Age | Commit message (Collapse) | Author |
|
- blends from current weight into alpha zero.
- uses brush alpha & curve.
- respects weight paint vertex/face select modes.
- updates realtime.
Access With
- Alt+LMB (linear gradient)
- Ctrl+Alt+LMB (radial gradient)
note:
- WM_gesture_straightline_* are used but not well suited to this task, may end up replacing with own modal operator.
- Key handling works but needs to be done better.
|
|
(feature lost since July)
|
|
|
|
by mistake.
removed RNAMeta mixin class since you cant register subclasses.
also some minor code cleanup
|
|
New Bone option: "Relative Parenting".
This makes Child-Objects of Bones transform similar to how deformations
of bones are calculated. Allows to move bones in editmode to set pivot.
The option is in Bone Panel, with clear label.
It is ON now by default when you add new bones
Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's
very useful.
|
|
utility property for getting links to or from a node socket, as discussed on bf-committers:
http://lists.blender.org/pipermail/bf-committers/2012-December/038555.html
Note: NodeTree and Node currently use standard python classes generated by bpy for now. The customnodes branch defines such classes as well, with specialized metaclasses for use with ID properties. Not needed in trunk yet.
|
|
- Recoded soft shadow drawing for menus, giving better predictable results
(and round off nicer on top side, was looking bad still)
- Brought it under DPI control
- Added Theme setting to control size and strength for it.
Max size 24 pix:
http://wiki.blender.org/index.php/File:MenuShadow.png
|
|
them internally.
- yes, this does break scripts, but the api is marked experimental.
ED_region_draw_cb_activate() adds a callback to a region type whereas the api made it look like the callback was being added to the region instance.
Use a class method on bpy.types.Space to manage region drawing, eg.
was:
self._handle = context.region.callback_add(draw_callback_px, args, 'POST_PIXEL')
is now:
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
|
|
|
|
blenders context),
which restricts bpy.context and bpy.data.
enable this for loading scripts in 'startup' too.
|
|
|
|
|
|
from: Blender ICONS - v.2.5.08 (GPL).svg
also updated the shell script.
|
|
|
|
Since the window manager is needed for keymaps this is kept as an exception.
some addons will need updating, but in every case I've seen addons should not be accessing the context while registering.
(bad stuff! - declaring the scene as a global variable - which crashes when the users loads a new file, manipulating the active object or scene... tsk tsk)
|
|
include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
|
|
- Exported via Inkscape a 16 and 32 pixel bitmap version
- Use these as mipmap levels for OpenGL texture drawing.
- Changed code to get right sizes for drawing icons - better than last week's method.
Todo:
- Custom icons don't work yet (old one)
- Missing icons in the svg
- The .sh script for inkscape needs changed to support this
(now do manual saving)
|
|
tooltips was wrongly bound to iface option, not tooltips one, and recent changes in r53119 were incorectly using BLF_pgettext, made them simpler by using CTX_IFACE_ macro).
Also fixed CTX_FOO_ macros when building without i18n, those were kinda wrong.
And hid i18n ui section in userpreferences when built without its support too.
|
|
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
|
|
frames.
|
|
Default size for bitmap now is 32x32 pixels. Code change for higher densities is easy,
all under review. Let's first check this!
|
|
in world space to give correct selection. Also set selected object to active.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Notes and image:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
- now each editor has own settings for "show panel header" and
"show panel background", and colors+alpha for this.
- this setting used to be global for all editors, but it can conflict
with looks of specific editors.
- Now you can set for editors to show panels with a 100% transparent
tool/properties region.
Note: read XML theme files now might get an error, Campbell will fix.
|
|
center prvicons.svg so the resulting image is sized properly.
|
|
http://projects.blender.org/tracker/index.php?func=detail&aid=29681&group_id=9&atid=127
The solver was mostly implemented by John Mansour at VPAC, with help from me and with funding from the AutoCRC. The SPH formulation is due to Gingold and Monaghan, and the smoothing kernel is due to Wendland.
This solver does not replace the old one; it is available as an option. Note that the new solver uses different units than the old one. The patch page has a couple of attachments that can be used to test the new solver, particularly sphclassical_dam_s0.01_grav.blend (ignore the earlier tests). The simulation in that file compares well with a physical experimental dam break; details in a paper by Changhong Hu and Makoto Sueyoshi, also referred to on that page.
|
|
Based on patch [#30837] UV Offset Modifier
by Pawel Kowal (pkowal)
- Allows you to setup a transformation between objects to apply to UV coords.
- Option to select which axis apply to U/V.
- Option to select the UV center (needed for transformations that scale or rotate).
- Uses from/to objects in a similar way to the Warp modifier.
- Vertex group can be used to adjust influence.
|
|
|
|
|
|
* Made SVG versions of the NLA solo (star) icons. These are much nicer than the hack 'n slash bitmap versions, but could still do with some polish. The svg is too heavy to do fine tweaks here.
* Ported over the mute/graph-visible icons
* Recreated Drivers icon
* Moved Blender icon from AD1/DA1 to AD16/DA16, as per the trunk icon sheet
|
|
add additional icons to the svg.
|
|
|
|
|
|
split SVG in two to match the PNG's.
Original URL: http://pixel-sized.blogspot.nl/2012/05/two-years-of-absence-here.html#more
|
|
|
|
channel caused themes not to load.
|
|
the time step size) for fluid simulations. Previously, the "subframes" parameter was not available when the adaptive time step was enabled; now they can both be set. The two settings can be used together to greatly increase simulation stability.
|
|
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
Short list of main changes:
- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
This allows keeping UI and data without actual saves, until you actually save.
When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v).
Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards.
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
Old option is called "Save Startup File" the new one "Save User Settings".
To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
This also fixes "Continuous Grab" for OSX. (error since 2009)
|
|
|
|
operators basically have the same functionality as the 'Add' menu (which currently does not even use operators itself). They can be used in customized tools.
The node_add_move operator is an extended variant which starts the (modal) transform operator right after adding a node, as a quicker way of inserting nodes in a tree.
|
|
|
|
Select All actions.
Previous actions and descriptions were confusing, e. g. UnLock All used the description of Deselect All.
|
|
|
|
|