
  linkflags etc. But, a small error slipped in which caused the .c file to be
  compiled into a nice .o file without those flags.
  Thanks to Hos for pointing out the error and persisting there indeed was an
  error.
2004-01-25 20:57:25 +00:00
Alfredo de Greef
8b53b30563 arealight now can be used without global photonmap
fixed problem with spotlights not rendering
2004-01-25 20:28:46 +00:00
Chris Want
82f8155c3c Fixed a typo in the 'make release' stuff 2004-01-25 18:37:56 +00:00
Chris Want
83cfab301b A few 'make release' related modifications:
* the compiled plugins get moved to .blender/plugins in the
  release tarball (the include and C files remain where they
  were). Please test.

* if they exist, the directories release/scripts and release/bpydata
  get copied to .blender/scripts and .blender/bpydata respectively.
2004-01-25 18:31:05 +00:00
Michel Selten
259acf5f66 Python bug fix for #724
* Blender.Object.setDrawMode does not work. I had accidentally switched the
  variables for setDrawMode and setDrawType. This implied that _both_
  functions did not work correctly. The functions getDrawMode and getDrawType
  use the correct variables.
2004-01-25 17:58:24 +00:00
Michel Selten
8eac9cef15 Python bug fix for #875
* Blender.Object.GetSelected() would crash when no 3d-view has been
  initialized at startup. Fixed.
2004-01-25 17:42:40 +00:00
Robert Wenzlaff
7021c88b4d - Port fix for Backbuffer/Optimize hang (caused by short pointer hack)
from tuhopuu.
2004-01-25 16:25:55 +00:00
Rob Haarsma
4e525501b5 Applied checks for more secure 3D font handling.
(Loading fonts without a valid name would crash Blender)
2004-01-25 13:50:54 +00:00
Ton Roosendaal
2037ef9d25 - code i committed for correct arrowkeys on selecting items in pulldowns
broke the ui_mouse_motion_towards_block() function. This made sure
  mouse motion (diagonal) towards a new opened sub-level keeps the sub-
  level open.
  Fixed!
2004-01-24 17:26:58 +00:00
Ton Roosendaal
1f364149d6 - Nurbs curve/surface Nkey editmode now displays the W value again!
was lost in 2.30 makeover.
2004-01-24 16:56:12 +00:00
Ton Roosendaal
00406f12c6 - commented out line with unused variable, to make warnings going down
with 1!
2004-01-24 12:24:58 +00:00
Alejandro Conty Estevez
79884ff70b Added another control for new pathlight refinement parameter and solved
a problem with name collision betwen textures and shaders reported by kino.
2004-01-24 12:23:41 +00:00
Ton Roosendaal
38c0f593a8 - moved declaration of new variable up; in plain C you cannot do that
in the middle of code, only after a "{". :)
2004-01-24 12:18:35 +00:00
Matt Ebb
95e0585202 * Fixed an incorrect hotkey label in the 3D view menus
and toolbox
2004-01-24 05:10:34 +00:00
Matt Ebb
66c971481f * Small tweaks to the default theme's colours 2004-01-24 05:08:11 +00:00
Matt Ebb
b0479d893f * Preferences for displaying the grid floor, X axis, Y axis,
Z axis. (ported from tuhopuu2)

Controls are found in the 3D View Properties panel (with
the rest of the grid settings). This is more flexible for
people like me who hate the grid getting in the way when
modelling - turning off the grid floor and turning on the Z
axis gives a setup like in Wings 3D or Clay.

* Cleaned up the 3D View Properties and Background Image panel's layout while I was adding the new buttons (including change over to UiDefButBit).
2004-01-24 05:06:12 +00:00
Ton Roosendaal
9c6662e4e0 - when not F10->"Ray" option is set, materials with "Ray Transp" will
render solid now (no alpha).
- This gives nicer previews, but also makes envmaps look better, since
  environment maps are rendered without raytracing
- I decided not to raytrace envmaps mainly because of speed... if you use
  environment maps you want something quick... otherwise just use ray_mir
  material here!
2004-01-23 22:33:33 +00:00
Ton Roosendaal
1b3145c575 - forgot to commit this file for fix several days ago which fixed
only_shadow rendering...
2004-01-23 22:03:42 +00:00
Ton Roosendaal
66525b1b6f - another fix for incorrect Osa vectors during tracing... I've now solved
it by precalculating all needed Osa vectors when rendering glass, this
  because it is unpredictable what is exactly going to be needed after.
- a hint that this should be done better is in the code... will mostly
  improve sharpness and a bit rendertime though
(thanks bugmaster intrr!)
2004-01-23 21:58:19 +00:00
Ton Roosendaal
e93e5d37da - when pulldown menus get flipped, the arrow keys were not behaving OK.
also added that left/right arrow is handled, to prevent weird redraw.
2004-01-23 20:54:26 +00:00
Willian Padovani Germano
23a3a51e16 Blender's debug mode only worked on startup:
- G.f's G_DEBUG flag was being erased in blenkernel/intern/blender.c's
  setup_app_data:

