Age | Commit message (Collapse) | Author |
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breaking out of the loop when a bone was found).
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digit.
Now it prints 5, which shows better whether a buffer is float, or half float.
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bake_action tries to make kind of a 'visual keying'... On one side, this is rather stupid when you keep constraints (in this case, keying actual loc/rot/scale transforms, i.e. matrix_basis, is enough, doing more would lead to unexpected behavior with some constraints). On the other one, making a good visual keying of bones is *really* tricky, so now using the new object's convert_space() func to compute that (when the user chooses to remove the constraints).
Incidentally, this greatly simplifies the code of bake_action!
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RNA. Converting between various standard spaces (like local, pose, world, etc.) can become quite hairy (especially with bones), as we already have this code in C, let's help py devs' life.
Thanks to Campbell for the review and advices.
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Blender didn't detect properly whether event came from a mouse-wheel or
from a trackpad in OS X.
Now you can both, and both are handled independently.
Removed back hack from 2 years ago - which disabled mouse wheel for laptops.
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not found
from anatoly techtonik (techtonik)
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by Saurabh Wankhade (sauraedron), with some edits.
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lambda is python keyword.
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if the list is given the wrong item then the script needs to be fixed, better not fail silently.
left in checks as commented out asserts.
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be fixed in the icons code!
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Add asserts when CTX_data_pointer_get/CTX_data_collection_get are incorrectly used.
disable context inspection for now, Will enable again when its working properly.
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a list of context properties. Give lots of leaked small blocks...
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from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
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- free_dverts -> BKE_defvert_array_free
- copy_dverts -> BKE_defvert_array_copy
also move the functions from BKE_mesh into BKE_deform
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before use.
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Right now, changing segments to > 1 doesn't do anything,
but intend to work on making that cause rounded corners.
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returning OPERATOR_PASS_THROUGH rather then a boolean.
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to be lost on exit - no MEM_printmemlist_stats()
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While trying to render a RenderLayer from a linked scene, I couldnt tell why it wasnt doing anything. It just stopped rendering. Until I look on the console and see the No Camera print.
This commit replaces the simple terminal printf with an actual error report, that shows in both terminal and to the user:
http://pasteall.org/pic/show.php?id=42499
I believe this commit is pretty harmless, and only adds functionality. But feel free to remove it.
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New "Blender file" viewer now shows names of libraries better.
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(Used for icon mipmap)
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(Campbell: we want the memory prints back!!!)
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"Add Group" was excluding linked library objects.
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- Packing .blend files
If you work a lot with dynamic linked .blend files ("Libraries"), it's always hard to
share your work with others (or for bug reports!).
This new option packs all used external .blend files, and - on save - combines it together
in one .blend file. You can save that file on any location.
Loading a packed .blend file then loads all library data usual - not editable.
Just use unpack to save out all linked .blend files. This will only save out the files
according the directory structure as was used on linking - relative to the current .blend.
It will create new directories, so be careful with unpacking when relative paths go up.
This feature also works fine for linked compressed .blend files.
It also works for many levels deep linked .blend hierarchies.
Access is hidden for now - I need to get some people to give it serious testing first.
You can find the options via spacebar search (try pack or unpack).
- Packed data and Undo
Now all packed data is excluded from the Undo buffer storage. Keeps undo memory smaller
and makes faster redo possible.
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speedup for BMesh ngons which never have holes and ensures predictable triangle count (totvert - 2), which is needed for pre-calculating array size.
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poly_to_tri_count() to calculate how many triangles are needed.
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from users who model for realtime/game-engine output,
the total number of faces wasn't so useful and could be especially misleading with ngons.
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midpoint, non-snapping mode.
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of image into account, distorting the islands. Now properly scale the
components before rotating the island.
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bmesh.ops.extrude_face_region() didn't check for isolated verts (not connected to geometry), and removed them, happened for Ctrl+LMB extrude too.
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attached to any face.
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for images and viewport was not getting refreshed with new baked
textures. Now made sure this happens. The image list is copied to the
job custom data so that the custom data cleanup function can properly
delete them (if gpu image texture deletion does not happen on main
thread, image bindcodes will remain intact for original images)
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Mesh had invalid face indices (number too high).
On Separate in Edit Mode it crashed.
Two fixes:
- The Material properties viewer just showed the last material in the index array.
Now it shows nothing, to indicate it's an invalid selected material.
- Crash was caused by array copy magic, not checking the active index properly.
(No assert, no warning prints, I think cases like this can happen too easily, and this
way user gets notified nicely and can fix it).
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- Drop group into 3d window now puts itself at mouse cursor location.
- Drop objects into 3d window now doesn't move the 3d cursor anymore.
Added new function ED_view3d_cursor3d_position() to handle this,
so the temporarily object-drop operator macro also could go away.
(Which was setting 3d cursor)
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Edge length display in standard files (1 blender unit == 1) only gave two
numbers precision for lengths > 1. Three is much nicer at least.
The guess-work here in the code remains a bit dubious :)
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The function ui_popup_block_clip() didn't correct the buttons if a clip
happened, causing the items to draw outside.
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- The main window has sliders, which was drawn behind the region
- If property region had slider too, it got even worse.
Basically the node editor is UI view, so drawing another UI on top isn't
functioning well in general.
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Now scrollbars correctly hide and show, making space for the actual contents
in a region. It solves several old hacks, and puts view2d code a bit more
back in control as well.
Implementation notes:
- The view2d mask feature is working again
- The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding".
- Code for UI_view2d_region_reinit() is enforcing better standard view settings
But... two hack/patches needed to be added:
- Region panel drawing: if after generating the button panels it appears
a scroller hides or reveils, it calls all the generating code again.
(a simple scale doesn't work due to rounding differences in layout code)
- View2d code that maps 'tot' and 'cur' rects: if this code detects that
the mask changes, it calcs the map code again.
Also a bugfix (issue in 2.65)
- The left/bottom area split widget was drawing 1 pixel too large sometimes,
leaving bad trails on moving area dividers.
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controller. The default from Bullet works much better than what we were using.
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a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping.
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also replace strncmp with BLI_path_ncmp for BLI_rebase_path, (so its case insensitive on windows)
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