Age | Commit message (Collapse) | Author |
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of splits with percentages and used simple rows instead.
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seq.end_frame_final
these expose the final start and end after offsets are applied. when set this is like grabbing the handle and moving it.
* made swapping strips shuffle effects and check for overlap.
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Assigned borderselect for animation channels to LMB-tweak too, so it is now possible to select a bunch of channels by simply click-dragging.
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* allow sequence swapping even when the strip has an effect
* only recalc the effect when its needed
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angle_quad_v3 & angle_tri_v3
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Add button to start Slaves and Master when in that mode (it's only calling render animation)
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override to extrude that means it runs without removing selected faces first, even on a partial selection
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corner angle of each face before displacing
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from 2.49b
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- shell_angle_to_dist() was using degrees
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Previously, calling Project from View for UVs when viewing through a camera produced bad results. You had to scale and stretch the resulting UVs, never resulting in a true "from view" with a camera. Now, what you get in the UV editor is what you saw through the camera.
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use a real object for files instead of a tuple
unique urls for files, logs and render results (just missing the proper mime type for exr files)
fix bug with slaves not getting the correct machine name
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* fix crash due to missing preview region
* had to bump up subversion to catch all files saved without preview region in sequencer.
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should be fixed).
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Separated preview drawing into own ARegion, this should make using View2D possible
The Sequencer now has three view types: Sequencer, Preview and split Sequencer/Preview.
Changing the preview can be done either by the combobox in the header or toggling through those types with CTRL+TAB.
Notes:
* Icon for split Sequencer/Preview view missing still.
* Naming items in the comboboxes can be improved (just Preview instead of Image Preview?)
Next steps:
* bringing back View2D handling (zoom/pan) for image preview
* experimenting with splitting the Preview ARegion for In/Out editing
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frame rate of smooth view from 30 to 100, makes it looks smoother when it
can redraw at that speed, otherwise will simply drop frames anyway.
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* option to roll the delta of the arm rig.
* fix to copy metarig type
* renamed EditBone.align() --> EditBone.align_roll()
* Added EditBone.align_orientation(other)
* Added bone.vector: same as (bone.tail - bone.head)
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entirely the same, the tangets are a bit different at face edges/corners.
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textbox width. I can't tell if this is working correct, the code is very
cryptic, with gotos even, but seems there is not enough space allocated
to permit splitting each character to it's own line.
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Previous fix created a double /plugins/plugins tree.
This should work on all platform (no longer using split when it shouldn't, not creating lists for nothing, ...).
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* Sequencer and textures dir (and the makefiles for that) go into the /plugins folder again, as it should be.
* Don't generate a "doc" dir, when building them is disabled.
Patch by Matt. D. Thanks a lot!
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Also fixes:
* Weight paint subsurf drawing.
* Missing pointer endian conversion in paint brushes.
* Use of unitialized variable in screen version patch.
* Multires modifier without mdisps layer crash.
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even if the name was not changed.
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predefined layer types 'main', 'extra', 'ik', 'fk'
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yet, at least prevents the crash for now.
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again on library linked objects. The former is ok because it is actually
the scene data being edited, the latter will not be saved to file but is
useful..
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* Added a User-Pref option for the "XYZ to RGB" colour-mode setting for new F-Curves to compliment the one used for Keying Sets. With this option enabled, the builtin Keying Sets also can obey this option.
* Made all places that were previously manually checking the flags for keyframing to use a standard API function to do this now.
* Fixed bug introduced earlier today in commit 25353 by reverting the changes to keyingsets.c. Forgot that delete_keyframe doesn't handle do the "entire array" hack with array_index = -1
* Fixed bug with the insert-keyframe code for the array_index = -1 case, where too many channels were being keyed (i.e. an imaginary channel was often keyed in addition to the valid ones)
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- Offset parameter of the path constraint has no effect on the animation
- Path animation was being repeated multiple times even though it was not supposed to
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-Added Windows Path for Blender 2.4 Player. (Tested on Windows Vista).
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