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2013-01-23fix [#29950] Linked proxy armature object properties can't be editedCampbell Barton
2013-01-23rigidbody: Add generic spring constraintSergej Reich
Behaves like the generic constraint but has optional spring on each axis. TODO: Add option to set rest length. Patch by Markus Kasten (markus111), thanks!
2013-01-23rigidbody: Add rigid body constraintsSergej Reich
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
2013-01-23rigidbody: Add "Copy Rigid Body Settings" and "Bake To Keyframes" operatorsSergej Reich
Based on a script by liero, thanks!
2013-01-23rigidbody: Add rigid body simulationSergej Reich
Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23rigidbody: Add point cache supportSergej Reich
Add read/write/interpolate functions. In order to get rigid body point cache id from object it's now required to pass the scene to BKE_ptcache_ids_from_object(). Rigid body cache is drawn in the orange color of the bullet logo.
2013-01-22Game Engine UI: Image Sampling Texture Panel cleanupDalai Felinto
removing non-GE supported features. The idea of splitting the draw() function comes from Campbell Barton. Review from him as well. The main reason for not implement this in properties_games.py is to make sure the panel is in the same order for both BI and BGE engines.
2013-01-22Confirming GPL license and thanks to the people who provided the matcaps:Ton Roosendaal
Knt Trammell and Aidy Burrows and John Herreno.
2013-01-22Matcap support in 3D Viewport.Ton Roosendaal
Full log is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport Implementation notes: - Matcaps are an extension of Solid draw mode, and don't show in other drawmodes. (It's mostly intended to aid modeling/sculpt) - By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials. - Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or cpu time, until you use it. - Brush Icons and Matcaps use same code now, and only get generated/allocated on actually using it (instead of on startup). - The current set might get new or different images still, based on user feedback. - Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory. - Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly. - The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing Material previews, which has its limits... especially for textured previews the normal-mapped matcap won't look good.
2013-01-22fix for error where linking objects to the scene would show the popup if ↵Campbell Barton
activated from the object menu.
2013-01-21add an influence slider to mesh cache.Campbell Barton
2013-01-21Usual minor UI messages fixes...Bastien Montagne
2013-01-21mesh-cache deform modifier,Campbell Barton
supports MDD and PC2 formats. see wiki docs: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
2013-01-21Add (vertex-only) Bevel to Mesh > Vertex menu.Howard Trickey
2013-01-21Added gsoc-2012 collada improvements from bratwurst branchGaia Clary
2013-01-21Fix #33899: Maya keymap/custom keymap selection issuesSergey Sharybin
Switch selection from Release to Click, so releasing mouse button after transform confirmation wouldn't trigger selection operator. However, needed to disable old Click behavior which used to deselect everything if click happened outside of any object. It wad bad way to do such a behavior and shall be re-think and solved in a better way.
2013-01-21Updating icons to 2.5.08 (see [#33448])Joshua Leung
Thanks Wolter van der Velde for adding the (most of) the missing Force Field icons
2013-01-21Patch [#33926] Menu separators to group the items on Specials MenuJoshua Leung
Submitted by: Harley Acheson (harley) This patch adds separators to group items in the Special Menu in EditMode. Order of items is untouched.
2013-01-21Bugfix [#33946] Bake Action fails in SVN for ObjectsJoshua Leung
The problems here were caused by a cleanup commit (r. 53369). BTW, the code here is pretty convoluted mess.
2013-01-18move draw all edges into the object settings (object panel), makes more ↵Campbell Barton
sense here since its next to draw extra wire
2013-01-17fix for arrow keys being reversed in the snap menu (Ctrl+Shift+Tab)Campbell Barton
also - when expanding rna enums into existing menus - don't nest inside a row/column.
2013-01-17Release Cycle:Thomas Dinges
* Readme and release log links for the Blender 2.66 release.
2013-01-17show a title in menus triggered by WM_OT_context_menu_enum, also show an ↵Campbell Barton
icon when available.
2013-01-16revert previous commit, the properties here are confusing since there are 2 ↵Campbell Barton
rna properties to access the same value.
2013-01-16sculpt mode: there was no UI access to the brushes 'use_space' option, yet ↵Campbell Barton
its used to draw the interface and by sculpting tool as well.
2013-01-16Shape enhanced method exaggerates a shape using a Laplacian smoothing ↵Alexander Pinzon
operator in the reverse direction. http://wiki.blender.org/index.php/User:Apinzonf/shape_enhanced
2013-01-16Style cleanup: spaces at the end of linesSergey Sharybin
2013-01-16Get rid of the BRUSH_FIXED_TEX flag, use mapping modes instead. VersionAntony Riakiotakis
patched all previous texture paint brushes to use tiled mapping since mappping is now shared between 2d and 3d painting.
