Age | Commit message (Collapse) | Author |
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gains when using really heavy files
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for Auto-keying from the UserPrefs, I forgot to remove the option from
the UI there.
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pinning the texture properties gave python errors.
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* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
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ID's and meshes both have update functions, call the meshes rather then update_tag() for recalculating edges.
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Render engine postprocess property was not named properly
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GPLv2 or later.
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When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
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Did some reorganization of the Game buttons, made a new "Display" Panel.
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* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
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well as anisotropic friction.
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updating and scene.update() executes the update.
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own recent mathutils updates broke this script.
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of arguments
noticed by Shinsuke Irie (irie)
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More debugging info with -d
Also fix some conditions that didn't check the proper list in the ui.
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* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
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Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)
This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.
Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
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Migrating "redraws" settings from TimeLine view data to per Screen.
The options are now still shown in the TimeLine "Playback" menu
though.
This means that whatever redraw settings you set in a TimeLine editor
will be used throughout a screen (i.e. editor layout) to determine
which editors will get updated during playback, instead of only
certain editors doing certain things at vague times.
---
Also, I moved some version patches pre 2.56 version bump into a
version-check for 2.56. These must've been missed when doing the
release...
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While animating, I realised that actually the 'only selected' and
'include hidden' DopeSheet filtering options are also useful in the
Action Editor, especially while tweaking the animation for some
characters, where you'd like to focus only on some of the character's
control (i.e. eyelid tweaks, hand tweaks, etc.).
The other DopeSheet filtering options aren't so relevant here, so I've
excluded them from this.
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Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to
browse screens or switch scenes nicely.
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on all files in a directory and optionally save out blend files for inspection.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
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Keyframes" operator
Probably this was missed off, since the DopeSheet doesn't have this
functionality
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added option to overwrite.
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paths as well as strings, support this with blender/rna too.
- bpy.data.*.load() functions were only accepting UTF-8 paths.
- rna functions/properties now accept byte values rather then strings for file paths.
- bpy.path.resolve_ncase now supports byte objects.
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operator to get the correct behavior for center backdrop
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Inlined backdrop's zoom ui limits and hard limits so that
going to minimun and going back to 100 works
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* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense.
* Added a missing notifier for the Node backdrop move operator.
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Alpha blending can be enabled by a button when "Use Backdrop" is selected.
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Better handling of FSAA when downloading results and on slaves.
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oldbump -> original
newbump -> compatible
*new* -> default (3tap)
*new* -> best quality (5tap)
the latter two have an option to apply bumpmapping in
viewspace - much like displacement mapping
objectspace - default (scales with the object)
texturespace - much like normal mapping (scales)
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were getting formed wrongly
Although the RNA paths for the custom properties could get evaluated
correctly, keyframe status highlights in buttons didn't always work
correctly, and would lead to a duplicate F-Curve for the same setting
getting created.
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This commit introduces a new Keying Set: "Whole Character", which is
specially designed for character animators blocking out their
animation. It should make animating with rigs such as the Sintel rigs
(and other "mainstream" setups, though others may also work with a few
modifications) much easier.
It automatically determines which properties on every bone in the
active rig should be keyframed, avoiding an initial set up step where
properties may be missed, or non-animatable properties are also
needlessly keyframed. To do this, it relies on several rules:
1) All bones in the armature, regardless of visibility status are
considered, so that hiding some layers on some keyframes then
keyframing them later won't create problems with earlier poses
changing
2) Bones starting with certain prefixes, i.e. DEF, MCH, VIS, etc. (the
full list is available in the code for this, and can be/is meant to be
modified by riggers in their own versions as they see fit), so that
some bones on hidden layers which shouldn't be seen by animators are
not keyframed
3) Locked transforms AREN'T keyframed
4) All custom properties ARE keyframed - currently this is the best we
can do, as it's hard to tell if they're needed or not, or even if
they're already driven.
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Potential fix. Absolute windows path weren't detected as absolute on linux.
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Decreasing timeout and increasing refresh period
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Patch by Wintch Analyzer
Someone change an attribute name and this wasn't updated
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make all templates pep8 compliant.
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currently reviewing the UI for this, so more changes related to this
should be coming...
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a label. It should be less obscure now
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make Frame Old / Frame New remapping settings always visible as they
aren't really a part of framerate settings
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Balbio, changes by me.
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While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts.
This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
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* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter.
* Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled.
* There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
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* Emission tab was shown without particle settings.
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