Age | Commit message (Collapse) | Author |
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* added missing header BKE_sequence.h
* moved source folder back to correct place (was inside headers folder)
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Patch by DustyDingo on irc.
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listview, hardcoded to "name"
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percent but is really 0-1
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* added default_fader to transform strip, since it used the old fac too.
* removed ANIMATEABLE attribute from the settings in the transform strip, since they are animated via the effect_fader and not directly for now. (too confusing)
* UI: only show default_fader for the effect strips that support it
Sequencer Durian feature: uniform scale for Sequence transform strip.
* for now re-using variable for x-axis scaling.
Note: This brings back functionality as close to 2.49 as possible. The Start and End values in the current design are not meant to be animated directly, but via the effect_fader.
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* quick updates for bpy_driver.c
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only accept 21.
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Also updated image window header to use snap element property.
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iterations is rapidly changed.
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ifdef'd so its not kept in by accident.
Committing because without this animating with the sequencer isnt really usable and am not interensted in having many patches applied on artists systems.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25180:25245
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* Fallback code in case VBO allocation fails.
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* Fix #19785: curves not drawing with VBO enabled
* Fix #19553: duplicate Window crashes with VBO's
The convention in Blender was to have GL_VERTEX_ARRAY and GL_NORMAL_ARRAY
enabled by default, and other arrays disabled. The VBO drawing code did
not take this into account. I've made these now disabled by default, since
that makes the code clearer in other places too.
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matrix from the bone roll
- spine fixes
- arm now uses the average Z axis to place the poll target
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* Smooth brush works again for multires.
* Optimal Display option for multires modifier, same as subsurf.
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property (when blending 2 chains)
- delete the type property from the generated rig so running again wont confuse things
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the leg)
- use reverse order for palm fingers (pointer first)
- allow copying bone class instances to exclude some bones
- doc generation had a python error (incedently updated online docs linked from the splash)
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not working anymore, relies on special notifiers.
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[#20271] File Browser - Wont show when area is fullscreen
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when it needs to wrap around cursor draw.
Also add cocoa exception to wm_get_cursor_position (this should be fixed at the ghost level)
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This is still a bit dodgy, the issue of accessing scene data from nodes needs to be solved better, but this at least fixes it up to previous capabilities, and prevents writing any data to scene/objects either.
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Removed lattice and curve modifiers from being correctable for crazy space - it didn't work and was giving weird results.
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since its used by Auto-Depth too.
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but this does not have an actual stack, so using glPush/PopMatrix instead now.
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* Massive Code Cleanup, still not "Layout Code Guidelines" conform, but much better.
* Commented out buttons that don't work yet, like translation buttons.
* Some minor shuffling around of buttons in "System" Tab. William: Feel free to modify that, still some room for improvements. :)
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* Added ANIM_list_elem_update and ANIM_id_update functions to call when
changing animation curves, which will then call the RNA property update
functions for those curves.
This is to replace just calling DAG_id_flush_update, that may not always
be the right thing to do, and doesn't send proper notifiers for redraw.
Still only used/usable when transforming in the graph editor, not sure
how this do this with NLA for example, .. needs to be improved.
* Added function wm_data_handle_update function to contain the object
update function, and also added scene animation update there. Actually
it should be doing all datablocks, this makes it work for sequencer.
Joshua, do you agree this is the right direction to go in? I can revert or
change the code if you think it should be done differently. Mainly wanted
to get this working well for sequencer now.
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or modal keymaps from operator id)
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* Property update functions no longer get context, instead they get only
Main and Scene. The RNA api was intended to be as context-less as
possible, since it doesn't really matter who is changing the property,
everything that uses the property should be updated.
* There's still one exception case that use it now, screen operations
still depend on context too much. It also revealed a few places using
context where they shouldn't.
* Ideally Scene shouldn't be passed, but much of Blender still depends on
it, should be dropped when we try to support multiple scene editing.
Change was planned for a while, but need this now to be able to call
update without a context pointer.
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- Neck example didnt account for some possible problems when linking to the body
- foot IK were referencing the wrong bones
- updated some example rigs
- graph constraint arrow direction was incorrect
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