Age | Commit message (Collapse) | Author |
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Added it back, plus some smaller layout tweaks.
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* Added some optimisations to avoid having to try evaluating some data that won't have any effect.
* Converted playback buttons in timeline header to use operators too
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* Added operator for jumping to the start and end frames. Shift Up/Down
* Fixed bad spacing for buttons in Graph Editor header
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on Mac
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* Animated ShapeKey F-Curves/Drivers are now visible in the Animation Editors.
* As a result of this, the old 'ShapeKeys' mode (which would display all the shapekey channels, even if they had no keyframes yet) in the DopeSheet, no longer works for now. However, it would have been of no use as no sliders were shown anyway.
* Drivers which depended on the rotation of bones now work again. These now point to the right RNA properties, and get some extra 'time' corrections (for degrees -> radians change).
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- Added BLENDER_FORCE_SWAPBUFFERS in help message.
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Define the env var BLENDER_FORCE_SWAPBUFFERS to enable (1, yes, oui, the
value does not matter, code just checks for existence).
The issue seems to happen with Intel and Radeon, but enabling myswapbuffers()
hack solves it (or reduces to just flicker) for now.
https://bugs.freedesktop.org/show_bug.cgi?id=21774
Reported by Philippe Van Hecke.
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Made value slider stretch to the entire width of the panel, useful for added precision.
Also used greying out when shapes are locked.
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* Added RNA properties for Bullet Softbody.
Only RNAified properties which are used in 2.49a GUI.
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* Replaced NC_OBJECT with NC_WINDOW notifier.
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only have 4-8 bytes cleared rather then 32.
fix for harmless memleak too.
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never close it.
- Running simulations missed freeing some variables.
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* Separated value and range sliders for the value into two separate rows. Value comes before the range settings since it's used more often, and is drawn as a slider instead.
* Tweaked ranges for the sliders so that they will work sanely.
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* New NLA Tracks/Strips are now only created if the 'layered' button (visible in the timeline header when autokeying is on, and the playback is running) is enabled. This multiple bones to be able to be animated in the same action, but done in multiple passes.
* Made Alt-A work in timeline header too.
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was unnecessary and broke compilation
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order clearer, and you can see names. The list always displays its full length though, because texture layers are pre-populated with all 18 texture layers. Would be nice if this was eventually more dynamic, resembling the way you add/remove material indices.
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the difference between RAM and HD sound.
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* Attempt to make it a bit more consistent. ;-)
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really confusing UI (on the left):
http://666kb.com/i/bb49zl2t6ojvk7tax.png
We tried now to connect top-down with left-right, having top-down for the big picture (like already used in textures panel).
Other fields still missing. Approved by William, another small fix ("type" in one row) suggested by DingTo (not visible in the screenshot).
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(chroma) instead of the luminence channel.
Changed default value for high value to 1.0 from 0.0.
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* SoundActuator update
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modifiers in edit mode etc.
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KX_BlenderMaterial's
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Check for old py in UI scripts. Temp fix that'll go when the move
to Py 3.1 is definite! :)
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* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive.
* Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
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(temporary solution to avoid linking problem reports over and over and over and over ... again)
I obviously couldn't test this in all OS. If there is any problem with this commit please fell free to fix/let me know.
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also fixed smoke comparing a float's mem-location rather then its value.
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* Fix for bug reported by Brian Staub, sculpt on transformed objects wasn't working.
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a) Crash fixed when loading files with smoke
b) changed presets to be more low-cpu friendly
c) smoke looks thicker
Unsolved:
a) 3dview of smoke changes weirdly when looking at front/back. Just move around a cube with smoke and you know what I mean - odd shading. If someone likes to take a look: draw_object.c -> search for "smoke" there
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gcc 4.4.1 reported by mrunion
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* Added notifier.
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