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2011-06-30Some tweaks to naming of channels in animation editors - thanks MattJoshua Leung
* F-Curves no longer show the name of the datablock of the property they affect if this is an ID-block. For example, transform curves for a cube won't get the "... (Cube)" suffix anymore. In these cases, it's relatively clear that these belong to the parent datablock, so doing this should be fine (and reduces clutter). However, for non-id data (i.e. subsurf modifier settings) or bones, this info still gets shown. In these cases, there is some ambiguity. * "ActiveAct: <...>" is no longer shown for NLA action channels (i.e. just the name of the action gets shown). This should make it easier to see at a glance what action is being used.
2011-06-29Created UI and Group Property for Motion Capture constraints, to be used to ↵Benjy Cook
fix up animation after retargeting
2011-06-29Animation Editors - Small Visual Tweaks for UsabilityJoshua Leung
== Datablock filters in the headers are now hidden by default == This has been done because users were generally not frequently toggling these, so quick access vs screen-estate cost wasn't really worth it to have these always showing and taking up space on the header. Usage notes: - To show these again, click on the "Filter more..." toggle. - The "Filter more..." button DOES NOT affect whether those filters apply. Design notes: - I tried many other button/icon combinations, but those were either too space-hogging, vague, or had wrong button order. - I also tried putting a box around these, but there was too much padding. - The ordering of the filters has also been modified a bit so that the group/fcurve-name filters occur earlier in the list, given that they're used more frequently == Graph Editor - Use Fancy Drawing == Renamed this option to "Use High Quality Drawing" as suggested by Matt. "Fancy" isn't really descriptive enough. == Icons for Mode Dropdowns == The mode dropdowns in the DopeSheet and Graph Editors now have icons. - These were important enough (compared to the auto-snap mode) that some visual decoration was perhaps warranted. - It makes it easier to see at a glance what mode the view is in Icon choices: - In some cases, the icons seem like quite a natural fit IMO (i.e. outliner<->dopesheet, key<->shapekey editor, grease pencil, fcurve editor) - Action Editor uses an "object" icon to indicate that this is object- level only for now (though I hope to find a way to address this soon/later). This will be kept like this until then. - There isn't any icon for drivers, so after trying a few alternatives, I settled on area-link icon, since it ties together two entities using some link.
2011-06-29Compiler warning fixesJoshua Leung
2011-06-29Actions can now be made single-user from the OutlinerJoshua Leung
* Use the same method as from unlinking actions to do this. * Split off the make single-user code used for the ID-browser into a function in blenkernel which can be used elsewhere. Getting materials to also work using this method proved to be a bit too tricky (due to the whole messy ob vs obdata situation), so I haven't done that.
2011-06-29BGE Animations: Moving the BL_Action::IsDone() implementation from the ↵Mitchell Stokes
header file to the source file.
2011-06-29BGE Animations: Beginning work on layer blending. Blending armature actions ↵Mitchell Stokes
works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1.
2011-06-29BGE Animations: Fixing a bug with priority and non continuous animations.Mitchell Stokes
2011-06-29BGE Animations: Adding blendin for Shape Actions.Mitchell Stokes
2011-06-28Set Edit bone roll on Armature Import.Sukhitha Prabhath Jayathilake
+ Light->Color Sid for testing.
2011-06-28Action-Management from Outliner - Unlinking ActionsJoshua Leung
It is now possible to use the Outliner for managing the active action of an ID-block (provided that it appears in the Outliner), which should be a bit better than having to go through the NLA Editor. So far, this only allowing unlinking actions, using some existing operators. To use: 1) Navigate through the Outliner tree to find the Object/Material/Lamp/etc. that the animation belongs to. (NOTE: this doesn't work in Datablocks mode, but should in the normal "All Scenes" and related modes) 2) Expand the "Animation" entry below this 3) Right-click on the Action entry below this, and select "Unlink" from the RMB menu In the process, I've fixed problems with some data-blocks not showing their animation data in Outliner.
2011-06-28Outliner Bugfixes:Joshua Leung
* Mesh Animation-Data was not shown. Other data types would get this shown. * Added attempted fix for the problem where when you try to expand the last item in a RNA list or so, you often end up expanding the first item (and then have to close and try again, at which point the expand works as you expected the first time round). More testing needed, but seems to work better already
2011-06-28Refactoring code for filtering actionsJoshua Leung
- This is still quite convoluted unfortunately... - I can't quite figure out what a bug note I left in the code was about anymore. Removed.
2011-06-27Small bug fixes:Joshua Leung
* Removing the last of the owner/ownertype stuff. The bulk of this stuff was removed in Part3 of the refactor, but it seems I forgot to actually remove these struct members at the end of that. * Texture datablocks without animdata aren't skipped immediately anymore. This could lead to texture nodetrees on animdata-less textures getting skipped.
