Age | Commit message (Collapse) | Author |
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- This is working correctly but confusing, made more confusing by UI problems, corrected these and updated tooltop for 'tex.use_rgb_to_intensity'
- bad RNA arguments used for lamps (left over from RNA renaming).
- use isinstance(...), rather then comparing type() directly, this failed with lamp type checks.
- removed redundant argument to internal texture UI function factor_but().
- the texture color was drawn inactive when it was used in some cases.
Note. AFAIK its not possible to do a general check to see if a texture is colored or not, eg: its possible a plugin texture returns color in some cases and greyscale in others.
so for now always have color button active.
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None active.
- fix for material UI when the pinned data was not a material.
- fix an error axis-angle drot label.
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- Part of this report is a misunderstanding, but there was no access to bold/italic fonts.
- Added rna access and changed the operators to use only rna properties.
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keymap item id for user defined keymaps wasn't defined properly. This is really old, I'm surprised with didn't catch this before.
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header...
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addon config files to.
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audio to become buggy.
Added sensible audio preset settings for ffmpeg rendering
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Performance panel. This should actually be default on background
render...
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Python Operator "Delete Edge Loop" (which keeps mesh connected)
changed selection if sliding operator failed. Simply added a
check for return value. Gosh, that Python code is not bad ;)
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Texture face options like "two side" were invisible, unless the
top bar "render engine" was set to Game Engine.
This is confusing, since 3d window does draw these options well.
Added back panel to show default, but with a label warning that
the options are not supported for render.
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matrix multiplication
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larger than screen resolution
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row is hidden. May not be the most efficient implementation, however it is working properly now.
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* Was a bit too eager to disable stuff
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- a linear float buffer was being created and saved into a non-linear DPX/Cineon file.
- removed the UI since the settings are not used at the moment.
added a utility function IMB_float_profile_ensure(), which returns a float buffer in the requested profile, using the existing if needed or returning an allocated buffer if the profile is different to that of the ImBuf. - Useful this case where the save function has its own linear setting.
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smoke are stored together:
* Separate caches were causing quite a lot of problems both in principle and practice.
* For example it doesn't really make sense to have different frame ranges for normal and high resolution smoke, but this was fully possible before.
* Also to fully bake the smoke you had to do a "Bake All Dynamics", which completely defeats the whole point of the feature!
* As a result of this change the smoke cache usage is much much simpler and less error prone.
* This is quite a big change, but hopefully there should be less rather than more problems as a result :)
Some other related changes:
* Changing the cache name now works for disk caches properly too, it now just renames the cache files so should be faster too!
* Smoke is now always forced to disk cache with step 1 on file load as there were some strange cases where smoke was trying to use memory cache.
* Disabled smoke debug prints from console.
* Disabled changing smoke parameters when smoke is baked.
Note to users: The unfortunate side effect of this is that old high resolution simulations have to be baked again, but in return you get much better and more logical functionality. Sorry none the less!
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(IRC report by dsavi)
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which conflicts how paths work in BLI bundle detection.
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this feature was ported from 2.5x but not tested, referring to the wrong object when assigning actions.
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This fixes Orig Dimension display (mostly).
* orx, ory both didn't get calculated, if dimension already matched
* putting them into Strip instead of StripData ment, that using images
of different dimensions in one strip could lead to incorrect results
Still TODO: on file open, timeline display happens before preview
display which means: orig_width and height are calculated after the
first draw of N-keys dialog. You have to hit refresh (or scrub one
frame) to get the right values displayed.
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After discussing with campbell, I'm adding a menu in the addons panel to help people to find the addons development pages
This should give more visibility to the bf-extensions project so that people know where they can share their scripts "officially".
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remove duplicate UVs on export to avoid long ztransp filling times - common on faces which have no assigned UV coords.
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- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.
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(userpref->system), with a great help from brecht (its been way too long
for me).
However as brecht pointed out that the non-AA text is slightly lareger
then AA'ed Text :S, i did not do anything about this as this commit was
just the option not the text drawing.
this commit also makes it possible to do all kinds of UI textrender options
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* Changing anything related to particle settings shouldn't be allowed when in particle mode, so disabled the buttons in ui.
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- banner formatting
== sphinx doc ==
- bpy.data: put the example below the documentation itself
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Was broken by r33071 but order wasn't optimal even before. Should be snappier now (at least only check if correct render engine is selected).
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caused by own recent commit. update uv operator template too.
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fixed remaining issue with win32 paths.
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- ortho grid now draws scaled by the view3d 'Scale' setting, venomgfx noticed this was missing.
- so as not to confuse add scale next to unit display text, so rather then "Metres" it shows "Metres x 1.5" otherwise its confusing that grid lines are not in exact units.
- changed grid spacing to grid scale (needed for more logical behavior with units)
- when units are enabled grey out subdivisions.
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reworked fix from Radu Danciu
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sequencer commits.
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* documented and rewrote the render interface of the sequencer.
(now, the geometry / render_type / etc. settings are stored within a
seperate structure called SeqRenderData that is passed within the code.)
* that fixes
* cache problems, since the caching system didn't keep track of
proxy files vs. final renders.
* is a necessary step, to bring back frame blending in speed effect
(the SeqRenderData structure elements are already there)
* will make motion blur render options available within the sequencer!
* this patch also fixes:
* "easy retiming" using speed effects. (in Blender 2.49, you could
add a speed effect and resize the source track to retime it to that
length)
* adds labels for the Original dimensions for Image + Movie tracks
(worked in 2.49, too)
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* Added the options in UI and RNA
Funny Note: This was on my own to-do list (see commit 20577 in the py file from 2009-06-02 when I ported the UI from C to Python) :P
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- removed print which was before NULL check, (possible crash)
- add execute hooks for the python console (not used by any scripts yet)
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