Age | Commit message (Collapse) | Author |
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Importer now takes mesh bind position into account.
TODO: read/write object-level anim on armatures and fix memleaks.
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* Fix crash in mirror tool.
* Added X Mirror option back to the UI, flag is now same as the
one for edit and paint modes, stored in the mesh.
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for drivers, which will cause files that include drivers and saved since
then to crash on load, and loading existing files to crash as well. This
commit fixes that problem. So, don't use builds from revision 25736-25743.
The problem is this line, SDNA does not support parsing #defines:
DriverTarget targets[MAX_DRIVER_TARGETS];
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edit and snapping, by clipping the view ray.
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regions, the widget sizes were too small to be useful.
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menu to make it easier to use the transform one.
Also, forgot to mention in previous commit that I tweaked the path-renaming code to only rename driver targets that were being used, and commenting out some code there that wouldn't work...
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* Fixed Driver version-patching code to work correctly again with the new system.
* Fix for bug #20484, by adding a new driver variable type ('Transform Channel') which makes it easier to use object/bone transforms as in the past. The main differences with using this (compared with the 'Single Prop' type) are that this allows for 'final' transforms to get used instead (i.e. constraints are also taken into account), and also that this variable type can only be used for transforms (more limited scope -> less flexibility -> point-n-click goodies can follow). Mancandy now loads correctly again.
* Added toggle for local vs worldspace transforms when working with Rot/Loc Diff variable types, and also for the newly added Transform Channel
* Removed some dead code from sequencer...
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Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature.
Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them).
Without this some of the bones in the rig also dont make much sense when animating with.
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names, cache hash and string -> unicode conversion for driver variables.
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Now it automatically decides how to connect the nodes up, based on the node positions. This lets you do fun stuff like in this video: http://www.vimeo.com/8548698
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enables you to set a parameter on the macro itself and have the operator it runs use it). Note that macro properties are not initialized from its operators yet, you have to add them manually. Also, this isn't really nice if two operators in the macro have the same property.
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operator that just creates geometry and doesn't move it)
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it doesn't blow up if changed)
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Correct hierarchy of terminology should be:
* Window (OS level window with borders)
* Area (top level subdivision in Blender UI), containing an
* Editor (actual UI functionality such as 3D View, Properties)
* Region (subdivision of an area, i.e. a header, a properties panel or toolbar)
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Tooltips for chunks/priority were swapped.
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bugs in RNA
from the report...
# bug 1. UV properties are not raw editable but are reported
# as RAW_TYPE_INT by RNA causing wrong conversion
# internally (bpy_rna.c line 2205)
# bug 2. raw update of UV coordinates crash blender (rna_access.c line 252)
mtfaces.foreach_set("uv", rawuvs)
# workaround:
#for i in range(int(len(faces)/4)):
# mtfaces[i].uv = uvs[i]
# bug 3. raw update of non-array property fails (rna_access.c line 2270)
mfaces.foreach_set("material_index", mats)
# workaround:
# for i in range(int(len(mfaces))):
# mfaces[i].material_index = mats[i]
# bug 4. It is not possible to add a vertex color layer using mesh API.
me.add_vertex_color()
# no workaround...
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was filled.
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Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
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load) as well as clear local caches (for slaves and jobs)
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- accept any sequence
- disallow deleting & resizing via slices
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Rotation operator now saves axis of rotation (when not using a constraint). Better for operator redo and tweak (would use a Z axis because of matrix init)
Also fix crash in Translation operator redo and tweak (rv3d is not always available).
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also moved brush curve presets code into curvemapping code.
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renamed...
dupli_frames_no_speed --> use_dupli_frames_speed
dupli_verts_rotation --> use_dupli_verts_rotation
dupli_faces_inherit_scale --> use_dupli_faces_scale
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* Fix #20482: grab brush + size pressure sensitivity don't work
together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
is now clamped to reasonable range.
* Fix #20449: smooth brush + mirror modifier could crash.
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a patch here for a while but might as well commit it.
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copy and link is vague especially since particle systems are ID data.
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On X11, the opengl context was destroyed when closing a window. This lead to
the text and icon textures being lost (among other things), now the opengl
context is kept like on Win/Mac.
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utility functions to find the groups and scenes this object is used in.
button to set the group location from the cursor (UI is horrible but not any nice place to add?)
smarp project would fail if there were linked meshes in the scene, made ID.tag ignore the library, so you can tag linked data since its only for tools to use.
normalize the vertex normal before setting and use inline vector functions.
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existing editmode but still useful in some cases)
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Better solutions could be...
- use a tool to set mirror locations (did a script for this in 2.4x), then run this if locations get messed up..
- find the closest mirror vertex, would be slower
- have a configurable threshold.
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animviz data
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returns Mathutils vectors rather then tuples
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exception handling.
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Testing a new method that hopefully will be faster to use than finicky socket
selection - now just select multiple nodes and press F - available output sockets
on the selected nodes will get automatically connected to the active node.
It works for one socket type each time, to avoid getting lots of extra connections
when you join up, but as a shortcut you can easily press F again to connect up
other socket types. For example, to connect a render layer node (with vector pass)
to a vector blur node, select the render layer then the vector blur, and press F
three times to connect up the Image, Z and Vector sockets. It now also
preferences sockets with the same name to connect up first.
There's also another option (ctrl F) which will replace existing input links, rather
than only connecting up links to available input sockets.
* Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
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float/int types.
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to scrub frames, pan view, etc.
* Redraw the 3D View on brush edit changes (for [ and ] keys)
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paint modes.
The actual value to increment/decrement by can be customised in key maps.
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