Commit Graph

8648 Commits

Author SHA1 Message Date
Kent Mein
699a3a0c23 Reverting IMAnames_to_pupstring to IDnames_to_pupstring
until Ton changes it to whatever he was thinking ;)

Kent
2006-12-13 15:37:59 +00:00
Jacques Beuarain
442c959235 CMake: Fix reqular expression message on Windows from Apple framework detection by using common OPENAL_INC variable instead of CMake detection var OPENAL_INCLUDE_DIR 2006-12-13 12:27:11 +00:00
Ton Roosendaal
ae7fcb58bc Armature Proxy bugfix: synchronizing the pose went wrong when the proxy
had new dependencies added internally (like constraints), changing the
evaluation order for pose channels. My optimized code didn't like it, so
now it falls back to a reliable slower method.

Bug showed as totally messed up characters for proxies...

Also: increased range for 3D Window properties clip-start/end, this is
still a bad construct though...
2006-12-13 08:50:11 +00:00
Campbell Barton
1031caafc1 python multi UV support -
active index was incorrect, removing layers after they had non was crashing blender, now raise an error.
2006-12-13 03:21:14 +00:00
Jacques Beuarain
16b51f5097 CMake: Give error on attempts to generate within the sources with
instructions on how to do it out-of-source
2006-12-13 02:57:57 +00:00
Campbell Barton
228bebfaa8 name changes from theeths suggestions
totUvLayers -> totalUVLayers
addUvLayers -> addUVLayers
2006-12-13 02:55:49 +00:00
Chris Want
a119216a53 Crude test so that if openal comes from apple framework stuff, use the
headers <al.h>, <alc.h>, and <alut.h> instead of <AL/al.h>, <AL/alc.h>,
and <AL/alut.h>

(cmake generated makefiles now work out of the box on my intel mac)
2006-12-13 02:54:59 +00:00
Chris Want
d80f673f5d Small typo (-DNO_SOUND instead of -DNOSOUND). 2006-12-13 02:11:11 +00:00
Nicholas Bishop
487b147235 Fixed bug #5402, retopo paint lines don't follow zoom level of 3d viewport. Retopo paint is now specific to one view (the first view you click in after activating retopo paint.) 2006-12-13 00:54:16 +00:00
Campbell Barton
080a5d5664 exposed CustomData_get_active_layer_index in BKE_customdata.h (needed by python to get the active layer)
added python api stuff to deal with Color and UV/Image layers.

me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int

me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()


Variable names may need changing.
2006-12-13 00:50:02 +00:00
Ton Roosendaal
655f101ef7 Bugfix: restriction buttons didn't draw correct when outliner view was
'all scenes' or 'groups'. Caused by optizing drawing.
2006-12-12 22:03:09 +00:00
Campbell Barton
824f391c75 mesh_edges2curves - edge key optimize and made use of scn.objects rather then Object.New()..
Object.py - passIndex mistake
2006-12-12 21:38:04 +00:00
Brecht Van Lommel
80ee52e444 Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-12 21:29:09 +00:00
Campbell Barton
47adee414c added ob.passIndex to bpy, changed passIndex tooltip to a better one ton suggested. 2006-12-12 21:01:43 +00:00
Ton Roosendaal
dd88a8ca0f Bugfix: usage of 2 unitialized variables (again!). I should set gcc to use
O2 by default... without O2 it doesnt warn me for it.

This should fix errors in Material Node and "Vector Math" node.
2006-12-12 20:24:12 +00:00
Ton Roosendaal
12c0fb9312 Bugfix: Object "restrict render" option was missing in vectorblur
Plumiferos request: Made individual duplicated group objects still check on
the restriction flag, *after* the group-duplicator itself was checked for.
So it works both. (Matt; was urgent feature, hope you're OK? These options
showed in outliner for groups anyway :).
2006-12-12 16:47:18 +00:00
Ton Roosendaal
925caea404 Argh, bugfix to survive non-existing window types made top bar go
away.
2006-12-12 14:05:44 +00:00
Erwin Coumans
87e67afd9b some fixes in a recent contribution, added return values and check for valid pointer, to avoid crashes. 2006-12-12 13:24:45 +00:00
Jacques Beuarain
ed6da1709f CMake: Oops. Fix Info.plist problem from recent changes in bundling steps. 2006-12-12 12:43:02 +00:00
Ton Roosendaal
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
Campbell Barton
09e4fa8f6a simple change, made
Changed...
  me = NMesh.GetRaw(ob.data.name)
To
  me = NMesh.GetRaw(ob.getData(name_only=1))

The line above converts the entire mesh to a python thick wrapper just to get its name, then only to that that same mesh again??
A lot of older scripts did this but theres no reason to do it.

in most (all?) cases..
  me = ob.data - should be ok, but theres a subtle difference and I dont want to break anything.

