Commit Graph

22998 Commits

Author SHA1 Message Date
Janne Karhu
cf4ba30f79 Few small hair dynamics goodies:
* Effectors now work with hair dynamics.
* Hair dynamics has a new "Collider Friction" parameter that works similarly to internal friction except now all collision objects effect the hair velocity. Useful for quick'n'dirty interaction with objects as the calculations are really fast, but doesn't really take away the need for proper hair-object collisions.
2010-02-26 03:24:21 +00:00
Martin Poirier
59e2fdbf31 Netrender: check if library and image files exist before adding as dependency. 2010-02-26 02:37:31 +00:00
Martin Poirier
de574490d2 [#21338] B-Bone display size crash [27127]
EditBones pretending to be pose bone when doing bone resize need a valid object pointer.

Tsk, who thought this was a good idea...
2010-02-26 02:33:04 +00:00
Benoit Bolsee
af987c12b5 VideoTexture: fix a bug with AV sync that was causing a loss of sync in case of rewind to the begining of the file. 2010-02-25 22:12:16 +00:00
Campbell Barton
0bef9d9c92 fix for camera rig that has locking on the camera but not the parent. 2010-02-25 21:20:00 +00:00
Campbell Barton
92bf8fa214 error in view3d math commit. 2010-02-25 21:10:43 +00:00
Campbell Barton
d4df20ea3f support for flymode with camera rigs, so the parent most object is actually flying. 2010-02-25 20:40:09 +00:00
Campbell Barton
db744f8b7f use math functions in view code, no functional changes. 2010-02-25 20:26:38 +00:00
Campbell Barton
3eaad6b3eb support for relative file loading and python paths.
means you can do...
 blender -P foo.py
where foo is $PWD/foo.py
2010-02-25 16:08:32 +00:00
Campbell Barton
0b33be5a7b select parent/child in object mode with [] keys, like pose mode.
also needed to extend the RNA api to allow C to set enums without meaningful values.
2010-02-25 15:41:46 +00:00
Campbell Barton
57baa94631 fix for warnings, add back pose relax into the pose menu. 2010-02-25 15:10:27 +00:00
Joshua Leung
4b80d4e60d AnimViz (Motion Paths + Ghosting) panels are registered so that they will show up in a sensible location in the properties window. Also made these panels collapsed by default. 2010-02-25 12:01:43 +00:00
Dalai Felinto
4d3accd0cb BGE Dome: BlenderPlayer Console arguments: warpdata working now (only with absolute path)
I forgot to say in the last commit that those arguments are only for the BlenderPlayer.
we can now set external warpdata files.

2Do:
(1) convert relative to absolute paths for warpdata files
(2) investigate weird bug on lack of light in blenderplayer with warpmesh

... [old 2Do]

(3) documentation
(4) preserve scene settings (at least scene->gm.dome) even if you load a new file inside the game (e.g. Yo Frankie loading new levels)
2010-02-25 06:05:56 +00:00
Daniel Salazar
f696d57af7 Added a Recovery space in splash so new users don't panic when they
loose work (close by mistake or a crash)
2010-02-25 03:13:50 +00:00
Janne Karhu
88d6250005 Fix for [#20647] Children from particles on a subsurf mesh don't render correct 2010-02-25 01:57:09 +00:00
Janne Karhu
8b9e0e941c Particles with "no physics" didn't stick to the emitter like they were supposed to. 2010-02-25 00:03:49 +00:00
Janne Karhu
d1f19d7e84 Fix for [#19955] 2.5 Particles are calculated wrong when object has any transform animation
* The exact location of particle birth wasn't cached if cache step was greater than 1, so the interpolation from an unborn particle to a living one wasn't accurate at all.
* Although not ideal, the current solution is to copy the birth location to the previous cached frame so it's always exact. This should work properly for memory & disk cache.
* This fix shouldn't cause any problems, but exhaustive tests of caching are difficult so be sure to let me know if there's strange behavior.
2010-02-25 00:03:16 +00:00
Dalai Felinto
47d79b04d1 BGE Dome: Console arguments: angle, tilt, mode and warpdata (not working yet)
2Do:
(1) open external warpdata file
(2) documentation
(3) preserve scene settings (at least scene->gm.dome) even if you load a new file inside the game (e.g. Yo Frankie loading new levels)
otherwise it's a nightmare to update all your files every time you change your projection system. See note.
Maybe SYS_WriteCommandLineInt/Float/String can be used for that. Gotta investigate further.

