Commit Graph

6857 Commits

Author SHA1 Message Date
Campbell Barton
90c10ab910 BPyRegistry was throwing errors with blank config files. made it check for this and be quiet.
fixed some bugs in BPyMesh_redux, tweaked to work well for test cases. much better use of error levels for edge weighting. better collapsing to the desired target. triangulates before reduction be default now.
2006-05-15 07:29:28 +00:00
Alexander Ewering
ab30cf7489 As nobody else ever felt like doing it, and I work too much with official
CVS these days in order not to be terribly annoyed by its absence, here it
is: instinctive-blender's "Recent files list".

It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is
the same as the only entry that used to be in the former popup.
.
2006-05-14 19:42:48 +00:00
Joseph Gilbert
fd8e5895c8 *applying patch
[ #3727 ] Fixes solid linker errors in MSVC 7 project files
Submitted By:
Ben Stabler (lightning)

adds some libs to the linker in the blender.sln file for use with Bullet
2006-05-14 18:43:33 +00:00
Joseph Gilbert
16f4d0c0b6 *documentation update 2006-05-14 18:29:32 +00:00
Campbell Barton
265c0af49f * New faster algo for finding the new collapse location using normals rather then edge connectivity data.
* Much improved, slower edge collapse weighting method that makes this script about 2.5x slower, but brings it up to the quality of qslim (lightwave's decimator), without the manifold' errors.
Probably worth adding a UI front end to this function.
2006-05-14 18:28:27 +00:00
Joseph Gilbert
d305965b3d *applying patch
[ #4143 ] Methods for reading bone movement limits
Submitted By:
Aron Cristian (criller)

Gives the ability to return/set the limitations on a posebone when that bone is part of an IK chain.
2006-05-14 18:24:11 +00:00
Ton Roosendaal
1b7f9dfee6 On changing screens (which is also when going to a 'full window') the
queues get signalled to all escape, this to prevent things happening
on old windows.

The code then still did a redraw though... which was invisble (another
draw happened after, but caused icon system for example to choke on
not-initialized values.
2006-05-14 18:02:46 +00:00
Martin Poirier
ee2baaf3e3 === Transform ===
Bug #3657

Texture Space transform
* grab/size: did not support local constraints properly
* size: constraint support did not respect object orientation
2006-05-14 17:02:56 +00:00
Martin Poirier
422d2e3a89 === BPY ===
Proper typed return. NULL != 0
2006-05-14 14:14:32 +00:00
Ken Hughes
d9045c860b ===Python API===
Make me.faces.sel and me.edges.sel behave like EM_select_face() and
EM_select_edge() in source/blender/src/editmesh_lib.c.

Script users should note that if they change ANY of the selection states
(vertex, edge, face) and then call a mesh "tool" method (like me.remDoubles)
that the selection states of the mesh MAY change, since these tools use the
edit mode (which updates select states).
2006-05-14 14:12:45 +00:00
Campbell Barton
eaa12a2e93 Basic support in modifiers_isDeformedByArmature for multiple armatures per mesh- use Selected armature object first, if no armatures are selected then return the last/only found armature. 2006-05-14 12:45:13 +00:00
Campbell Barton
6c1aee79a5 Allow to see in real time trajectory of selected object.
You can grag the keyframes around from anywhere in the animation.
Keyframe dragging would be less of a hack if we could do an event handeler and a redraw space handeler in 1.

This kind of functionality could be nice to see in Blender.
2006-05-14 11:55:52 +00:00
Ton Roosendaal
425dc54834 Bugfix #4036
Shadowbuffer "soft" option got totally messed up by a commit done 3 months
ago. You could still get soft shadow, but the values to be used had to be
scaled tenfold.

Too bad this now will mean our movie DVD will not render with official
cvs or release... I'll think over some patch to scale down 'soft' values
in certain conditions.
2006-05-14 10:13:58 +00:00
Ton Roosendaal
bee09fc6ce Patch #3994
Added simplified fix as proposed by Stephan Kassemeyer to allow scaled
Armatures to still have a working 'stride bone'. Only works for uniform
scaled armatures though.

