Age | Commit message (Collapse) | Author |
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of it.
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A simple copy-paste error.
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Adding only the .svg file, the PNG can make once the multiview branch is merged.
I wanted to commit this to avoid having conflicts in the .svg file if
someone works on new icons too.
The new icon is at X-23
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for border edges.
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mode.
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Was using edge-slide & remove-doubles but this was error prone since remove doubles could fail in some cases or find doubles where it shouldn't (with very small scale objects).
This gives more predictable behavior when the edges of a loop wouldnt slide (in that case they would just drag over to one of the sides with no user control)
and multiple edge loops work better too. eg:
- http://www.graphicall.org/ftp/ideasman42/edge_loop_del_update.png
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if the points in font of the camera and avoid divide by zero.
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bpy_extras.object_utils.world_to_camera(scene, obj, coord)
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the Parameter Editor mode. The Material Boundary toggle button takes
effect only in the Python Scripting mode. Instead the Parameter Editor
mode automatically determines which edge types need to be computed on the
basis of user-specified line selection criteria in terms of edge types.
Problem report from Light BWK through personal communications, thanks!
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problem was the keymap failed to import but didnt give any feedback, now it displays error message.
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* Added a node to convert wavelength (in nanometers, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
* Code cleanup:
** Moved color functions (xyz and hsv) into dedicated utility files.
** Remove svm_lerp(), use interp() instead.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wavelength
Example render:
http://www.pasteall.org/pic/show.php?id=53202
This is part of my GSoC 2013. (revisions 57322, 57326, 57335 and 57367 from soc-2013-dingto).
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and strength (for the basic default node setup, this can't work with with
arbitrary nodes).
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Added UNDOflag to the wrong operator..
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linked via material
Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.
As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
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been saved.
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- script execution is off by default
- if a blend file attempts to execute a script
this shows a message in the header with the action
that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.
- the file selector will always default to use the trust setting in the user preferences,
but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).
- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.
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* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
Example render:
http://www.pasteall.org/pic/show.php?id=53202
ToDo:
* Move some functions into an util file, maybe a common util_color.h or so.
* Test GPU, unfortunately sm_21 doesn't work for me yet.
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previously used to extend the node Add menu, now the node categories system is used instead.
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types works now (this comment was causing some confusion in the past).
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custom_nodes.py template script.
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This does not work properly due to the fact that node groups don't have a single registerable base class any more. The reason for
that is that RNA does not support multiple inheritance so the actual node group subtypes (ShaderNodeGroup, CompositorNodeGroup, TextureNodeGroup) can not be derived from both the
ShaderNode/CompositorNode/TextureNode base types as well as a common NodeGroup type ... It is possible however to define node group types entirely in python which avoids the limitations of the RNA system
and is much more flexible, example for this will follow later.
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NodeItemCustom in the categories yet. Such custom items as just ignored for now.
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* Properties, which depend on an enum should be hidden, not greyed out.
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* Skin modifier also wasted quite some space, use dual column layout now.
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* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...
* Also small change for BEVEL modifier UI for more efficient space usage.
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also reset text styles when resetting to the default theme.
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`context` for style vars.
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distance when cycles was selected as renderer.
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critical modification of node trees (create nodes, link, etc.). Transform operators and hide/show type operators are still
allowed, this does not modify actual behavior of the nodes and can be useful for inspecting linked nodes.
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"make group" operator was missing in the new categories system. Added an alternative NodeItemCustom to the standard NodeItem to
allow custom draw functions such as this operator. Used in the group items callback to generate the basic group_make operator call.
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panel).
Without this there was no easy way to get a WYSIWYG copy of a mesh that had shape keys,
since removing them would adjust the mesh.
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- made precision configurable.
- report a warning when doubles are found since they cause problems.
added Polygon.center attribute to avoid calculating in python.
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pulldown menu
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- Ctrl+RMB only worked for edges & faces
- Menu item 'Select Shortest Path' only worked for vertices.
Now Ctrl+RMB works for vertices and the menu item works for verts/edges/faces (depending on the current selection).
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faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
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An optional 'internal' argument was added to the bpy.data.texts.load() operator.
The changes in revision 57153 were reverted, so that the is_in_memory and is_dirty
properties of text datablocks are not editable again.
In the C API layer, BKE_text_load_ex() was introduced to allow for optionally
making text datablocks internal after loading.
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then button causing popup)
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Problem report by Light BWK through personal communications with a
sample .blend file for reproducing the problem. Thanks!
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select-split and unlink-selection did the same thing,
keep select split since it fits closer to mesh editmode and single key access (Ykey).
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a style module file as a text datablock and appending it to the style module
stack.
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to reduce the size and clutter of actual nodes, in the panel it's better to show all meaningful inputs.
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- expose unwrap as a menu (rather then a regular button that pops up a menu)
- move 2 extrude buttons into one menu button, also do the same for the mesh menu.
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define a menu class first.
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