Age | Commit message (Collapse) | Author |
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* Multires 2.50 -> Branch compatibility code converting to the new
displacement format. 2.49 -> 2.50 is not functional yet.
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Revised external multires file saving. Now it is more manual in that you
have to specify where to save it, like an image file, but still saved at
the same time as the .blend. It would ideally be automatic, but this is
difficult to implement, so for now this should at least be more reliable.
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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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* Sound strips now respect metastrips for muting. That means they
are muted if the metastrip is muted, and don't play when located
outside of the current metastrip.
* Operators now use notifiers instead of redraw tagging, added a
separate notifier for selection as well, but that is not used to
do less redraws yet.
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right click menu. Added window deactivate event for this.
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updates missing.
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can't handle (bug # 20258)
OSX allow file/directory names to contain ':' (displayed as '/' in Finder), and current Python lib (3.1.1) has trouble with those when importing modules.
Added warning message to help user understand why Blender start fails in this case.
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approx 15-25x speedup
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Synopsis: plot(brush,width,height,x,y,mode)
plot(imgbuff,x,y,mode)
The first form uses a byte array containing the brush shape.
The second form uses another ImageBuff object as a brush.
The ImageBuff object must be initialized before you can call
these methods. Use load(rgb_buffer,sizex,sizey) method to create
an image buffer of given size (with alpha channel set to 255).
The brush is plotted directly in the image buffer. The texture
is updated only when the VideoTexture.Texture parent object is
refreshed: this will download the image buffer to the GPU.
brush: Byte array containing RGBA data to be plotted in image buffer.
The data must be continuous in memory, organized row by row
starting from lower left corner of the image. Each pixel is
4 bytes representing RGBA data in that order.
width: Horizontal size in pixels of image in brush.
height: Vertical size in pixels of the image in brush.
imgbuff:Another ImageBuff object that is used as a brush. The object
must have been initialized first with load().
x: Horizontal position in pixel from left side of the image buffer
where the brush will be plotted. The brush is plotted on pixels
positions x->x+width-1. Clipping is performed if the brush falls
partially outside the image buffer.
y: Vertical position in pixel from bottom side of the image buffer
where the brush will be plotted.
mode: Mode of drawing. Use one of the following value:
0 : MIX
1 : ADD
2 : SUB
3 : MUL
4 : LIGHTEN
5 : DARKEN
6 : ERASE ALPHA
7 : ADD ALPHA
1000 : COPY RGBA (default)
1001 : COPY RGB
1002 : COPY ALPHA
Modes 0 to 7 are 'blend' modes: the brush pixels are combined
with the image pixel in various ways. Refer to Blender documentation
to learn more about these modes.
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(currently makes fluid sim crash) (Bug# 20043)
Thx Jens Verwiebe for the investigation!
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- use python malloc's in bpy_array.c
- automatically blending bone locations is disabled if the target bone has locked location
- neck had incorrect roll
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Switching to ShapeKey Editor mode now shows the sliders again
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mouse pointer. Useful for texture painting. More details in PyDoc.
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usability issues with 'temp' screen layouts.
Now, temp screens are hidden from being accessed directly, with a new 'Back to Previous' button appearing in place of the screen menu when (for example) fullscreen render image areas are present. Window type menus also get disabled here too, to prevent things from getting too mixed up.
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