Commit Graph

7151 Commits

Author SHA1 Message Date
Ben Batt
c0becb4532 Removed SlowerDraw and FasterDraw buttons in Mesh panel after discussion
with Ton on IRC. This feature was old, something of a hack and didn't really
work well with the modifier stack. To paraphrase Ton: We want to make blender
higher quality, so poorly thought out code should be removed, or replaced
with decent implementations.
2006-12-06 12:34:26 +00:00
Ton Roosendaal
a720296999 Another 3-in-one commit:
- Unitialized variable in new shadow code caused Sun lamp shadow to not
  work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
  cases. Also found an unitialized var in collaps_edgeuvs().
2006-12-06 11:17:34 +00:00
Ton Roosendaal
54e946e839 Three fixes:
- Crash, caused by commit of 1 hour ago to fix 'All Z' render problem
- Bug: yesterday's fix for node material renders caused some issues with
  precalculating correct shadow.
- Composite Translate node: input sockets allowed multiple inputs
2006-12-06 09:56:20 +00:00
Jacques Beuarain
1c54c72eaa Fix Debug build failure with ffmpeg enabled on MSVC 8 2006-12-06 09:48:27 +00:00
Jacques Beuarain
0723372c2b CMake: Errors during generation with verse turned off 2006-12-06 09:24:13 +00:00
Ton Roosendaal
cf1cbbd979 Render error: option "All Z" for render layers crashed. I forgot it uses
face index -1 for it... :)
2006-12-06 08:10:13 +00:00
Matt Ebb
c1bd38f55b * Simple fix for bug #5347, edit mode undo didn't redraw the 3D View header 2006-12-06 06:47:59 +00:00
Joshua Leung
943aeaa443 == Auto-Keyframing 'Needed' ==
A little tweak to the way this works. Now it only tries to insert keyframes
in the ipo curves related to the transform which triggered auto-keying.
2006-12-06 04:41:14 +00:00
Joshua Leung
6210845e82 == NLA Editor ==
Fix for a few alpha problems with icons beside channels when markers are drawn
2006-12-06 03:38:28 +00:00
Joshua Leung
34ea39a48f == Action Editor ==
Fix for a few alpha problems with lock icons when markers are drawn
2006-12-06 03:04:34 +00:00
Joshua Leung
6c138fc6a9 == Action Editor ==
Now it is possible to 'protect' action channels and constraint channels.
* When a channel is 'protected', the only operation possible on keyframes
is selection. All other operations are not able to be performed.
* The padlock to the right of each channel's name toggles the protection
status of that channel. You can only alter the protection status of one
channel at a time.

Todos:
* Menus still pop up when trying to do stuff to keyframes even if
all the keyframes selected are from protected channels.
* Shapekey channels shown in action editor should also get locks
2006-12-06 02:37:32 +00:00
Nicholas Bishop
4eb3644286 Shift+Tab should exit sculptmode (same as for other modes) 2006-12-06 02:28:15 +00:00
Nicholas Bishop
ee0dccbf96 Added slider for the Draw brush that modifies the direction vertices are pulled in relation to the view. 2006-12-06 02:10:27 +00:00
Nicholas Bishop
0aeb4c99a5 Correctly propagate selection when switching multires levels on an editmesh. 2006-12-06 01:29:15 +00:00
Jacques Beuarain
2279872921 CMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer as regular binary as with download from blender3d.org 2006-12-06 00:28:13 +00:00
Kent Mein
593d9ae738 added missing -DWITH_FREETYPE2 stuff, provided by Eugene Reilly.
Kent
2006-12-06 00:04:53 +00:00
Nicholas Bishop
12e92b4ae7 Fixed bug #5361, multiple 3d views additional cursors in wrong place 2006-12-05 23:49:58 +00:00
Nicholas Bishop
460db666d3 Another multires triangle fix 2006-12-05 23:36:05 +00:00
Nicholas Bishop
406cc2cce0 Fixed broken triangle handling in multires. 2006-12-05 23:25:45 +00:00
Nicholas Bishop
1b5e0e3def Updated the vertex color and mtface handling in multires.c to work with editmesh.
This is the last of the changes needed to support all the EditMesh data that
previously worked only with the regular Mesh, so this should fix bug #5331,
Various problems with Editmode Undo and Multi-Resolution Meshes.
2006-12-05 23:01:01 +00:00
Ton Roosendaal
09d3d15f45 Node editor: when adding a new node, automatic links are created:
- from all selected nodes
- only connections between highest order socket types; so if there's RGBA
  and Value sockets, only RGBA sockets are connected. This because in
  these cases the Value sockets usually are for user input.
  Example: Mix node.

