Age | Commit message (Collapse) | Author |
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An operator Error throws up a menu, a Warning only a flashy header print.
In mesh editmode the menus for simple failures got very annoying, like
"Already a face" for Fkey on a face.
Proposal is to use warning for contextual failures, like:
- wrong selection
- unsupported combination
- wrong modes
And use errors for cases you really need user attention, for example when
issues are invisble or potentially damaging work.
- Memory failures
- Files not found
List can grow in future :) let's test this for mesh now.
I'll tackle this for other ops later after review.
(Also changed: loopcut disabled when editmode shows deformed result)
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name was misleading because the list items were removed from the source list.
(no functional changes)
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(errors for macros were not shown)
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Reported by Thomas Larsson
Fix by Jeroen Bakker
Fix max length of leaf bone and remove empty.
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Reported by Michael Williamson
Fixed by Jeroen Bakker
Wrong UV index was being used.
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test ran each time.
also cache SSE, SSE2 checks.
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Maybe as a next big, uncool project would be: solve bad level calls.
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- SSS Presets were not working on pinned materials.
- added ability for save-presets to define variables to stop them becoming too verbose.
- remove object.active_node_material
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ED_curve_updateAnimPaths now updates fcurves from animation data rather than
from local copy of curves: nurb and point index from keyIndex data gets
updated in this function and for correct handling undo stuff copy of
fcurves is stored in UndoCurve.
Additional changes:
- Revert of rev33640 and more proper fix: do not copy remained
spline-related rna fcurves after renaming pathes but all the rest
fcurves woulddbe copied back to animation data
- Refresh graph and dopesheet editor after updating animation data
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Border or other selection tools didn't redraw action editor, when
option "only show selected" was set. Was missing area tagging.
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Image texture "repeat" options now greay out when not active.
Thanks Mario Kishalmi for the patch :)
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"Make Local" option "Objects and Data" made materials get
lost on save, the tagging was incorrect. Now it makes
Materials local too.
Implementation note: the code is new (not 2.4) so it misses
some of the hairy goodies we had. It's something for another
time to really make this reliably work.
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File Window draw error:
On start Blender in smaller sized window, a scalled down screen
causes the File Window main area to draw too high, clipping off
half of the top line. This case (scroll horizontal only) is not
handled as view2d type.
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blender was crashing when user tries to extrude (with e-button)
when nothing was selected.
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Outliner "show active" now also works for elements hidden in
closed items. (Coordinates were not set)
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lines in Transform to not draw.
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Thanks Mario Kishalmi for the report :)
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material (in case it has nodes)
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Material Node trees:
SSS wasn't displaying in Nodes.
Implementation notes:
- Currently copying local data for preview render, only copies
the base material. Node materials are re-used.
- This causes data to be in 2 "main" databases... complex.
- To make it work for preview, I had to add another loop in the
SSS code that checks the original Main dbase. That's marked
as warning in code to be fixed up.
Another bug:
- Material properties "SSS presets" copied settings to the
active material, not to the displayed one. Added RNA call
to retrieve this from Objects.
(Next commit will fix preset scripts)
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Node shaders + textures, showing in Texture properties, with option
"show both previews" had bad ID checking.
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Code cleanup to allow switching active output nodes in Compositor
made shader nodes output not set correctly.
Now you can have multiple output nodes in shaders too, and switch
on click-activate.
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* Show unborn was on by default, so smoke got emitted from all particles regardless of their birth time, not a good default in my opinion.
* What made things worse was that particles weren't shown in viewport, so you didn't even know the particles were considered alive from the very first frame! (Not rendering is a good default, but they should still be visible in viewport!)
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also disable UNDO and REGISTER flags for OUTLINER_OT_show_active() since its just scrolling the view.
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total number of subdivisions along the U/V of the nurbs surface but now its multiplied by the number of segments.
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multi-user objects
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- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
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Bug reported by alarionfirn
Patch submitted by Jeroen Bakker
It took the read the N+N of the uv-layer, it should be the Nth uv layer.
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Bug reported by Dominique Lorre
Fix submitted by Jeroen Bakker
When importing COLLADA files, the name of a custom data layer can be longer than 32 bytes. Make sure only 32 bytes are copied.
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Preview render for node shaders broke, caused by localizing
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.
Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
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when nothing is selected but active spline is set or when "middle"
control point is selected new spline would be created.
Nothing wull happen when there is no selection and no active spline
due to it's unclear which kind of spline should be added.
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use warning fix using const for RNA_parameter_set() arg.
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Compositor: if you have multiple Composite-Out nodes, a click will
activate it for use. Just like viewer nodes.
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Pulldown and other popup menus: this button type exits on release.
While holding mouse you then can move around, but the highlight of button
didn't disappear if you were outside item. The menu then doesn't close
when you release the mouse.
Now highlight goes on/off on mouse moves to show this better.
Implementation note: menu items are coded similar to regular activate
buttons (like for tools). There's no provision to make highlights go
to the next item while holding mouse in menus. That I rather not mess
with now.
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click on user-number 'make single user' now also makes animation
local.
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Note that the menu option "Animation" only was working for
Object level animations, so I've changed the many name
accordingly.
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itself.
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error made when fixing id pinning, for non-properties space.
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applies to project paint too, added with comment.
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SSS preview render didn't happy.
Was caused by using a Material copy for preview renders (to prevent
crashing in other cases). There were actually 2 errors:
- material copy should be added to preview-main database
- the render was invoked using wrong main database even!
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allowed
Infinite recursion (manisfesting as a crash) occurred when trying to
set the dupli-group setting on an object, when the object is a member
of the group being set. Added a check and warning for this in RNA to
prevent such setups from occurring in future.
Todo:
The warning report is currently only printed to console as I can't
quite remember how to grab reports pointer without context/operator
pointer available.
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