Age | Commit message (Collapse) | Author |
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Preset operators should avoid using `bpy.context.object.data` as a base
path to properties. This path is not available in the buttons context
when using pinned datablocks! Instead use the specific
`bpy.context.camera` and `bpy.context.lamp.sky` paths now, which lead to
the correct datablocks in any case.
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to midpoints
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In fact, armature layers operators (set layers, and show all) were kind of messy and broken
in Edit mode (Select layers had two different operators for Pose and Edit modes, both
using the same funcs that could only work in Pose mode, Show All was supposed to be
used in both modes but again, its exec code could only work in Pose one).
Fixed that by:
* Using only one op for each task, for both modes (with adapted poll func).
* Replacing 'object from context' access by an helper that returns the right Armature
object in both Edit and Pose modes.
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i18n option
Actually, was broken for any custom modifier name, since it was explicitly using 'Cloth' one. Changed to mimic other cloth pressets (wonder why this one was different!).
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After recent seed improvements it makes tracking more robust
without speed loss.
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Useful for cases when you need to create bunch of witness tracks.
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- Fixed typo in Canon C300 camera name
- Added preset for Nexus5
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* Switch to using Canon sensor type instead of camera models.
There are a ton of camera models that reuse the same sensor
so it's just confusing and forever incomplete to try and cover
all models.
* Delete all redundant Canon camera models..
* Leave only the Canon camera models that are special, that is
have non regular sensor sizes.
* Fix a few errors in some Canon models.
* Capitalize a few unrelated sensor presets for consistency.
* Added presets for GoPro and iPhone.
Their distortion models and shutter isn't really supported ATM
but tracker is robust enough to give reasonable tracking and
solving results.
Presets are from Daniel Salazar and Sebastian Koenig, thanks!
Differential Revision: https://developer.blender.org/D264
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initiate rotation in the UV/Image Editor
Was a shortcut conflict with unwrap. Use 'U' for unwrap now, so no conflict is here.
Preset still doesn't work tho, Cambo need to solve missing operators used here since
NDOF changes.
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Once again, when you remove operator make sure keymaps we've
got in master branch keeps working.
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adds extend and active only opton.
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Maya keymap was activating wrong transform modes for translation/scaling - in
DopeSheet and NLA, these use the TIME_TRANSLATE/TIME_SCALE modes instead
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Panning)
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document http://secondlife.com/corporate/brand/trademark/sl_insl.php )
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element,
now it pops up the menu with delete options and dissolve so that there is a quick
key shortcut for those too.
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I also replaced all EVT_TWEAK_L by EVT_TWEAK_S
- and replaced B by the gesture mouse for the clip keymaps
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fix as suggested by Ton Roosendaal in tracker:
"the knife tool has a "MODE_PANNING" state, it could be nice to set this
in the modal map as well, to define the shortcut(s) that have to be passed on."
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Bug was in maya preset.
view3d.manipulator was defined twice, and it was taken precedent over view3d.rotate
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anymore. This broke after the change to make holding shift deselect with B key
border select in the regular Blender keymap.
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maya key configuration preset.
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* Add a "Total Samples" info at the bottom of the panel.
This makes understanding the Non-Progressive integrator easier, as it displays how many samples are used for the different ray types.
* Rename Squared Samples to Square samples, to indicate that the action is not already done. The new Total Samples info should make this easier to understand now as well. Also added back for Progressive integrator, for consistency.
Screenshot:
http://www.pasteall.org/pic/show.php?id=57980
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work correct
when doing an extend loop select, then doing a regular loop select, it would still
extend.
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* Values were a bit too small for the Progressive integrator, now we use 12 and 24 (sqared).
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* Add Presets for Sampling. This comes with a simple Preview and Final preset, but as this is varying a lot depending on the scene, they should just be a starting point. The user can add own presets here.
* Some UI layout changes to match the settings a bit better.
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select-split and unlink-selection did the same thing,
keep select split since it fits closer to mesh editmode and single key access (Ykey).
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Made Ctrl-LMB clear selection from the object.
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Also added back RMB to set 3d cursor position.
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Was missing keymap for REGION_TIMER, which ended up
in missing updates happening.
Added this kind of timer to RNA, so keymaps could
bind to it.
Also made 3ds max keymap working again. Too bad it
was broken in 2.67 and 2.67a :S
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Quad View: ALT + W
Switch Wireframe / Solid: F3
Render: F10
Properties: F12
Ortho / perspective View: P
Zoom to selected center: Z
Select/ Deselect all: CTRL + A
in changing A hotkeys ctrl-a hotkeys are now ctrl-shift-a and GameEngine is now ctrl-alt-shift-p
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Made keyap use the same select_or_deselect_all operator
as used for maya keymap instead of tricks with deselect_all.
Solves issue with selection in editor mode (reported as #3
in the original bug report).
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Two main things:
- Made a python operator for selection in a viewport
which will de-select everything if nothing is under
the mouse.
To do so needed to modify VIEW3D_OT_select, so invoke
sets mouse location which is later used by exec
function.
This way it's possible to select stuff from python
defined operator.
Not best-ever solution since ideally exec() shall not
do OpenGL stuff, but we've got this issue in some
other operators. We'll solve this later.
- Used a keymap from Gianmichele Mariani as a reference,
updated his keymap to latest changes in operators.
We shall match Maya keymap much better now, thanks
for the keymap dude!
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