Thanks Trip for the hint!
2006-12-05 21:33:56 +00:00
Ton Roosendaal
5e52bee5a7 Node shaders bug: using 'shadeless' material inside of node tree, a mode
flag messed up that tried to detect if shadow was needed.
2006-12-05 19:47:45 +00:00
Ton Roosendaal
084179bb39 Bugfix, irc report:
OSA 16 crashed. Wrong sizeof() for memset...
2006-12-05 18:58:58 +00:00
Ton Roosendaal
78d3f7358b Two more fixes for pass composite:
- Blur nodes didn't accept RGB buffers (only RGBA or single channel ones)
- Mix node had maximum for 'mix' on 1.0, for passes edit that could become
  more, made it 5!
2006-12-05 18:27:43 +00:00
Ton Roosendaal
2c816da097 Two fixes:
- Shaded view was black, needed to tell it to use 'combined' pass :)
- Crash when deleting in compositor all nodes with an output.
2006-12-05 18:02:43 +00:00
Ben Batt
4f8079d49c Modifier Stack: Limit calculation to required data.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).

This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.

Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
2006-12-05 17:42:03 +00:00
Ton Roosendaal
869eeadeff Damn! Commit for render passes in wrong dir.... 2006-12-05 16:44:57 +00:00
Ton Roosendaal
3177c4f69f Next stage of RenderPipe refactor: now everything within the pixel was
tackled.

Resulting features:
- render passes
- new pass: Object Index, for masking
- sub-sample alpha masks

Docs:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
http://www.blender3d.org/cms/Render_Passes.829.0.html
http://www.blender3d.org/cms/New_Render_features.774.0.html

Note that these changes might mean things to not render fully identical...
For the next days a lot of testing is needed!
2006-12-05 16:43:01 +00:00
Joshua Leung
246ab11255 Some more action editor goodies:
* Now it is possible to invert the selection status of keyframes and markers.
These options can only be found in the Select menu in the header.

* It is also possible to select the keyframes that occur within the 2
'extreme' selected markers. Hotkey for this is Ctrl K
2006-12-05 05:25:34 +00:00
Joshua Leung
201df23d54 == Action Editor - Column Select Tools ==
Now it is possible to column select keyframes that occur on the
same frame as selected markers with the hotkey: SHIFT K

More selection goodies to come :-)
2006-12-05 03:48:39 +00:00
Joshua Leung
0f7f11fafc Removed a few unused variables - compiler warnings. 2006-12-05 02:06:51 +00:00
Joshua Leung
d68d2528ac == Action Editor ==
Cleaned-up drawing code of keyframes. Code redundancy has been
reduced, and there should be slight performance gains (less looping,
no sorting of keys needed, possibly less memory usage).
2006-12-05 01:11:51 +00:00
Joshua Leung
9b8258dabc Resolved a few compiler warnings:
* Line 2451: unusued variable 'removed'
* Line 3513: implicit declaration of function freeN. should be MEM_freeN

Hopefully I didn't break anything.
2006-12-04 23:27:53 +00:00
Joshua Leung
6faf0ac816 * Auto-Keyframing Option: 'Needed'
Now, when auto-keyframing, there is the option to have 'cleaner'
ipo curves. This is a user-pref option, and is based on the same
code responsible for the 'Only Needed' keyframing mode.


