Age | Commit message (Collapse) | Author |
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* Fix for time cursor getting 'stuck' after baking point caches
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changed default quad view shortcut to Ctrl Alt Q
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Also replace ObData by Geometry and Object Geometry after talk with Matt.
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spaces in Blender
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- graph export didnt work for constraints with no subtarget
- utility functions for duplicating a set of bones and blending between 2 sets
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Added missing "View All" (HomeKey) operator for TimeLine
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Also: big purge of old 3d view header menus and old unused code
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Align needs to be call with region context.
Also added checks to prevent this from crashing if not called properly.
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quicktime standard dialog
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Don't use passes anymore for indirect lighting, people were using this
probably thinking it would do bounces, but that's not the intention of
this feature, it is to reduce problems with light bleeding. I want to
remove this option for AO as well, but will leave it in for now until
there is a better alternative.
Added bounces option for indirect, could be implemented much better,
but perhaps useful for testing now. Existing files need to set this to
1 to get the same results again.
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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wider. Now it's a bit too wide, but at least it can be read.
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This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.
I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
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* Deleted "Add" Prefix for mesh.duplicate_move in Toolbar.
* Renamed "duplicate_ipo" property to "duplicate_fcurve"
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object function that campbell fixed earlier. This should mean that the py-api does everything in the right way now.
* Tried adding 'Load Factory Settings' to File menu, but I seem to be running up against some RNA bugs. Can be removed if is too problematic.
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to keep same behavior)
2. Add action parameter to Select_All_Toggle operators, rename to Select_All.
Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all.
NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
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Brought back default effect fading: (adding a wipe effect makes it
wipe by default for the length of the strip)
First round in upgrading IPOs from older versions. (works for non-IPO
case now and sets at least the new "default effect fade"-flag)
Still non-working for old IPOs, since Sequence-Strips aren't real IDs!
And: non-frame-lock case should stretch the FCurve to the right length!
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* Moved more of 3dview header to python
* Fixed the layout of the ui layers template to show the correct number of buttons
* Added support for layer icons (active layer, used layers)
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* Toolbar shows "Loopcut and Slide" instead of "Loopcut" now
* Follow Path "Offset" option was broken by one of the "use_*" prefix commits
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* Started moving buttons out of the C 3dview header template and into the python UI script
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[#20123] "Import" menu entry becomes empty
[#20141] In Object menu Make Links appears twice - SVN 24970
also moved OBJs name cleaning func to bpy.utils.clean_name(name, replace="_")
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last, ACT_OT_* --> ACTION_OT_*)
ACT_OT_clean --> ACTION_OT_clean
ACT_OT_clickselect --> ACTION_OT_clickselect
ACT_OT_copy --> ACTION_OT_copy
ACT_OT_delete --> ACTION_OT_delete
ACT_OT_duplicate --> ACTION_OT_duplicate
ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type
ACT_OT_frame_jump --> ACTION_OT_frame_jump
ACT_OT_handle_type --> ACTION_OT_handle_type
ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe
ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert
ACT_OT_interpolation_type --> ACTION_OT_interpolation_type
ACT_OT_keyframe_type --> ACTION_OT_keyframe_type
ACT_OT_mirror --> ACTION_OT_mirror
ACT_OT_new --> ACTION_OT_new
ACT_OT_paste --> ACTION_OT_paste
ACT_OT_previewrange_set --> ACTION_OT_previewrange_set
ACT_OT_properties --> ACTION_OT_properties
ACT_OT_sample --> ACTION_OT_sample
ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle
ACT_OT_select_border --> ACTION_OT_select_border
ACT_OT_select_column --> ACTION_OT_select_column
ACT_OT_snap --> ACTION_OT_snap
ACT_OT_test --> ACTION_OT_test
ACT_OT_unlink --> ACTION_OT_unlink
ACT_OT_view_all --> ACTION_OT_view_all
ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add
ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add
ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete
ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button
ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d
ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert
ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button
ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu
ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove
ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove
FILE_OT_add_bookmark --> FILE_OT_bookmark_add
GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert
NLA_OT_add_actionclip --> NLA_OT_actionclip_add
NLA_OT_add_meta --> NLA_OT_meta_add
NLA_OT_add_tracks --> NLA_OT_tracks_add
NLA_OT_add_transition --> NLA_OT_transition_add
NLA_OT_remove_meta --> NLA_OT_meta_remove
PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove
PTCACHE_OT_add_new --> PTCACHE_OT_add
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* Now support a Surface mode next to the existing Volume mode. This binds
the mesh to the cage mesh surface rather than it's volume.
* Implemented reusing the bone heat weighting code.
* Advantage is that it works for cage meshes that are not volumes and that
binding is much faster.
* Weak point is that disconnected components of a mesh are not guaranteed
to stick together (same problem exists with bone heat weighting).
* Bind weights could still be compressed better to use less memory.
Example file:
http://download.blender.org/ftp/incoming/cloth_mdef_surface.blend
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* Dolly zoom Vertical/Horizontal switch
Changes between using vertical or horizontal mouse movement for zooming
* Invert Zoom Direction
Inverts the vertical or horizontal mouse movement for dolly zoom
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Available in object mode (Object -> Join as Shapes), only works for meshes at
the present. Will merge all selected objects as shape keys on the active object,
if the vertex count is the same.
This does not keep references to the external objects like in some applications,
rather it's a quick way to update the shapes on the active object (perhaps after
importing new versions from external applications).
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types. Added to RNA and changed UI check.
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Renaming "Sync Audio" to "Realtime Playback" to make it clearer about its purpose. Internally, it's still called "sync_audio" since that's strictly what it represents, but that could be changed later if there is a need.
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This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
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Was wrong operator context
* Also added back 3d view locking options to view properties
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UV's -> Snap)
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including rotate in the property name isnt needed since its a copy rotation constraint.
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- Was missing notifier after editing
- Menu entries go bad naming after the UI api renaming
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Was getting the wrong operator context, so there was no view3d available
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added use_ prefix to bools offset --> use_offset, tail --> use_tail for eg.
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- EditBone was missing 'selected'
- renamed 'selectable' to --> 'restrict_select', matching object mode.
- renamed 'active_pchan' --> 'active_pose_bone'
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