In general, for properly working armatures, I'd recommend to never scale
it at all, and certainly not non-uniform scaling. It will give issues with
constraints, IK and drivers all over...
2006-05-14 10:02:24 +00:00
Ton Roosendaal
5947fae18a Fix #4087
Flipped layer render order for halo and ztransp. This because the ztransp
layer changes z values now (for vblur).

This means the default order is: solid + lamphalo + halo + ztra. Different
combinations can be achieved with composting nodes.
2006-05-14 09:02:50 +00:00
Campbell Barton
4cf0e75f8a Fixed a problem with button alignment I added a while ago.
Added button allignment to sequencer, ogl light prefs some areas of the fluidsim
2006-05-14 08:49:10 +00:00
Erwin Coumans
337a84ee96 GamePython related: changed ordering of python destruction, and reverted some python changes (it caused problems) 2006-05-14 03:39:07 +00:00
Campbell Barton
b817c78b0d Applied patch 4188 with some modifications.
https://projects.blender.org/tracker/index.php?func=detail&aid=4188&group_id=9&atid=127
* Sped up export of UV coords,
* Use Mesh instead of NMesh
* Use BPyMesh GetMeshFromObject so correct object materials are exported as well as modifiers applied.
2006-05-14 03:11:55 +00:00
Erwin Coumans
4a5826fa83 Patch from Charlie:
Cleared the python dictionary at the end of the game engine, should fix some issues,
also reverted the python controller changes, related to this

This should fix the following bugs:
[ #3789 ]
[ #3815 ]

possiblyy fixes:
[ #3834 ]
2006-05-13 23:31:36 +00:00
Campbell Barton
d790049639 fixed, bugs with selection & remove doubles. 2006-05-13 17:50:47 +00:00
Joseph Gilbert
3be8e53c10 update to msvc7 projectfiles 2006-05-13 14:46:48 +00:00
Ton Roosendaal
bc124747f7 Fix 4190
Using the "RVK" sliders in Action window, on a Library-linked Mesh, crashed
due to using a NULL pointer. Added menu warning.
2006-05-13 13:39:40 +00:00
Campbell Barton
b0c5df16f6 Made editmesh remove_doubles work with vertex colours,
added vertex colour support to BPyMesh_redux polygon reducing function.
2006-05-13 12:36:48 +00:00
Ton Roosendaal
8899af40fd Bugfix #4191
NLA window: the "blend in/out" values were limited to action lenght, which
should the strip length instead.
2006-05-13 10:38:39 +00:00
Ton Roosendaal
4600b3e475 Browsing Mesh data in editmode used to be locked (uiButLock). Cleanup of
headerbuttons code in orange branch disabled this lock. Brought it back.
2006-05-13 09:55:52 +00:00
Campbell Barton
2bcf11defb BPyMesh_redux: Fixed a rare bug in mesh redux's, collapsed location.
BPyMesh_redux:  made redux support non UV Meshes.
vertexpaint_selfshadow_ao:  turned vertex selfshadow scale into radius.
2006-05-13 05:24:58 +00:00
Erwin Coumans
50a1d9fc8b Text patch for game player, from Charlie: TFace from KX_PolygonMaterial, as opposed to KX_BlenderMaterial 2006-05-13 00:08:14 +00:00
Jens Ole Wund
1e23c080de Happy msvc6 again .. however some new std::std::strings in El'Beem
i'll give it to nils later on
2006-05-12 22:00:27 +00:00
Ken Hughes
b69cde1eb7 ===Python API===
Fixing some nmesh typos in Mesh docfile (thanks, Hos).
2006-05-12 20:47:39 +00:00
Chris Want
baf69d3a73 Making the vrml exporter use the Ken Hughes Mesh module, rather
than NMesh.
2006-05-12 15:26:38 +00:00
Ton Roosendaal
3b9e0e65d2 Compositor: Pressing Rkey now gives a popup for OK, and then will read in
all RenderResult nodes (when "Save Buffers" used) at once.

Before it only read 1 Scene... not too useful.

