Age | Commit message (Collapse) | Author |
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for plane with image texture
- tile option was broken.
- added basic export of texture/mtex transformation.
- recent mesh update broke material/image export with no UVs
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strings & pedantic warnings.
also minor rename in bvh export
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Mesh properties: Auto Texture space option missing
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defined, but it was outdated
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Issues:
- It looks a bit crowded though, so perhaps we could do without, and
just leave it for the TimeLine only?
- Due to the way the invoke() testing works, the rename operator
called from the menu currently fails. Will need to experiment more
with execution options to find a workaround.
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I've been asked by Giuseppe Ghibò (joeghi) for more icons for Mandriva Linux distro.
I've noticed that some folders had a blender.svg different from the one in scalable/, so made them all the same derived from
scalable/blender.svg
Now each svg file has "document properties" of the right dimensions according to the folder it's in, and the svg is saved so that people
just have to press "export bitmap" in Inkscape in case they need it.
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Code changes are minimal, re-using the code as already was there.
Options are in pulldown menu, or SHIFT+T and SHIFT+ALT+T
Might be that Martin likes to see it different... do we need
a special operatortype for it?
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for colored cube
mostly rewrote mesh export and added support for multiple materials/images, using texface or material images depending on the materials TexFace option.
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- last commit broke export
- more removal of not used functions.
- use twoside mesh setting rather then face flag.
- simplify transformations.
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- mesh creaseAngle was being exported as degrees, should be radians.
- remove unused vars & code.
- indenting was using a for loop, can just multiply a string instead.
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bpy.data.meshes.tag = True
But this was only useful for setting so make it a function for 2.5x.
bpy.data.objects.tag(False)
X3D: use tagging rather then a name dictionary, this fixes a bug where library name overlaps could mix up names.
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use vertex color paint setting to export vertex colors when a material is assigned.
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MedtaBall editmode, 3D window, menu "Select" had an error, unknown
operator for select/deselect. Fix provided by Jonathan Smith
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Due to popular request and usability considerations, this commit
reintroduces functionality similar to 2.4's "Draw Mode" for Grease
Pencil.
In the toolbar under the Draw/Line/Eraser buttons, you can find the
"Use Sketching Sessions" toggle, which enables this feature. This is a
per-scene setting, and defaults to off, so that the current 2.5
behaviour is still the default (i.e. the Grease Pencil operator will
only do a single stroke at a time).
With this option enabled, drawing with Grease Pencil will enter a
semi-modal state where you can draw multiple strokes without needing
to keep holding the DKEY throughout (though you'll still need to do so
to start the strokes, unless you use some toolbar buttons), while
still being able to manipulate the viewport. Header help-text prints
show the appropriate keybindings (i.e. press ESCKEY or ENTER to end
the sketching session).
Notes:
- To aid maintainability of the 3D-View toolbar code, I've taken the
liberty to factor out the groups of widgets which commonly occur in
most of the toolbars into separate functions (namely "Repeat" and
"Grease Pencil"). Perhaps it might make it slightly harder to newbies
to the toolbar code to grasp, though the physics panels are far worse
;)
- I've reshuffled some code in the Grease Pencil code to separate out
the various states of operation again more clearly, though some more
work is still needed there (TODO)
- There can now be only one Grease Pencil operator running at a time
- Redoing Grease Pencil operations where sketching sessions was
enabled still needs work. Namely, a way of delimiting the set of
points recorded into strokes is still needed (TODO)
- Ultimately, it should be possible to switch tools midway through a
session. Currently sessions are limited to only being able to be used
with a single drawing mode (TODO)
- After ending a drawing session, the titlebar contols may not work on
Windows without manually making the main window lose focus and then
regain (i.e. click on some other window in toolbar, then come back).
This may be related to (bug #25480)
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& small pep8 changes.
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move Object.update(...) to ID.update(). since depsgraph update function can now be called on ID types.
also changed how update flags work.
obj.update(scene, 1, 1, 1)
... is now
obj.update({'OBJECT', 'DATA', 'TIME'})
Don't pass scene anymore. This was used for recalculating text but I think this is better dont in a different function.