xfig_export, xsi_export and videoscape_export need error checking too.
2006-12-12 10:38:43 +00:00
Campbell Barton
848d3ae617 popup error if the active objects datatype cant have keys as well as other cases where it would quit,
use Mesh rather then NMesh to get the keyblock, enable restrictRender for driver objects.
2006-12-12 08:05:08 +00:00
Campbell Barton
6959e689be added many checks to uvcopy so it dosnt raise errors.
Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace)
obdatacopier - was getting the selection but not using it. made it ignore some read only properties.
BPyMesh - minor change: use face iterator rather then making a tuple()
2006-12-12 07:28:20 +00:00
Campbell Barton
8063417de5 bevel_center.py - avoid 2 python errors. (doing recursive before bevel, now UI prevents this)
console.py - if the scriptdir didnt exist it would do an error, now just ignore and dont try to do the console_autoexec.py stuff
doc_browser.py - If you typed in an invalid module it would give an error and exit, now have a message instead.
2006-12-12 05:29:42 +00:00
Campbell Barton
e22feb7d6e made the script work with no images, redraw when done and some optimizations. 2006-12-12 04:34:35 +00:00
Campbell Barton
97b6a65c74 Added a new Python slot "UvCalculate", moved Archimap and "UVs from adjacent" into it.
Removed 1/2 1/4 1/8 uv mapping options.
made re-evaluating the py-scripts dir use the wait cursor (could take a while at times)
2006-12-12 04:18:45 +00:00
Erwin Coumans
9a169f2633 added some new Bullet files, and upgraded to latest Bullet 2.x
Please make sure to have extern/bullet/src/LinearMath/btAlignedAllocator.cpp in your build, if you add the files by name, instead of wildcard *.cpp
2006-12-12 03:08:15 +00:00
Nicholas Bishop
237e7417e7 Fixed bug #5403, sculpt - alpha brush sizing shows fade even if fade is disabled 2006-12-12 02:36:21 +00:00
Chris Want
95c3e8041c Kludge to ensure that the BPY_*.[od] files are deleted during
"make clean".
2006-12-12 01:30:24 +00:00
Campbell Barton
5841ba740a dont remove dummy 0 index verts to workaround me.verts.delete([...]) being buggy (since tface > mtface conversion) 2006-12-11 23:03:14 +00:00
Ton Roosendaal
b597093994 Bugfix #5406
If Material has "Shadow" off, it didn't skip AO correctly. Effect was it
showed AO colors from other materials on same scanline.
2006-12-11 19:20:10 +00:00
Ken Hughes
675ab02726 Python API
----------

Fix some typos in the documentation.
2006-12-11 17:13:56 +00:00
Stephen Swaney
b13ee88805 added a note about using SCons version 0.96.1
problems reported with beta versions with mingw on forum.
2006-12-11 13:52:23 +00:00
Ton Roosendaal
a919981d60 Bugfix #5401
Material Nodes still have undefined output to the passes. Currently only
the active Material node gives pass info. Bug was that check for active
was wrong, giving stripes because of hanging variables.
I'll work soon on providing all pass options in the Material nodes. This
fix at least correctly provides passes for active material, and clears
memory of pass info in advance.

Also: outliner view "current scene" did not show render layers.
ALso: outliner click on renderlayer now activates it (for UI)
Also: zbuffer for transparent was not initialized to 'infinity' correctly
2006-12-11 11:33:03 +00:00
Joshua Leung
66bbe3c737 Added missing menu entry for marker editing - Select/Deselect All Markers 2006-12-11 08:59:05 +00:00
Campbell Barton
9c3cacd283 added the flag group_exclusive to material
added restrictDraw/Select/Render to objects in python
updated group and scene docs for last commit
made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now)
fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182
2006-12-11 08:57:39 +00:00
Nicholas Bishop
b42d1fe544 Face properties were being propagated from the second highest level downwards, rather than than from the level beneath the current one. 2006-12-11 04:02:29 +00:00
Joshua Leung
c41e0e205f A little bit of code cleanup:
* Moved BEZSELECTED macro to blendef.h as it is used in several files
* Removed other duplicated macros
2006-12-11 03:47:15 +00:00
Campbell Barton
b69fdd21ba renamed objects.add() and .remove() to .link() and .unlink() for scene and group objects to be less pythonic and more like blender.
for scn.objects.new() a optional second argument can be used to spesify the name.

We still need a way to add a new Empty (some constant)
2006-12-11 03:23:17 +00:00
Nicholas Bishop
c4a15783ae Re-added the BKey hotkeys to sculpt mode 2006-12-11 02:45:41 +00:00
Nicholas Bishop
c0823d1de6 Do a better job of propagating face data in multires, including flags and materials 2006-12-11 01:54:34 +00:00
Ken Hughes
3d2dfe8631 Python API
----------

Bugfix #5398: setting object layers from background render caused "bad call
to addqueue: 0 (18, 1)" messages to be sent to the console.  Add a check in
addqueue_ext() for G.background first before printing.
2006-12-11 01:44:59 +00:00
Brecht Van Lommel
e314b7a43d Cleaned up radiosity mesh adding code, was using ugly pointer tricks. 2006-12-10 23:39:20 +00:00
Tom Musgrove
027025b1f6 =bad level calls=
added

antialias_tagbuf

and

iibuf_sample

to stubs so that we can compile the gameengine again - ton please check when you wake up...
2006-12-10 23:31:17 +00:00
Ton Roosendaal
089e87ccea Composite & Pass render goodies:
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased

As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html

For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.

Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.
2006-12-10 20:30:15 +00:00
Nicholas Bishop
b003221c7a Fixed bug #5353, retopo paint - changing in and out of full screen double frees 2006-12-10 19:09:19 +00:00
Nicholas Bishop
fddd9fad46 The fade togglebutton should show for the Default, untextured brush. 2006-12-10 18:34:14 +00:00
Jacques Beuarain
78f7fc41e4 CMake: Fix postbuild step in Unix Makefiles because cp return error code
for CVS dir.
2006-12-10 17:38:38 +00:00
Chris Want
bfaa86b773 Disabling the code is revision 1.161 that was tripping up users
building with mingw.
2006-12-10 17:22:47 +00:00
Jacques Beuarain
6cbe9b8ac4 CMake: Copy packaging files for Unix in post-build and fill in missing files for other platforms as well (plugins, text etc.) 2006-12-10 17:09:48 +00:00