Also: added wait-cursor for saving images in UV/Image Editor.
2006-05-12 15:17:24 +00:00
Ken Hughes
24c08a722e ===Python API===
* use CONSTRAINT_LOCAL instead of SELECT in "Copy Rotate" constraint
* remove "LOCAL" key for now from "Copy Size" constraint; not supported
  right now in Blender UI
2006-05-12 13:10:55 +00:00
Ton Roosendaal
f0a5fe5c76 New Compositer option: "Free Unused". In the Node Editor header.
This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
2006-05-12 11:27:01 +00:00
Ton Roosendaal
6cc46d087e A stupid x/y mixup gave error "Sorry, exr tile saving only allowed with
equally sized parts" when the tiles were equally sized anyway.
2006-05-12 11:22:45 +00:00
Ken Hughes
d6bad3e236 ===Python API===
Added NULL constraint (and fixed bug that didn't allow appending FLOOR
constraint), and added support for Constraint.Settings.LOCAL key support in
COPYLOC, COPYROT and COPYSIZE constraints when target object is an armature.
2006-05-12 04:34:02 +00:00
Erwin Coumans
4b4029afaf patch from Charlie, bug fix (3795) , improves CubeMaps in game engine 2006-05-11 20:41:28 +00:00
Campbell Barton
831a1fa91d Added MVert.hide property because hidden verts were hanging BPyMesh_Redux 2006-05-11 20:35:43 +00:00
Geoffrey Bantle
3e3b1cc164 -> New menu and toolbox entries
Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: '

-Path Select
-Edge Loop Multi-Select
-Edge Ring Multi-Select
-Loop to Region
-Region to Loop

Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
2006-05-11 19:46:26 +00:00
Erwin Coumans
ede20c166a - Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
2006-05-11 17:58:23 +00:00
Chris Want
d3dd1da8d4 The algorithm to export vertex color was very inefficient (for every
vertex it would potentially loop through every face). This fix speeds
it up a bit (only loops through all faces once, at the cost of some
additional memory). An example of export times for a mesh with 6266
verts and 12528 faces:

Before: 2m56s
After:     8s
2006-05-11 17:42:58 +00:00
Chris Want
cfbbd8a54e Some bad logic was causing an 'Appearance' node not to get closed
correctly when a mesh has vertex colors.
2006-05-11 17:29:44 +00:00
Ton Roosendaal
722adde86f Added warning popup menu to note that Planar Environment maps cannot be
saved yet.
2006-05-11 15:06:07 +00:00
Ton Roosendaal
db39cdd8dd Bugfix 4158
ALT+C convert for modifiers works again for Armatures etc.
Note; this is another victim of the very confusing derivedmesh...
2006-05-11 13:33:30 +00:00
Nils Thuerey
74fc4fa254 - fixed MSVC problem in fluidsim.c
- removed some more debug output in the solver
2006-05-11 13:19:41 +00:00
Campbell Barton
0497ea57cb Added a polygon reduction function that can poly reduce any mesh and supports UV's as well as bone weights (Thanks to briggs).
Isnt intended to be ultra high quality, more for automatic realtime "Level of Detail" model generation.

BPyMesh.redux(ob, 0.5) # To reduce to about half the polys
2006-05-11 12:42:10 +00:00
Ton Roosendaal
ea2eb88f97 OMG! Can't be true, a new feature for character animators!
When weightpainting, with the armature in posemode, you now can press the
NumPad-period key to zoom in to the selected bone. (it used to zoom to the
painted mesh instead). Actually bugreport 4161.
2006-05-11 12:13:49 +00:00
Ton Roosendaal
1c1164a967 Bugfix 4165
Environment map render:

- when an object is in multiple layers, the "don't render layer" option
  didn't work properly. Now it doesn't render an object when it is
  invisible completely

- the new scaling option also worked for cubic envmap, should not.
2006-05-11 10:27:12 +00:00
Campbell Barton
a3783d32e0 Added some shortcuts to Mesh
MFace.area
 MFace.cent
 MEdge.length

Updated some scripts that used these.
2006-05-11 10:06:15 +00:00
Ton Roosendaal
7bb1c768d1 Added extra pointer check in "save envmap", which can crash when using
the option without rendered envmap. Fixes bug #4166
2006-05-11 09:53:46 +00:00
Nils Thuerey
0fae2e53e9 - removed debug output 2006-05-11 08:19:02 +00:00