2011-06-27Some bugfixing and tweaking for retargeting. Script works now regardless of ↵Benjy Cook
world transform on performer and end user rigs. This breaks stride bone functionality, will be addressed in next commit
2011-06-27Added more IK functionality to UI. You can now toggle IK for selected bones.Benjy Cook
2011-06-27Texture Nodes AnimEdit supportJoshua Leung
2011-06-27Bugfix: Selecting nodes now updates animation editorsJoshua Leung
Noticed while testing the material nodes commit
2011-06-27AnimChannelFiltering - Material Nodes supportJoshua Leung
Animation for Material nodes is now shown in Animation Editors :)
2011-06-26Added IK functionality to retargeting. If rig contains an IK constraint, in ↵Benjy Cook
addition to FK retarget it will place and keyframe the IK targets correctly
2011-06-26set_pose function completed. Algorithms to be checked. Sukhitha Prabhath Jayathilake
(Still not the desired results )
2011-06-26pose channel -> pose matrix import ( in progress )Sukhitha Prabhath Jayathilake
2011-06-26AnimChannels Filtering Refactor - Part 4Joshua Leung
This commit is aimed at cleaning up the filtering code by changing the filtering idiom/pattern used. While the old code used a "check then do" approach, the new code does a "grab then assimilate". The main benefits are that: * the code duplication that used to exist has now been removed, making it easier to add new channel types for data * a recursive "peeking" ability now means that the old problems with data existing deep in the tree (i.e. figuring out whether a channel should be shown based on whether it will have any descendents) should now work much better than before. In the process, I've found and fixed a few previously unnoticed bugs with how some channels were constructed, so hopefully things work a bit better now. TODO's: * Action-Group filtering stuff hasn't been refactored yet. This was causing some grief in the past, so I still need to check this carefully. * Material Nodes support (missing in trunk) should be easy to slot in now :)
2011-06-26Some bugfixing and coding styles changes suggested by ideasman_42.Benjy Cook
2011-06-25Fixed issues with unit conversion and animation channels.Sukhitha Prabhath Jayathilake
2011-06-24Bugfixing and modification to ensure functionality when called from UI. ↵Benjy Cook
Related to previous commit, 37796.
2011-06-24UI and bugfixing for mocap retargeting. Still a WIP, UI/py work will ↵Benjy Cook
modified to fit coding styles in the future.
2011-06-24own patch [#27752] Python Callback (Scriptlink functionality)Campbell Barton
Python: * adds bpy.app.handlers which contains lists, each for an event type: render_pre, render_post, load_pre, load_post, save_pre, save_post * each list item needs to be a callable object which takes 1 argument (the ID). * callbacks are cleared on file load. Example: def MyFunc(scene): print("Callback:", data) bpy.app.handlers.render_post.append(MyFunc) C: * This patch adds a generic C callback api which is currently only used by python. * Unlike python callbacks these are not cleared on file load.
2011-06-24move callbacks file out of intern (only contains 1 function but re-using it ↵Campbell Barton
for new callback api)
2011-06-24First commit to make "Style" settings saved in startup.blendTon Roosendaal
Usage currently is limited to: - Panel text, widget text and label text style: point size, shadow effects Setting individual fonts to these is not possible yet, it uses the default for it. Access goes via outliner now; check "User Preferences". UI team could add this in userpref scripts :)
2011-06-243D Audio GSoC:Joerg Mueller
Fixes for crashes reported by Moguri.
2011-06-24free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory.Campbell Barton
2011-06-24fix [#27742] Smart UV project no longer works in 2.58Campbell Barton
failed with active, unselected objects.
2011-06-24fix [#27747] Modal operator in Special Menu (W) ignores continues grabCampbell Barton
2011-06-24fix [#27746] Black and White Render doesn't work and/or Saves as a Blank screenCampbell Barton
convert to grayscale when saving renders rather then only writing the red channel.
2011-06-24W special menu for changing orthographic camera lens scale was missingDaniel Salazar
btw continues grab doesn't work with this modal ops.. whats up?
2011-06-24BGE Animations: Removing no longer used code and variables.Mitchell Stokes
2011-06-24BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. ↵Mitchell Stokes
This should smooth out things like setActionFrame().
2011-06-24BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should ↵Mitchell Stokes
be a float, not a short.
2011-06-24BGE Animations: Exposing KX_GameObject's GetActionFrame() and ↵Mitchell Stokes
SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time.
2011-06-24revert commit 27133: Committing patch [#27133] "Fix for for Object Color in ↵Dalai Felinto
BGE" by Kupoman This was causing a lot of backward compatibility problems and side effects. It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told). If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
2011-06-24BGE Animations: Shape Action Actuators are now converted to Action Actuators ↵Mitchell Stokes
and new Shape Action Actuators cannot be created.
2011-06-24BGE Animations: Adding the concept of priority back. Priority is handled on ↵Mitchell Stokes
a per layer basis.
2011-06-24BGE Animations: Making the play modes for the Acton Actuator behave more ↵Mitchell Stokes
like they have in the past. The only one that still needs work now is Flipper. Property, Loop End, Loop Stop, Play, and Ping Pong should all now be behaving as they used to.
2011-06-23GHOST Cocoa: move y origin top/bottom conversions out of windowmanager moduleBrecht Van Lommel
and into GHOST. Also fixes a problem where e.g. the user preferences window would not open under the mouse cursor correctly.
2011-06-23BGE Animations: Adding shape actions to BL_Action. This means Shape Actions ↵Mitchell Stokes
now work through the Action actuator. I still need to handle blendin for shape actions though.
2011-06-23Fix typo in addon user preferences menu.Brecht Van Lommel
2011-06-23BGE Animations: BL_Action now creates a PointerRNA only when constructed ↵Mitchell Stokes
instead of on each Update() call.
2011-06-23BGE Animations: Making shape actions work again:Mitchell Stokes
* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is * BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data. * I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
2011-06-23More flexible size options for particle billboards. This adds scale factors ↵Lukas Toenne
for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards. In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.