* Bugfix for Nicholas Bishop's recent sculptmode hotkeys:
When entering text in a text object, hotkeys were not disabled,
eg. type n = floating panel appears press 2 = layer 2 becomes visable.
Was 'if' instead of 'else if'

Reported by mfoxdogg on cvs.
2006-12-04 23:16:55 +00:00
Nicholas Bishop
0bc62f2742 A few more sculptmode hotkeys. NKey for the floating properties panel (also added menu item for that), pageup/pagedown for changing multires level, and alt+HKey for unhiding hidden areas of the sculptmesh. 2006-12-04 21:28:05 +00:00
Nicholas Bishop
76d96a0885 Hotkeys for changing sculptmode properties should redraw the view3d to update the floating panel. 2006-12-04 21:10:15 +00:00
Peter Schlaile
0bb1256bf5 == Sequencer ==
Fixed an off by one error in Speed Controller.
If no IPO is present, enlarging the strip will now "stretch" time.
Shrinking doesn't work right now because of stripdata-handling...
2006-12-04 20:00:17 +00:00
Nathan Letwory
d6e9265895 ==SCons==
* make blender_python understand we're doing a debug build when BF_DEBUG=1. Otherwise
 we get linking errors with scons/mingw
2006-12-04 14:32:07 +00:00
Nicholas Bishop
0cc76d831c Large change to the way sculptmode drawing works. The default is now to draw
using the standard drawing functions. Enabling the "Partial Redraw" item in the
sculpt menu will turn on the optimizations which stores unmodified parts of the
color buffer and only redraws the polygons that are within the modified area(s).

The Partial Redraw option uses the accumulation buffer to store the copy, and
unfortunately this is not accelerated on older cards. There are alternatives,
e.g. drawing to an auxiliary buffer or downloading the data from the graphics
card with glReadPixels, but there's no guarantee that these will run at an
acceptable speed on older graphics cards either. For the cards that do
accelerate the accumulation buffer (for nvidia cards, I would assume that is at
least FX5200 and up, and maybe earlier) it provides a very significant speedup.
2006-12-04 05:36:50 +00:00
Joseph Eagar
c520a2a6b2 =IDProperties Small Update=
BPy conventions were not being followed for PyObject_New;
now they are.  I still doubt the usefullness of doing this,
however its important to maintain module standards.  

Which reminds me, anyone know where I can get that source code
prettier that was used on the api files?  It was kindof
hard following the coding style of bpy with it being so
different from normal blender, and also what with having
to write the IDProperty code from scratch. :)
2006-12-04 04:51:32 +00:00
Erwin Coumans
f22ee3f86f added some 'angularFactor' for character control (to avoid rotation) 2006-12-04 04:31:34 +00:00
Erwin Coumans
2ec5d00da9 fixed some motionstate synchronization issues
nearsensor was not synchronized at the start
wheels not synchronized properly (one frame delay)
2006-12-04 04:13:42 +00:00
Nicholas Bishop
fc691cdb5e Fix for bug #5345, sculpt tool doesn't seems to use correctly the undo setting on the global preferences 2006-12-04 03:26:30 +00:00
Nicholas Bishop
c181c8986f Fix for bug #5351, sculpt doesn't work in xray mode
Moved depth update for sculptmode to after the point where xray/transp objects are drawn
2006-12-04 02:36:04 +00:00
Nicholas Bishop
2bf573dd23 Added numpad hotkeys for sculptmode 2006-12-04 01:04:02 +00:00
Nicholas Bishop
706635d931 Forgot to add middlemouse events for sculptmode. 2006-12-04 00:44:52 +00:00
Nicholas Bishop
9f4df07b68 First pass at setting up better hotkeys for sculptmode.
http://projects.blender.org/pipermail/bf-committers/2006-November/016311.html
As recommended on bf-committers, I created an entirely separate section for
sculptmode hotkeys, so none of the standard hotkeys in space.c carry over.
(However, the standard hotkeys in toets.c are left unchanged.)

There are probably some useful hotkeys that have been disabled with this commit,
and other hotkeys that still need to be added, so this needs review.
2006-12-04 00:11:25 +00:00
Nicholas Bishop
043f3c008c Added a bunch of sculpt options to the Sculpt menu; also removed the PvRot toggle button from the sculpt panel, where it didn't really fit, and put it in the menu instead. 2006-12-03 22:57:28 +00:00
Nicholas Bishop
4300af777c Added saving/loading of multires deformedvert data. Also added a test_index_face check when reading editmode data for multires. 2006-12-03 22:15:50 +00:00
Nicholas Bishop
dde6444d51 Sculptmode should check for existance of undo data before undo/redo in case user loads a file with sculptmode on and presses undo/redo before doing a sculpt action. 2006-12-03 20:35:35 +00:00