October 6, 2004, 14:35 (GMT) |
removed 3 unused vars. Kent |
Revision 1f87499 by Nathan Letwory October 5, 2004, 08:57 (GMT) |
small update in naming scheme for cygwin |
Revision 33031be by Nathan Letwory October 5, 2004, 07:50 (GMT) |
enable 'scons release' for cygwin |
Revision 2324dc7 by Ton Roosendaal October 4, 2004, 12:37 (GMT) |
Cleanup of Rounded Theme; - pixel aligned clean AntiAliased outlines - menu decoration integrated And a fix for not drawing menu menubuttons pressed when clicking |
Revision 086ab43 by Stephen Swaney October 4, 2004, 04:35 (GMT) |
correct doc error for Curve.getControlPoint() |
Revision 010200f by Ton Roosendaal October 3, 2004, 20:02 (GMT) |
Fix for new UI system and vertexpaint/faceselect/weightpaint/texturepaint If backbuffer is in use for selection codes, the system switches back to frontbuffer drawing temporally. Is easier solution now. Next commit; fix for new 'zbuffer clipped selection', which also doesnt work after using a pulldown or popup menu. |
Revision b7ac42a by Ton Roosendaal October 3, 2004, 16:54 (GMT) |
Test for people which copybuffer method is best. G.rt==2: uses a glReadPixel and glDrawPixel together Otherwise it uses glCopyPixel (supposed to be faster :) |
Revision 3a84067 by Ton Roosendaal October 3, 2004, 13:49 (GMT) |
Lots of small changes, all for UI in Blender; ----- Killed UI frontbuffer draw The interface toolkit was drawing all live updates (while using menus/buttons) in the frontbuffer. This isn't well supported cross-platform, so time to be killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer access. Live updates or menus now are drawn in backbuffer always, and copied to front when needed. NOTE: it was tested, but needs thorough review! On PC systems I suspects backbuffer selection to screw up (check!). On SGI/SUN workstations it should work smooth; but I need evidence ----- Smaller fixes; - AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact on pixel positions. Needs the new FTGL libb too, patch is on maillist - Rounded theme uses antialiased outlines - Pulldown and popup menus have nice softshadow now - New button type 'PULLDOWN', thats the one that callsup a pulldown menu. Should be added to themes, as is the full menu/pulldown drawing - Screendump for 1 window does the full window now, including header - Empty pulldowns (for example running blender without scripts) give no drawing error anymore For review & fun; - added curved lines as connectors, for Oops window |
Revision 6e4b9ad by Nathan Letwory October 1, 2004, 21:48 (GMT) |
Projectfile (MSVC 7.0) update for new softbody files |
Revision fb71ca8 by Martin Poirier October 1, 2004, 15:23 (GMT) |
Projectfile (MSVC 6.0) update for new softbody files |
Revision 5798123 by Ton Roosendaal October 1, 2004, 14:49 (GMT) |
Accidentally previous commit went out, while i tried to abort it. :) This is a fix for propert circular clipping for circleselect, when it uses backbuffer selecting |
Revision 5ef1c75 by Ton Roosendaal October 1, 2004, 14:48 (GMT) |
*** empty log message *** |
Revision f2b7852 by Ton Roosendaal October 1, 2004, 14:10 (GMT) |
Added 2 files for softbody plus sconscript! |
Revision 04f5bae by Ton Roosendaal October 1, 2004, 14:04 (GMT) |
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend |
Revision d818141 by Ton Roosendaal October 1, 2004, 10:10 (GMT) |
Header redraw added for 'select mode menu'. Also checked more files for it. Reminder, the allqueue() function needs as last arg a '1' if you want header to be refreshed too! |
Revision 2f91c66 by Ton Roosendaal October 1, 2004, 09:54 (GMT) |
- fixed error in lasso select (evaluated lasso coords one too many!) - made ctrl+tab menu for selectmode only pop up in editmode mesh - changed lasso code in zbuffer-select mode, that it also accepts lines as lasso |
Revision 19c2d34 by Ton Roosendaal October 1, 2004, 07:51 (GMT) |
- Improved memory system for pupmenu(), which now stores 255 entries max. Meaning menus come back to previous selection almost always. Also fixed annoying bug that caused Mirror menu (M in editmode) to start at 2nd item - New hotkey (test :) CTRL+TAB in editmode gives (and shows!) current selectmode. I prefer this over cycling, since the menu is informing you what happens. - To enforce pupmenus to start at specific item, use pupmenu_set_active() - pupmenu_col() to be done |
Revision 820a83d by Stephen Swaney October 1, 2004, 05:28 (GMT) |
Tweak the bpy 'import site failed' msg. A half-hearted attempt to make the World's Scariest Warning Msg just a tad less scary. |
Revision 30ef232 by Ton Roosendaal September 30, 2004, 22:29 (GMT) |
- Made the 'zbuf clip select' in editmode default when reading on old file - Added transparent wires in solid draw for editmmode, to denote selecting clicks "through". Switching this and the zbuf-clip mode is actually nice! - little annoyance; removed object centerpoint drawing in editmode. |
Revision 8ae56af by Ton Roosendaal September 30, 2004, 20:38 (GMT) |
Recoded how 'handles' were implemented; these were extra wireframe edges actually, adding vertices and edges to displist. Now the subsurfer gives editvertices a pointer to the subsurfed vertex location; allowing not only vertices in 'optimal' draw to show correct, but also gives proper handling of borderselect and lasso for edges. :) |
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