2013-01-16UI / Scene Context:Thomas Dinges
* Made Color Management and Audio panel closed by default to save space. * Added COMPAT_ENGINES to color management panel.
2013-01-16Unification of brush codeAntony Riakiotakis
* rename sculpt_brush_texture_settings to brush_texture_settings * Expose texture scale and offset in texture paint mode * Introduce still inactive mapping mode for texture paint, tiled and view aligned only. Projective paint uses only tiled, while 2d paint can use both. Commit will come that will use both appropriately for both modes, omitting fixed brush flag (which is tiled with another name)
2013-01-16style cleanupCampbell Barton
2013-01-15add user_preference access to _RestrictContext() so addons can access their ↵Campbell Barton
own preferences on load.
2013-01-15Added new function 'Remove Selection from All Vertex Groups' to the Vertex ↵Gaia Clary
Group Special functions popup
2013-01-15Minor UI message fix (from [#33101] Minor interface typo in User Preferences ↵Bastien Montagne
> Themes > Add Preset, patch by gdh, on IRC).
2013-01-15fix issue reported in '[#33876] bpy.path.ensure_ext adds extension twice / ↵Campbell Barton
extra period if filename empty, just a period or equal to extension' For python operators that used the ExportHelper mix-in class, an empty file field would become '.ext', entering and existing the text field would become '.ext.ext', Now only add an extension if the filename part of the path is set, so '.ext' will still become '.ext.ext' but having only the extension isn't so likely to happen in the first place now. This is a different fix then the changes suggested in the report but I'd prefer to keep path functions stupid+predictable.
2013-01-15replace vertex slide with the transform operator. (MESH_OT_vert_slide -> ↵Campbell Barton
TRANSFORM_OT_vert_slide)
2013-01-15Some fixes:Bastien Montagne
* handle nicely multiple empty lines in po files (still have to figure out why po writer sometime output two lines instead of one!) * fix rtl processing!
2013-01-14fix fox AddonPreferences not getting registered automatically and leak when ↵Campbell Barton
removing the addon (wasnt freeing ID-props).
2013-01-13Minor updates:Bastien Montagne
*Made branches' po update multi-process! *0.8 looks a bit too much a "similarity cutoff" value for messages, changed to 0.75.
2013-01-13simplify WM_MT_context_menu_enum(), use expanded enum property.Campbell Barton
2013-01-13remove TRANSFORM_OT_snap_type, use WM_OT_context_menu_enum instead.Campbell Barton
add Ctrl+Shift+Tab shortcut for selecting snap type to the UV editor too. also added icon drawing to WM_OT_context_menu_enum() so it gets the icons from the enum to draw them in the menu.
2013-01-13Grumph, going quicker than the music! :PBastien Montagne
2013-01-13remove 2.57-windows workaround for WM_OT_copy_prev_settingsCampbell Barton
2013-01-12Big refactor of bl_i18n_utils, switching to an object-based model. Still a ↵Bastien Montagne
bit wip. Notes: * Most tools here have been updated, only a few (unused :p ) features should be missing. But some updates are rough for now, and performances are globally worse currently, will address this later (this is only really noticeable when you work over the whole repo, anyway ;) ). * This update breaks "edit translations" addon, will fix it later, once core (i.e. this module) is considered stable again!
2013-01-12patch [#33738] Extend Selection option unified and added to few operatorsCampbell Barton
from Sebastian Nell (codemanx), with minor edits
2013-01-10Fix [#33825] Menu list widget does not work on UV and Vertex ColorsBastien Montagne
Own stupid mistake in recent UI list refactor - those two lists are a good example where a non-void 'id' is necessary, as they use the same class in the same window... Else, the same object is shared by the two, which can't work! :)
2013-01-10Depsgraph hack feature - experimentalTon Roosendaal
Many depsgraph failures are because some data in the graph is being recalculated too early (or not at all). Since we better support animators with working renders, here's a hack to allow manual additional updates on frame changes. In Property Editor, Object, Panel "Relations Extra" you now have two buttons: - Extra Object Update - Extra Data Update This will do an extra update of object and/or its data ONLY on frame changes. Update happens as last. Tested on files collected in Wiki todo, several cases now work OK, especially the lags on updates.
2013-01-10Fix #33816: property not found: World.use_texturesSergey Sharybin
Issue was caused bu svn rev53355 and now logic seems to mimic behavior before that change.
2013-01-10don't store bevel weights or edge crease customdata layers in editmode ↵Campbell Barton
unless they are needed. configurable in 'Geometry Data' panel, will be added when running crease edges transform for example.
2013-01-08fix [#33646] Deleting edge loops creates holes in uv mapCampbell Barton