G.f= bfd->globalf

// added a line above it to fix this:

if (G.f & G_DEBUG) bfd->globalf |=G_DEBUG;
G.f= bfd->globalf;

BPython:
- debug info now only shown if Blender is started with '-d' option
- added ~/.blender/scripts to modules sys.path
- added two new functions to Blender.sys: basename and splitext
- added doc for Blender.sys, updated other docs
2004-01-23 19:24:45 +00:00
Ton Roosendaal
5aad4bfceb - fix for raytrace render; when you render ray_transp material, it didn't
recalculate the O.dxno and O.dyno for each pixel. This causes scanline
  errors (stripes) when in same scanline something else is called that
  calculates O.dxno/dyno...
2004-01-23 18:29:14 +00:00
Rob Haarsma
6b781f19bc #ifdef INTERNATIONAL fix for usiblender.c
thankyou Todd Koeckeritz.
2004-01-23 16:02:10 +00:00
Daniel Dunbar
c427a19854 - FTF_TTFont didn't initialize fontm,fontl,fonts to NULL, leads to
possible bad free
 - FTF_Api.cpp used static C++ object, hard to understand and icky,
    was probably source of phase4's crashes, replaced with dynamically
    allocated object and added FTF_End to free it and sensible time.
2004-01-23 14:19:44 +00:00
Willian Padovani Germano
5d8c7e4537 BPython:
- local tentative fix for BLI_gethome(), which returns '.blender' appended only
    on some Windows systems.  Created bpymenu_gethome() to check and
    add '.blender' if needed.
- changed name: .Bpymenus to Bpymenus as suggested by GSR
- trivial additions:
    Object module: added methods .set/getSize
    Armature/Bone module: bone.set???() methods now accept both n
    floats or a list of n floats: fff or (fff).  All these additions were requested
    by user Carlos Lopez (Klopes).
- New doc: for module Registry.
2004-01-23 02:59:54 +00:00
Chris Want
f237bb28bf Bug Fix: bones get updated after using NKEY in pose mode (not really
useful, but anyways ...).
2004-01-23 02:25:51 +00:00
Chris Want
8766a719e4 Bug fix: meshes deformed by armatures were not getting updated
when rendering an animation, i.e., the deformation was delayed.
Please test by rendering any animations you have that involve armatures.
2004-01-23 02:10:36 +00:00
Kent Mein
4e9ac81f77 I modified it so that the particles on a face's position are affected
by the seed variable.  Requested by S68.

Basically they move slightly when you change the seed.  Might be
a good idea to split this up so there are two seed options in a
particle effect, however there are already quite a bit of them so I opted
for this.

Kent
2004-01-22 15:45:42 +00:00
Ton Roosendaal
d4fc04f76a - increased max targa size to 8192x8192
was done before by Phase in tuho1, and no error found...
2004-01-22 12:59:46 +00:00
Ton Roosendaal
f844d011a2 - added clipping value for spothalo rendering. Unified render doesn't like
alpha>1.0, the 'threshold' calculation in vanillaRenderPipe.c then works
  wrong... not sure if this should be fixed there.
- for now, the spothalo render function itself clips.
- again; thanks to horrible intrr test scene! :P
2004-01-22 12:14:21 +00:00
Ton Roosendaal
acdcc29990 - fix for specularity calculus. Because of new area lamps and new ray-shadow
some tests where moved around, causing specularity being calculared when
  light actually shines behind a face.
  Thanks inttr for the (horrible!) test scene that showed it. :)
2004-01-22 11:15:28 +00:00
Roel Spruit
220e2f0c25 New loopcut version. much praise goes to Johnny Matthews who implemented precision cutting.
new features:

- after choosing a loop to cut you go into a second mode that lets you choose where exactly on the edge you want to cut.
the placement is in percentages, so 0% is one side of the edge, and 100% is the other side.

- holding CTRL snaps the placement to whole percentages. 1.00 instead of the standard 0.01 of a percentage.

- Pressing S while you place the cut turns on Smooth-subdivide for the cut (or as I like to call it: Loopcutsubdividesmooth :)

- the percentages and the ON/OFF for smooth cut can be seen in the view3D header.

fixes:

- loop takes into account hidden vertices, this solves bug #895.
- Cutpreviews are drawn correctly for triangular faces.
- renamed the function from loop -> loopoperations. I'm sure someone has a problem with the new name too, but BLAH! :D
- the parameters for the function are defines. loopoperations(LOOP_CUT) cuts, and loopoperation(LOOP_SELECT) selects (duh). this is changes in all the places the function gets called.

if people find new bugs, feel free to yell! :)

Roel
2004-01-21 21:45:38 +00:00
Roel Spruit
83fc1730e6 findnearestedge() ignored hidden vertices. both vertices of the edge should be non-hidden and at least 1 of them should be on-screen (visible in the 3D viewport) 2004-01-21 21:06:19 +00:00
Roel Spruit
79eb9de35a some MSVC cleanup.
- removed DNA_script_types from makesdna project.
- fixed a few errors in the projectsettings of the yafray project...it's a wonder people actually got it to compile.
2004-01-21 20:57:29 +00:00