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at all, instead assign the action manually.
Also added bpy.path.display_name_from_filepath(), since filepaths are not ensured to be utf8.
same as calling: os.path.splitext(os.path.basename(name))[0].encode("utf8", "replace").decode("utf8")
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Experimental tweak for the "Object Constraints" tab so that it now
shows a warning message instead of the "Add Constraints" button when
the active object is in Pose Mode. Hopefully this will further
alleviate any confusion over Object vs Bone level constraints.
Todo:
While coding this, I noticed that we currently don't have any way of
making help-text labels in UI panels which can span multiple lines
(word-wrapped or manually split). Probably not a critical issue, but
it would be nice for completeness...
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- move boxpack struct out of the public header.
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recent change made to mathutils).
minor improvements/cleanup to exporters.
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* Massive reorganization of pointcache code, things are now cleaner than ever.
* For all but smoke the cache is first written to memory when using disk cache and after that written to disk in one operation. This allows less disk operations and the possibility to compress the data before writing it to disk.
* Previously only smoke cache could be compressed, now the same options exist for other physics types too (when using disk cache). For now the default compression option is still "no compression", but if there aren't any problems this can be set to "light compression" as it's actually faster than no compression in most cases since there's less data to write to the disk. Based on quick tests heavy compression can reduce the file size down to 1/3rd of the original size, but is really slow compared to other options, so it should be used only if file size is critical!
* The pointcache code wasn't really 64bit compatible (for disk cache) until now, so this update should fix some crashes on 64bit builds too. Now all integer data that's saved to disk uses 32 bit unsigned integers, so simulations done on 64bit should load fine on 32bit machines and vice versa. (Important disk cache simulations made on 64bit builds should be converted to memory cache in a revision before this commit).
* There are also the beginnings of extradata handling code in pointcache in anticipation of adding the dynamic springs for particle fluids (the springs need to be stored as extradata into point cache).
* Particles were being read from the cache with a slightly wrong framerate. In most cases this probably wasn't noticeable, but none the less the code is now correct in every way.
* Small other fixes here and there & some cosmetic changes to cache panel, but over all there should be no functional changes other than the new disk cache compression options.
* This whole re-organization also seems to fix bug #25436 and hopefully shouldn't introduce any new ones!
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from Dan Eicher (dna)
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- rename functions from camel case.
- added docs for undocumented methods.
- minor functional changes with exceptions and accepting 3d/4d vectors where it makes no difference.
Renamed:
- geometry.Intersect -> intersect_ray_tri
- geometry.ClosestPointOnLine -> intersect_point_line
- geometry.PointInTriangle2D -> intersect_point_tri_2d
- geometry.PointInQuad2D -> intersect_point_quad_2d
- geometry.LineIntersect -> intersect_line_line
- geometry.LineIntersect2D -> intersect_line_line_2d
- geometry.BezierInterp -> interpolate_bezier
- geometry.TriangleArea -> area_tri
- geometry.QuadNormal, TriangleNormal -> normal
- geometry.PolyFill -> tesselate_polygon
- geometry.BoxPack2D -> box_pack_2d
- geometry.BarycentricTransform -> barycentric_transform
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rotation orders.
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- write compatible eulers (no jumping as eulers change).
- write FPS.
- correct poll function incase bvh export is called without an armature.
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Made anim_start / anim_endofs editable again within UI.
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- the invert flag was only being used for multi-modifier, but there is no reason not to use this in normal cases as well.
- Armature modifier RNA name 'vertex_group' was incorrectly named 'vertex_group_multi_modifier' (own fault), confusion was caused by 'invert_vertex_group_multi_modifier' which was correct.
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"Numpad 1" shortcut to set preview view zoom to 1:1 (i.e. 100%) did
not exist in View menu. While investigating this, I found that the
operator was missing a description/tooltip, so added one too.
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- rather then use unlink="None", just don't pass unlink as a keyword. This is more pythonic.
- added an RNA flag for properties which cant be unlinked by setting to None.
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fine, otherwise no problem.
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(prvicon png was already commited as datatoc)
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