* Note: an external warpdata file is a must ! Currently every time you need to calibrate your system you have to update the warp file in all your demo files. This is terrible. I'm glad I *now* have a dome near by to test it ;)
* FYI: A recent 'Yo Frankie in a dome' video if you want to see how it works: http://www.vimeo.com/9629626 I'm going to record a better one tomorrow.
2010-02-24 23:01:49 +00:00
William Reynish
b78b12b7ae Bugfix: FPS Frame Step had wrong minimum value. Animation rendering would fail if set to zero. 2010-02-24 21:53:16 +00:00
Campbell Barton
99b288da96 view selected now uses boundboxes of dupli-objects and ignores centerpoints of the instance objects when it has duplis. view selected also working again for selected paint mask faces. 2010-02-24 20:11:35 +00:00
Campbell Barton
aebe86bef1 hair was running collision functions (copy to/from collision arrays), even when collision could not be done. 2010-02-24 18:06:51 +00:00
Campbell Barton
b888a32eee getting double frames problem, set the epsilon to 100th of a frame rather then 100,000th. 2010-02-24 17:14:16 +00:00
Campbell Barton
a9307a4dd3 [#21295] Escape key doesn't cancel python modal operators
also fix distance with lamps being negative for typed in values.
2010-02-24 15:56:27 +00:00
Campbell Barton
03590eb8a9 allow cloth sim for linked duplicates, not many people use this but we need for using hair on linked characters, if there are bugs with this we'll need to fix so enabling for now with comments that its experemental. 2010-02-24 15:35:15 +00:00
Campbell Barton
6afd97b9af multi-multi modifier support. 2010-02-24 15:03:28 +00:00
Campbell Barton
de78240e1e [#21324] mdd import script ported to 2.5
2.4x port by Ivo Grigull (loolarge) 

from the tracker:

It should be working ok, but it does not have all options that the old script had. You can only specify the start frame
where to insert the animation, but not skip frames for have a different fps.

However, like the old script this will bloat the memory a bit, at some later point i would like to write a script that
only reads the current frame from the file when you move the timeline.
2010-02-24 11:03:22 +00:00
Daniel Salazar
769f667f11 Empty draw size tooltip fix and added soft limits 2010-02-24 03:58:26 +00:00
Campbell Barton
2f4765034a set the max soft resolution of nurbs surfaces to 64 rather then 1024 2010-02-23 19:59:07 +00:00
Campbell Barton
55d0ae8ed9 - use search box for adding actions in the NLA
- use less complicated string conversion for saving keymaps
2010-02-23 19:32:32 +00:00
Campbell Barton
3f5786a00e added support for proxies as drivers back. 2010-02-23 17:56:45 +00:00
Campbell Barton
0dd58a27e9 - py-drivers were not using the name lookup cache.
- use manager context for keymap script.
2010-02-23 16:40:55 +00:00
Campbell Barton
9e2e528c36 - finally a way to force removal of images (Shift+Click on the X)
- generic modal operator now works with int's
2010-02-23 15:34:02 +00:00
Campbell Barton
78bb45931c scene.render_data -> scene.render
bpy.types.SceneRenderData -> bpy.types.RenderSettings

better do these changes before there are too many scripts out.
2010-02-23 12:48:35 +00:00
Daniel Salazar
2dc5713eb4 Nicer step size for lamp energy value 2010-02-23 12:22:22 +00:00
Campbell Barton
ca5e7113d3 allow python api to set values of library liked data (still checks editable flag)
+ improved exception messages.
2010-02-23 11:19:55 +00:00
Campbell Barton
0c89dcc25c matrix functions, to_3x3, to_4x4
force fixed time when recording in the BGE.
2010-02-23 09:39:47 +00:00
Joshua Leung
3fbd42e014 Various RNA defaults for more consistency when updating settings (scene changes), and incorrect default values for scale settings. 2010-02-23 05:02:00 +00:00
Daniel Genrich
01939f8472 Win64: Enable OpenAL for cmake + win64 2010-02-22 23:34:45 +00:00
Campbell Barton
97bdfe6f1b pep8 cleanup + correction for external player operator return value. 2010-02-22 23:32:58 +00:00
Martin Poirier
a8d364ce4a Move increment value into numinput structure.
Easier for transform to have different values per transform then (also different from gears values).

(Based on a bug reported by Jonathan Smith)
2010-02-22 23:25:34 +00:00
Daniel Genrich
8a31fab304 Win64: Bugfix for non working scons, thanks to matd for the fix!
jesterKing: please check if the win32 dll's aren't needed anymore. Seems that they are compiled into ffmpeg, right?
2010-02-22 22:56:28 +00:00
Daniel Genrich
a7d606a2ff Win64: Bugfix for missing include, reported + fixed by matd, thanks 2010-02-22 22:17:14 +00:00
Brecht Van Lommel
b7e7a0140b Fix dual quaternions flipping in case of stretched (not scaled) bones. 2010-02-22 18:53:46 +00:00
Nathan Vegdahl
2b9740bc3b Made a more generic rig type for giving animators direct control over shape keys. With this rig type you can attach shape keys both to the transforms of the bone and any number custom properties on the bone. 2010-02-22 18:07:16 +00:00
Damien Plisson
7777957521 OSX buildscripts update following ffmpeg precompiled libs update 2010-02-22 16:34:27 +00:00
Campbell Barton
960e45c42d - respect insert available with pose copy/paste (note: autokeyframe_pose_cb_func needs to be used for all cases I think)
- copy, paste ID properties with pose
2010-02-22 15:49:40 +00:00
Brecht Van Lommel
494538db13 Fix integer overflow problem in deep shadow buffer. 2010-02-22 15:03:13 +00:00
Campbell Barton
85b7e19805 game settings wasnt checking if the scene has a world set (giving python errors while drawing) 2010-02-22 14:04:04 +00:00
Daniel Salazar
f5cf555e6c Context for Object Align op = Object mode 2010-02-22 13:25:32 +00:00
Campbell Barton
d524f46335 [#21237] RAW triangle file importer
ported by Aurel W (aurel)

made adjustments to have this as a package in the extensions directory since this format isnt commonly used for interchanging data but still useful at times.
2010-02-22 13:21:09 +00:00