Commit Graph

8768 Commits

Author SHA1 Message Date
Ton Roosendaal 8eb1d00e0d Bugfix #5497
Imagewindow: new Jkey (swap render rects) feature didn't correctly support
the Curves panel.
2006-12-23 11:22:20 +00:00
Campbell Barton 7816c3ca07 adding this script that makes surrounding quads follow the mapping of the active face.
Added a new mode that generaly gives better results. "Loop Average" -
It gives good results for mapping roads that are more then just 1 quad wide.
Thanks LucidMonkey for pointing this out.

See the bottom of these docs.
http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Follow_active_quads
2006-12-23 10:42:34 +00:00
Brecht Van Lommel 67630324d3 Preserve multiple UV and vertex color layers in NMesh. 2006-12-23 10:37:50 +00:00
Ton Roosendaal e2ab16fae7 Bugfix #5481
After an ESC or render error, the render buffers in compositor were not
tagged to be released. Causing crashers.
2006-12-23 09:50:07 +00:00
Nicholas Bishop 7f6e10ff54 Added two menu items to sculpt mode for controlling how much tablet pressure affects brush strength and brush size. 2006-12-23 05:40:58 +00:00
Martin Poirier 8dcf6c2602 === Transform Snap ===
==== Rotation Snap ====

Bug fixes. "Should learn to test properly" * 100

It works ok now, not just when rotating around the Y axis...
2006-12-23 01:55:13 +00:00
Campbell Barton ea837b25e3 Added Draw.BeginAlign(), Draw.EndAlign()
added align to a few scripts where it looks nice.
2006-12-23 00:56:40 +00:00
Martin Poirier 1ad1522d10 === Transform Snap ===
==== Rotation Snap ====

Snap is no longer limited to Translation, it works in Rotation too.

There's some bugs left with rotation snap when using constraints, I'll be ironing that next.

==== Bug Fixes ====

* Fix manipulators to always use Grid.
* Fix initialization bug (took two transform call to do a correct snap init when changing between Grid and Snap)
2006-12-23 00:52:34 +00:00
Nicholas Bishop 48b62511bf Fix for bug #5372, multires - adding new multires level in Edit Mode causes odd behaviour
Also fixed a memory leak with multires+deformverts in editmode.
2006-12-22 23:02:10 +00:00
Campbell Barton 30cc7499c3 setting/getting mcol by index was flipping red/blue. works now. 2006-12-22 22:57:05 +00:00
Ken Hughes e56f2b4b9d Python API
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Obligatory Englishization of BPy API documents. :-)
2006-12-22 22:05:06 +00:00
Campbell Barton ed47053fa6 Arnaure.Get() now raises an error when the name dosnt exist. added warning in docs.
Image - added img.fields, img.fields_odd, img.antialias, also updated the docs. replaced Py_BuildValue with faster list creation for getPixel functions.
2006-12-22 21:23:27 +00:00
Ton Roosendaal 080ecf33c1 Bugfix #5491
Ztransp Mask issue: now I did all this work to solve the exceptions, but
forgot the most simple case: regular alpha-over :)

This solves for example AA issues in ztransp-hair over solid faces.
2006-12-22 12:43:40 +00:00
Joshua Leung fcd3ea7875 == Snap Bones To Location in PoseMode ==
Now the Snap To Location (Shift S) tools for bones in pose-mode
work correctly. Previously, only one of these tools was implemented,
but it only worked in some cases.


This fixes item #4874 in Todo Tracker. Was patch #5012.
2006-12-22 09:05:37 +00:00
Ton Roosendaal e7d916b6e6 Bugfix #5489
Variable "osatex" was hanging in cases, giving weird noisy results
in cases (like when you use extreme high frequency image texture).
2006-12-22 08:30:19 +00:00
Brecht Van Lommel 18e81ecafa Bugfix: UV texture layer without vertex color layer did not display correct
in the game engine.
2006-12-22 08:23:25 +00:00
Brecht Van Lommel 058ceb0b94 Added Vertex Color material node, making render engine support for multiple
vertex color layers actually useful.
2006-12-22 08:10:29 +00:00
Brecht Van Lommel d892aac06b Fix: active face was lost switching between faceselect mode and editmode. 2006-12-22 07:45:01 +00:00
Nicholas Bishop 73382364a3 Disallow applying modifiers that change mesh topology while multires is active 2006-12-22 07:42:30 +00:00
Brecht Van Lommel d11b6949d8 Made multiple UV layers work with fastshade. 2006-12-22 07:41:29 +00:00
Campbell Barton 9197b25490 removed typo from Render
added extFromFormat to BPyRender to get the extension for a format
2006-12-22 07:07:20 +00:00
Campbell Barton 1849da92bc document render constants,
these should NOT be set in the Module, very messy!
35 constants are stored in Blender.Scene.Render.* rather then there own dicts arranged by usage.
2006-12-22 05:27:06 +00:00
Campbell Barton 60a2977dcf adding ob.activeMaterial - allows you to get/set the active material for an object. 2006-12-22 04:46:37 +00:00
Campbell Barton 60ebff78ab rewrote this script, it was the most out of date script and had some errors that are solved in the new script.
- moved to the weightpaint menu
- Use a group for envelope objects, no special names.
- Can use non mesh data for envalopes (anything that can be converted into a mesh - metaballs, text, surface)
- Dosnt rely on applying loc/size/rot for it to work properly
- Uses a good point-inside-mesh method (optimized with mesh and face bounding checks)
- uses Mesh instead of NMesh

