Age | Commit message (Collapse) | Author |
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Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
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metaclass based on RNAMetaPropGroup, the base class' __setattr__ method can not be called, since python prohibits setattr on
builtin classes. This was done in Python 2.3 to prevent changes to the 'object' type definition and similar issues. As explained by Guido van Rossum in the following mail, the python check will look for
the *closest* base class, which fails for RNAMetaPropGroup because its first base is RNAMeta, which is in turn a subclass of 'type'.
http://code.activestate.com/lists/python-dev/34489/
The easiest and safest way to prevent this issue therefore seems to be
to swap the base class order for RNAMetaPropGroup, so that StructMetaPropGroup is the first base, which has a perfectly valid setattr implementation.
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cuts the mesh in half based on the cursor location and the viewport,
optionally supports filling the cut area (with uvs. vcols, etc),
and removing geometry on either side of the cut.
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- Collapse plane track panels by default
- Hide 3D markers when in mask edit mode
- Remove alpha from mask layers list
Discussed with Sebastian and Roman.
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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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tuples to mathutils.Vector() rather then list.
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Problem report by Light BWK through personal communications, thanks a lot!
Apparently there is something wrong in the way how edges are chained to
create strokes. For some unknown reason, strokes may contain a very small
line segment that proceeds in the opposite direction (e.g., downward
even when adjacent stroke segments proceed upward), resulting in the
reported visual artefact.
This revision is intended to address the reported issue in most cases.
The present solution is not a proper fix of the issue. Another code
update with better understanding of the real cause is due in the future
work.
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happen on OSX frequently),
the addon would install but error was misleading.
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Align Clear Before/After into a row and remove
Clear button (which wasn't actually used by
artists).
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opacity value
Simply hide blend type and opacity for SOUND strips!
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before either)
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This commit includes all the changes made for plane tracker
in tomato branch.
Movie clip editor changes:
- Artist might create a plane track out of multiple point
tracks which belongs to the same track (minimum amount of
point tracks is 4, maximum is not actually limited).
When new plane track is added, it's getting "tracked"
across all point tracks, which makes it stick to the same
plane point tracks belong to.
- After plane track was added, it need to be manually adjusted
in a way it covers feature one might to mask/replace.
General transform tools (G, R, S) or sliding corners with
a mouse could be sued for this. Plane corner which
corresponds to left bottom image corner has got X/Y axis
on it (red is for X axis, green for Y).
- Re-adjusting plane corners makes plane to be "re-tracked"
for the frames sequence between current frame and next
and previous keyframes.
- Kayframes might be removed from the plane, using Shit-X
(Marker Delete) operator. However, currently manual
re-adjustment or "re-track" trigger is needed.
Compositor changes:
- Added new node called Plane Track Deform.
- User selects which plane track to use (for this he need
to select movie clip datablock, object and track names).
- Node gets an image input, which need to be warped into
the plane.
- Node outputs:
* Input image warped into the plane.
* Plane, rasterized to a mask.
Masking changes:
- Mask points might be parented to a plane track, which
makes this point deforming in a way as if it belongs
to the tracked plane.
Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578
This is mine and Keir's holiday code project :)
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nested paths before doing a recursive search.
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The previous one did nothing in many cases and was very unintuitive:
http://www.pasteall.org/pic/show.php?id=57219
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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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It greatly helps getting rid of that "noise" that occurs if you use really steep objects (like cubes) as a brush. New default value is 1.0 which is just high enough to only get rid of the sharpest spikes, so if you want really smooth waves it's better use higher values.
This also seems to "fix" bug [#35413].
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* Added nodes to separate and combine hsv colors.
Part of my GSoC 2013 project, SVN merge of r57981.
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* Add a note to convert a Vector, Point or Normal between World <=> Camera <=> Object coordinate space.
Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Vector_Transform
Part of my GSoC 2013 project, SVN merge of r57599, r57670, r57918, r57919, r58245 and r58775.
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* Added a node to convert a temperature in Kelvin to an RGB color. This can be used e.g. for lights, to easily find the right color temperature.
= Some common temperatures =
Candle light: 1500 Kelvin
Sunset/Sunrise: 1850 Kelvin
Studio lamps: 3200 Kelvin
Horizon daylight: 5000 Kelvin
Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Blackbody
Thanks to Philipp Oeser (lichtwerk), who essentially contributed to this with a patch! :)
This is part of my GSoC 2013 project. SVN merge of r57424, r57487, r57507, r57525, r58253 and r58774
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* Now we hide Freestyle properties when "use_shading_nodes" is true.
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addons: use bpy.types.* base classes instead of bpy_types.*
The bpy_types classes cause issues when used in addons when loading on Blender startup (subclasses cannot be properly registered).
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adaptive vsync via UI options in the render properties, or by using the new Python method bge.render.setVsync(). Win32 and X11 support are done via EXT_swap_control. Support for using EXT_swap_control on OS X still needs to be added to Ghost.
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Cody style changes for r58692.
* First of all, UI code is really simple, especially in such small panels, no need to comment obvious things like left/right column.
* "if 1" nested structs for code clarity? That's a really bad thing, especially if you have 3 lines which belong together, but only 2 of them are indented...
sub = row.row()
sub.active = obj.show_bounds
sub.prop(obj, "draw_bounds_type", text="")
* Empty line after layout = self.layout declarations, we still follow these Rules.
http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts
Thanks!
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exceed a given angle threshold
(access from the 'Mesh -> Clean' menu).
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from David Jeske (jeske), with minor edits of my own.
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unlike other face creation tools it copies data from surrounding faces.
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crashes Blender
existing code was very stupid.
- all ID pointers for clipboard strips are handled uniformly.
- clipboard stores a duplicate ID pointer which are restored on paste.
- restoring pointers...
-- use ID's that are still in the database (copy&paste within the same file).
-- fallback to name lookup.
-- fallback to loading them from the original filepath (movie-clip and sound only).
also fix bug pasting where initialing the sound wasn't done if there was no frame-offset.
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all modifiers should be using object transformations relatively.
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rather then moving everything into the cursor location, the current selection centers around the cursor, maintaining their relative distances.
works for mesh, object, pose bones etc.
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- fix for missing None check with recent 'Hidden Wire' draw option.
- avoid int overflow with mesh selection.
- remove ';' outside of functions.
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"letter-spacing" term
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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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(can be used with xray).
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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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by Pedro Riera (priera), Andrey Dubravin and parts rewritten by myself.
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by Andrey Dubravin (daa)
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but at least it resolves for DPI values other then 72.
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Mostly, "weight groups" -> "vertex groups", and usual case/endpoints/typos/etc.
As a remainder, please read http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#UI_Messages before writing UI messages!
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Scripts in User Preferences -> File
also select more/less were flipped for mesh menu compared to everywhere else.
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