Age | Commit message (Collapse) | Author |
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T40415 by Lawrence D'Oliveiro
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Most weight tools also work in edit mode.
This change exposes all applicable tools
within a separate weight tool panel
in the tools tab of the tool shelf
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D592
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This was already possible via the RGB nodes, but that seems weird.
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Helps to easily add details to existing edges.
Similar to the rip tool it depends on cursor location to choose the edge to extend along.
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Ignore '_RNA_UI' IDP...
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When you hit "setup tracking scene" in MCE, the active layer usually switches
to the layer where the ground has been created, thus he shadow layer.
New objects are created or appended on that layer which means they will be
default be rendered as shadows only. This behaviour requires muscle memory
and is confusing for new users. This patch is changing the behaviour in a
way that the active layer is remembered from before setting up the scene.
Patch by gottfried, thanks!
Reviewers: sebastian_k, sergey
Differential Revision: https://developer.blender.org/D574
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sliders for volume materials.
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start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
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as duplicators.
This property was always hidden in the UI for empties and cameras. It
doesn't make sense for the objects themselves (they are wires-only), but
also gets inherited by duplis. Now show it greyed out if not used, but
make it available for duplicators.
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Not that happy with this, but this Item panel is a bit stupid, and we could add more
useful settings as well. So better get a design decision first, here.
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Do not subdivide if user has pressed page down
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When in sculpt mode add a multires, not subsurf modifier. Also allow
subdivision of multires when user explicitly requests a certain non-
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Was really cluttered sometimes: http://www.pasteall.org/pic/70876
Reshuffled layout a bit to avoid this now.
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Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle
Reviewed By: brecht, kjym3
Differential Revision: https://developer.blender.org/D246
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constaints tab is wrong in bone edit mode
In edit mode, do as with usual objects - show object constraints!
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This operator is used to make sure that if/when you have multiple strips
using the same action, if you select these and run this operator, each
strip will be given its own copy of the action. This is useful if you
decide later that you want to start using an existing action as a base.
NOTE: This does not recursively go inside meta's, so care is still advised
in that case.
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This commit changes the default strip duplication behaviour (Shift-D) so that it will
create a copy of whatever action it uses. Previously, it was very hard, if not impossible
in some cases to create a new copy of an action to start working on in the NLA.
If you want the old behaviour, you'll need to use ALt-D (Linked Duplicates).
(Note: Although the new Shift-D may not be so optimal in all cases, I've decided to go
with this version since it aligns better with the way this works for objects. Doing the
opposite for NLA would just have added to the confusion)
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Edit existing animsys_refactor module to make able to execute more complex conversions
('to' can now be a callback, instead of a simple prop name), and add a new
Update Animated Transform Constraints operator that uses it to handle complex
conversion for this constraint (drived or animated properties).
Note this operator has to be called manually (from 'space' menu), will make this clear
in release notes.
Also, similar changes made in 2.70 are *not* addressed by this script (would rather wrote
new operators as/if need arise, but Transform constraint looks much more sensible that the others).
This op should not remain in more than two or three releases anyway, imho.
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selected strips
This brings it more in line with the other anim editors, and makes like a little
bit easier for animators working on games or looping anims.
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This adds some view ratios in the video sequencer menu, based (copied) on the UV/Image Editor. It also fixes the inverted ratio issue reported in the same task.
Reviewers: #video_sequencer, #user_interface, schlaile
Reviewed By: schlaile
CC: jta, dingto, sergey, schlaile
Differential Revision: https://developer.blender.org/D447
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physical threads as in 2.70a tag
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viewable keyframes
Made the timeline option to only show keyframes from selected channels/data be a
per-scene setting instead of the per-timeline option it was previously. This makes
it easier for animators working on rigs with multiple bones (especially during the
polishing phase), since now the timeline and jump to keyframe operators use the same
setting to decide which subset of keyframes they need to consider.
By default, this option is enabled by default.
TODO: Extend this to the keyframe status shading on the active object name in the 3D view?
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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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Keyframes
Need to convert transforms to parent space for objects with parents.
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Use frosted rather then pyflakes
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Making both keymap and menu values the same, and adding a (debug only) check in
IDP_EqualsProperties_ex() warning when comparing two floats with nearly the same value.
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* The button icon for jumping to the Render Layers tab of the Properties context is
now RENDERLAYERS. Previous icon BUTS was too general.
* Thickness position options are grayed out if not applicable. These options are applied
only when plain chaining is used with the Same Object option enabled.
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and buffer shadows.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
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Toggle buttons are now placed to the left of those labels separating sets of line style
options, so as to save some space (in line with the new UI elements added in the
commit f60a66f41784de388a01c4c882c969730d675375).
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