Age | Commit message (Collapse) | Author |
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Removing all dots at the end of tooltips in screen_ops.c
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Lower First like in AE and other mainstream apps
http://www.pasteall.org/pic/show.php?id=1255
The new consensus is no dots at the end of tooltips so removed all of
them on image and scene rna files
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update all selected fcurves instead.
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before.
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object's name
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setting. New presets will remember field settings but I didnt change
existing presets since I think this could be dangerous.
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scene.object.link() now returns the new ObjectBase
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mouse/tablet/key event happened => enables some actions in inactive windows as per OSX standard
Previous code was assuming an event can only be sent from the active window.
On OSX, Right, Middle mouse buttons, mouse wheel and trackpad events are sent to inactive windows too.
For example, this allows to zoom, pan the view without changing the window order.
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groups+visibility operator (anim channels).
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same name twice
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fileselect operator stuff not being present
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Thanks to example .3ds file and bug report from stridernzl.
1) The API function for adding textures to meshes was not working correctly, resulting in a Null texture slot being created (i.e. a texture slot was created, but the given texture could never be assigned to this).
Fixed by making the function always require a texture as input (as with other places that use pointers as arguments).
2) In "Textured" draw mode, the imported meshes were shown white (i.e. without any textures).
It appears that that the old old setting (mesh.faceUV) is no longer valid/wrapped in RNA, so worked around this by setting the 'tex' setting for UV-faces on. From the UI, this seems to do the same thing as entering editmode and assigning an image to the faces from the image editor.
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I've also removed a few lines of commented 2.4x code that is no longer valid. Hopefully there wasn't anything too valuable that I accidentally removed in this process ;)
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some tooltips)
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access in the vertex group panel menu.
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Graph Editor
- 'Toggle' operators for channel settings now now act more like the select-all type of "toggle" operator. The old behaviour has now been moved to "invert".
- Channel settings are now flushed (like for visibility and when clicking) for muting and locking when using the operators
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New Actuators done:
* OBJECT (aka MOTION)
* SOUND
* PROPERTY
* CONSTRAINT
* EDIT_OBJECT
* ACTION
* STATE
* ARMATURE
Actuators to be done:
* CONSTRAINT
* EDIT_OBJECT
* SHAPE_ACTION
Actuators done already:
* IPO
* CAMERA
* SCENE
* RANDOM
* MESSAGE
* GAME
* VISIBILITY
* TWODFILTER
* PARENT
once again: feedback is appreciated.
+ some typos
+ some DNA padding
Thanks for Mitchell Stokes (Moguri) for his patch on that. It saved me some time on the ENUMs and some actuator descriptions :)
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faces)
Torus is generated flat shaded like the rest of primitives for easier
tweaking of resolution and consistency with the rest of the primitives
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* fix for audio: added missing defines for WITH_OPENAL, WITH_JACK, WITH_SDL
* fixed linking for OpenAl, was still linking OpenAl32.dll instead of wrap_oal.dll
Should now work same as other buildsystems.
Quick test showed Yay! Sound in sequencer back :)
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violation
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Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
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[#21053] 2.5alpha0 export obj problem
+ some minor changes.
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violation
collections were detected as arrays.
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wohooo first commit! :D
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* Bugfix, rasterization was shifted half a pixel.
* Remove scaling of bias by render size, there is something to be
said for doing to compensate for lower shadow buffer xy resolution,
however the z-resolution does not change and this seems to have a
larger effect.
* Remove clamping of filter size by soft factor. Now it is clamped to
1 pixel instead to ensure there is some AA. Why this was done this
way is not clear to me, however on decreasing shadow buffer resolution
this would change the softness by increasing the filter size.
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* Fixed problem where selecting an individual F-Curve would not set the selection correctly.
Group channels still needed a separate selection check before they get included in the filtered list. I had removed this in an earlier fixing commit today, but overlooked that expanded groups wouldn't get this check. Therefore, group channels would also be flushed on, turning all channels of group on.
* Removed the 'curvesonly' test from deciding whether the selection status + collapsed group fix, from the earlier commit, since this was making a few cases get overlooked (namely for setting visibility toggles, where selected F-Curves in closed and deselected groups still managed to get through)
* Added a debugging print API call for helping with debugging this sort of error in future. It just prints the types of channels being operated on, to easily see what's going on...
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The code used to calculate the number of spaces to insert for a tab (so that indention widths were aligned to multiples of the number of spaces to use) was incorrectly assuming that the line that this was to occur on was blank, using text->curl->len (i.e. the length of the current line).
The code now uses the position of the cursor to determine how many spaces need to be added to it to move it to the next multiple of the tab width.
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Also, added numpad enter to text-editor keymap for creating new lines for more consistency with user expectations.
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Moved the special region "post draw" callback execution stuff to after XRay and Transp object drawing.
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sequencer
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easier debugging on channel errors.
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