Age | Commit message (Collapse) | Author |
|
Group Special functions popup
|
|
> Themes > Add Preset, patch by gdh, on IRC).
|
|
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.
|
|
TRANSFORM_OT_vert_slide)
|
|
* 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!
|
|
removing the addon (wasnt freeing ID-props).
|
|
*Made branches' po update multi-process!
*0.8 looks a bit too much a "similarity cutoff" value for messages, changed to 0.75.
|
|
|
|
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.
|
|
|
|
|
|
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!
|
|
from Sebastian Nell (codemanx), with minor edits
|
|
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! :)
|
|
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.
|
|
Issue was caused bu svn rev53355 and now logic seems to mimic
behavior before that change.
|
|
unless they are needed.
configurable in 'Geometry Data' panel, will be added when running crease edges transform for example.
|
|
|
|
|
|
Follow Active Quad fails
|
|
preferences under themes->3D view->Theme Gradient Color. This is only used when use render only is not ticked and for now it may interfere with grid lines. Will investigate how to adjust contrast.
Tidying up of options after advisory session on irc: Move all RNA code
in Themes.
Changes after merging trunk's commit that renders sky
|
|
- scroll bars were not in info space
- bake bias was 0.0, changed to 0.001 as it is for new scenes
|
|
|
|
|
|
|
|
mathes similar members of bpy.app and less error prone (typos won't fail silently).
|
|
had to do this internally.
- bpy.path.extensions_image
- bpy.path.extensions_movie
- bpy.path.extensions_audio
eg:
if os.path.splitext(filename)[1].lower() in bpy.path.extensions_image:
... we have an image ...
|
|
|
|
non-projective texture painting such as stamping a static texture and using image space size in pixels.
|
|
- add sequence.update(data=False) function.
- made some sequence vars editable.
- correct some comments.
also rename rna function sequence.getStripElem() --> strip_elem_from_frame()
|
|
Also:
* Fixes a (op prop) bug which prevented, once you had baked and freed ocean once, to bake again.
* Fixed infinite values of acumulated foam when baking with foam_fade values above 1.0, now simply clipping accumulated foam value to 1.0, as already done for the "instantaneaous" foam value returned by BKE_ocean_jminus_to_foam().
* Added missing RNA descriptions.
* Made foam_fade unanimatable!
* Added in UI some missing properties that are imho useful: random seed, size (kindof 'surface scaling'), and foam_fade (baking only).
* Removed custom lerp() func from bke's ocean.c, BLI's interpf does exactly the same thing (the first two args are just in reversed order). Note: this could most certainly be done in other parts of the code, bpy's mathutils for e.g. has its own linear interpolation code for vectors and matrices :/).
* Did some general code cleanup (mostly line length and no C++ -> C comments)...
|
|
There is a new option in the Bake panel to enable baking to vertex colors. Unlike regular baking, this mode does not require a UV map or image to bake to, however the object must have a vertex color layer.
Thanks to:
- AutoCRC for funding
- Brech van Lommel and Dalai Felinto for their initial advice on how to implement it
- Campbell Barton for helping to make this feature work with modifiers and bmesh
|
|
`through` the mesh.
also made the wire draw without depth masking when the depth check is off, similar to mesh editmode drawing, nice hint about whats going on.
|
|
toolbar
|
|
- This doesnt use python as 2.4x did, instead it just autocompletes based on the text files unique identifiers so its useful for any language.
- key is same as console (Ctrl+Space)
|
|
and remove reference to degrees in tips - user is free to use radians if he prefers!).
|
|
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
assumptions.
- There's an input image setting to say whether it's stored with
straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
deliver straight alpha.
Some implementation details:
- Removed scene's color unpremultiply setting, which was very
much confusing and was wrong for default settings.
Now all renderers assumes to deliver premultiplied alpha.
- IMB_buffer_byte_from_float will now linearize alpha when
converting from buffer.
- Sequencer's effects were changed to assume bytes have got
straight alpha. Most of effects will work with bytes still,
however for glow it was more tricky to avoid data loss, so
there's a commented out glow implementation which converts
byte buffer to floats first, operates on floats and returns
bytes back. It's slower and not sure if it should actually
be used -- who're using glow on alpha anyway?
- Sequencer modifiers should also be working nice with straight
bytes now.
- GLSL preview will predivide float textures to make nice shading,
shading with byte textures worked nice (GLSL was assuming straight
alpha).
- Blender Internal will set alpha=1 to the whole sky. The same
happens in Cycles and there's no way to avoid this -- sky is
neither straight nor premul and doesn't fit color pipeline well.
- Straight alpha mode for render result was also eliminated.
- Conversion to correct alpha need to be done before linearizing
float buffer.
- TIFF will now load and save files with proper alpha mode setting
in file meta data header.
- Remove Use Alpha from texture mapping and replaced with image
datablock setting.
Behaves much more predictable and clear from code point of view
and solves possible regressions when non-premultiplied images were
used as textures with ignoring alpha channel.
|
|
|
|
* New topology panel in 3D view toolbar with the enable/disable button
for dynamic topology and other controls
* Ctrl+DKEY to toggle dynamic topology
* Shift+DKEY to show a radial control for detail size
|
|
* Add a detail_size field to the Sculpt struct, two new sculpt flags,
and a Mesh flag for dynamic-topology mode; that's it for file-level
changes needed by dynamic topology
* Add RNA for the new DNA field and flags
* Add a new icon for dynamic-topology created by Julio Iglesias. TODO:
update the icon for the new SVG icon format
* Add a SculptSession function for converting from BMesh to Mesh,
handles reordering mesh elements and setting face shading
|
|
|
|
* Add 3 simple templates:
** empty_shader.osl: A basic shader declaration to start with
** wireframe.osl: Simple wireframe shader
** noise.osl: Simple noise shader, with 3 noise types.
|
|
in python.
|
|
|
|
subclassed does not work with the registration mechanism. Combined both node_add and node_add_move operators into a single general operator with a flag. When use_transform is set, the operator will start transform on the new nodes after inserting.
|
|
.app/Contents/MacOS/xxx files.
|
|
* Wrong comma sequence in spell_check_utils.py
|
|
bake_action tries to make kind of a 'visual keying'... On one side, this is rather stupid when you keep constraints (in this case, keying actual loc/rot/scale transforms, i.e. matrix_basis, is enough, doing more would lead to unexpected behavior with some constraints). On the other one, making a good visual keying of bones is *really* tricky, so now using the new object's convert_space() func to compute that (when the user chooses to remove the constraints).
Incidentally, this greatly simplifies the code of bake_action!
|
|
if the list is given the wrong item then the script needs to be fixed, better not fail silently.
left in checks as commented out asserts.
|
|
from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
|