todo, only update active vgroup
2006-12-22 00:19:45 +00:00
Campbell Barton 79fd2a2ae4 filename was being copied into a string only the length of the max file. 2006-12-21 22:30:30 +00:00
Campbell Barton b3eb2d19a9 fix for bevel center as pointed out of the forums 2006-12-21 22:13:14 +00:00
Campbell Barton 0325ee8f22 boxpack2d - python 2.3 compat fix, thanks brecht
gen_utils - needed to include BKE_library.h
off_import - use ed.key
2006-12-21 21:56:11 +00:00
Martin Poirier 39c0f6dd83 === Transform Snap ===
The circle drawn around the snap point is now truely constant regardless of zoom and size of the window. That size if linearly proportional to the vertex size (bigger vertex -> bigger circle).
2006-12-21 20:45:57 +00:00
Ton Roosendaal 120ac48728 Another Image recode fix: the Composite backdrop option didn't work when
no viewer images was generated before.
2006-12-21 20:03:25 +00:00
Ton Roosendaal ac37a15675 "Save Buffers" fix: when you ESC from rendering, it now saves empty
tiles in the file, that read back fast as black. This also solves
crashes on partial written files, when trying to read them.
2006-12-21 19:37:53 +00:00
Ton Roosendaal 67769dc080 Made new Defocus node compile happily in MSVC 2006-12-21 18:23:30 +00:00
Ton Roosendaal e61dec0767 Defocus Composite Node, by Alfredo de Greef
Log:
http://www.blender3d.org/cms/Composite__Defocus.836.0.html

An incredible quality composite effect, might be slow but worth waiting
for!
2006-12-21 18:11:07 +00:00
Ken Hughes 5329e0d035 Python API
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Silence gcc warnings in Mesh API code.
2006-12-21 16:05:43 +00:00
Ken Hughes 7679634ff8 Python API
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Bugfix: Scene.objects.new() didn't check string inputs correctly.
2006-12-21 16:05:01 +00:00
Ton Roosendaal af60771eca Fix for threads usage. This solves the hanging 'render baking', cauused
by yesterdays commit.

Now a designater LOCK_IMAGE is used for all image write/read.
2006-12-21 15:44:46 +00:00
Ton Roosendaal bb6dc38f89 Picker buttons: the 'sample' option crashed. Caused by yesterdays commit.
Reason: I had to make the "BUT" type in Blender to use callbacks *after* the
uiBlock was freed, because in Blender several of these callbacks invoke
drawing, which isn't possible while a block is being evaluated.
2006-12-21 15:30:43 +00:00
Brecht Van Lommel 72d484a872 Fix compile error for last commit. 2006-12-21 14:25:52 +00:00
Ton Roosendaal e4663acd76 UnPack data fix:
Now uses original filename for unpacking, instead of the Blender ID name.
That latter was a nice idea, but because of its 20 char maxname limit
not working well.
2006-12-21 14:00:18 +00:00
Brecht Van Lommel 47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00
Ton Roosendaal edccdf9340 Packing Images fix:
- a 'procedural image' like 'UV Test Grid' now can be directly packed,
  it does ask first for confirming to pack it as PNG
2006-12-21 13:39:02 +00:00
Ton Roosendaal fc00e73a83 removed the WKey "Split font" option. It doesnt work and corrupts memory
(saved files cannot read back, they crash).

The implementation of this option was plain accident that it even worked
once... you cannot use the API in blender that way.
2006-12-21 12:36:25 +00:00
Ton Roosendaal b12927ecb8 MultiLayer images: added support for choosing compression type.
Without setting anything, it uses ZIP now as default, which gives the best
lossless compression and works nice fast.
2006-12-21 10:41:43 +00:00
Ton Roosendaal 96dd39b84f UV Image Window:
Brought back the old "image properties" panel, which actually only showed
options for real-time textures. Available in pulldown menu as "Real-time
Properties".
2006-12-21 07:52:20 +00:00
Campbell Barton 04fc326371 Updated to use face.edge_keys,
fixed problem with merging islands not detecting an island in an island (wrong offset)
better island merging from user input
2006-12-21 04:20:07 +00:00
Chris Want 5895c903cd Only include the header openexr_multi.h when WITH_OPENEXR is defined.
This header defines function stubs for builds without OpenEXR.
A quote from openexr_multi.h:

/* ugly... but we only use it on pipeline.c, render module, now */

No longer true! Function definitions should never be in header files,
I say.
2006-12-21 01:16:25 +00:00
Nicholas Bishop a001501628 Turn of partial visibility in sculptmode when applying modifiers 2006-12-21 00:42:43 +00:00
Ken Hughes 1443d3a231 Python API
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Bug fix for SurfNurb.flagU and SurfNurb.flagV setters: makeknots() was not
being called with correct arguments.
2006-12-21 00:17:30 +00:00
Ken Hughes 1eded8d677 Python API
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Undo for part of previous commit.  Campbell reminded me that UV texture faces
aren't "users" like other objects, so removing the code which changes them.
2006-12-20 23:26:14 +00:00
Nicholas Bishop fcab04f72a Applying subsurf in sculptmode should do a sculptmode undo_push 2006-12-20 23:25:29 +00:00
Ken Hughes 368928220d Python API
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Bugfix/enhancement: allow image of mesh's UV faces to be removed/cleared by
"del f.image" or "f.image = None", and handle image user counts correctly
when assigning/clearing images.
2006-12-20 22:56:58 +00:00