Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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Revision d5e1d18 by Kent Mein
October 6, 2004, 14:35 (GMT)


removed 3 unused vars.

Kent
October 5, 2004, 08:57 (GMT)
small update in naming scheme for cygwin
October 5, 2004, 07:50 (GMT)
enable 'scons release' for cygwin
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
October 4, 2004, 04:35 (GMT)
correct doc error for Curve.getControlPoint()
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.
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 :)
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
October 1, 2004, 21:48 (GMT)
Projectfile (MSVC 7.0) update for new softbody files
October 1, 2004, 15:23 (GMT)
Projectfile (MSVC 6.0) update for new softbody files
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
October 1, 2004, 14:48 (GMT)
*** empty log message ***
October 1, 2004, 14:10 (GMT)
Added 2 files for softbody plus sconscript!
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
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!
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
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
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.
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.
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. :)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021