Revision 5f48930 by Campbell Barton January 3, 2006, 02:35 (GMT) |
Moved Object.Join() into a function of an object. eg. ret_val = ob.join(objects) Now it dosent depend on the current selection, or change the selection context. Made respective join_* functions return 0 if the join was not mode, 1 when it workes. |
Revision 80f903e by Campbell Barton January 2, 2006, 23:26 (GMT) |
Small commit, hopefully the last Duplicate change. Made pythons duplicate not redraw, documented adduplicate() |
Revision 85f089f by Ton Roosendaal January 2, 2006, 21:04 (GMT) |
Node render: a fix in threading, groups had a stack counter issue... :) |
Revision 0cba8b9 by Ton Roosendaal January 2, 2006, 20:24 (GMT) |
Orange fix: Mixup in indices caused input-normal for Material Node go wrong (caused by commit of 3 hours ago) |
Revision 0943a02 by Ton Roosendaal January 2, 2006, 19:09 (GMT) |
Orange: enabled thread render for node trees. Works with groups too! But, discovered a bug with texture nodes inside of groups... will do that next. |
Revision c1a4e42 by Ton Roosendaal January 2, 2006, 17:40 (GMT) |
Orange; another node update for reviewing. Material Nodes now have input sockets, to override the actual Material settings. If socket has no input, you can also edit Material settings here. (Color picker, number slider). Of course a load of options will become available here, first bugfixing! (Oh, and enable fix thread render) |
Revision 763695c by Ton Roosendaal January 2, 2006, 15:32 (GMT) |
Orange; made Node types Texture and Geometry integrated in render. Means the coordinate outputs now have correct dx/dy vectors for Image AA, and texture delivers correct intensity, rgb, alpha and normal. Note; we need a "Vector Mapping" node, to do 2d/3d mapping, like in the Material "Map In" panel. |
Revision 4650f7f by Ton Roosendaal January 2, 2006, 13:08 (GMT) |
Fake commit; just forgot to add this to the log; A group node; named "Backlight" http://www.blender.org/bf/g1.jpg http://www.blender.org/bf/g2.jpg And how it looks rendered: http://www.blender.org/bf/g3.jpg (no Nodes) http://www.blender.org/bf/g4.jpg (with Nodes) |
Revision ea7538d by Ton Roosendaal January 2, 2006, 13:06 (GMT) |
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test! |
Revision 8b0c3de by Campbell Barton January 2, 2006, 10:40 (GMT) |
Changed adduplicate() to take the dupflags as an argument. so faking the Alt Key isnt needed anymore in Blender or python. Changed Pythons Object.Duplicate() to take keyword parms to enable duplication of spesific data. Eg- Object.Duplicate(mesh=1) # to duplicate mesh data also. |
Revision 9710d4c by Ton Roosendaal January 1, 2006, 16:37 (GMT) |
Orange <-> bf-blender conflict, with 2.40 saved files the version-patch to initialize the (soon obsolete) material layers was skipped, causing it all to be rendered black. |
Revision 362c8ba by Ken Hughes January 1, 2006, 16:28 (GMT) |
Bugfix #3652: material.setSpecCol() only accepted a tuple, not separate parameters as it used to (prior to my tp_getset update). Fixed this and other similar situations. |
Revision aa8c1a0 by Ken Hughes January 1, 2006, 15:54 (GMT) |
Created local function check_NMeshLists(), which performs checking on NMesh lists before trying to build a new mesh (used by mesh.PutRaw() and mesh.update()). It was possible to put junk into the NMesh lists, resulting in some messed-up meshes. |
Revision 5029a44 by Ken Hughes January 1, 2006, 15:50 (GMT) |
Bug fix #3671: Blender.Beztriple.New() did not accept sequences as parameters, even though its error messages suggested it did. Thanks to Yann for the patch (I also added the ability to accept parameters without requiring them to be in a tuple). Also documented the New() function. |
Revision 3634128 by Ken Hughes January 1, 2006, 15:43 (GMT) |
Two bug fixes for mesh.faces.extend() method; fix a error checking for duplicate faces in the input list, and also extend texture faces if they are enabled. |
Revision 9b419bb by Ken Hughes January 1, 2006, 15:41 (GMT) |
Fix boolean modifier crash; if boolean code cannot do the operation on the meshes, print an error dialog and delete the modifier object. |
Revision 71991cf by Erwin Coumans January 1, 2006, 00:20 (GMT) |
Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation to work. See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip For the baked dominos. Thanks to Tom M (LetterRip) for the blend. |
Revision bab1b90 by Erwin Coumans December 31, 2005, 21:59 (GMT) |
more game engine bug-fixes, hooked up 'formfactor' as inertia tensor tweaker, friction/restitution, more scaling related fixes. |
Revision 9119b6e by Erwin Coumans December 31, 2005, 07:20 (GMT) |
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp', 'Bullet/CollisionShapes/ConvexTriangleCallback.cpp', 'Bullet/CollisionShapes/EmptyShape.cpp', 'Bullet/CollisionShapes/OptimizedBvh.cpp', 'Bullet/CollisionShapes/TriangleCallback.cpp', 'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp', 'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'. Sorry, no armatures fix yet. |
Revision c5a41f6 by Ton Roosendaal December 30, 2005, 16:50 (GMT) |
Orange: Small tweaks in Node drawing; - theme colors now are different... the specific colors are only drawn in the headers of nodes, making the backdrop color constant. Allows for much more outstanding colors this way, without distracting from previews. - soft shadow now is drawn pixel-sized, so doesn't scale up or down. |
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