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2012-06-06Changed semantic of recently added start_frameSergey Sharybin
Now it's indicates at which scene frame number movie clip starts playing back. This this setting is still belongs to clip datavlock and used by all users of clip such as movie compositor nodes, constraints and so. After long discussion and thoughts about this it was decided that this would match image's current behavior (which initially seen a bit crappy), but that's actually allows: - Keep semantics of start frame in image and clip datablocks in sync - Allows to support features like support of loading image sequences with crappy numbers in suffix which doesn't fit long int. - Allows to eliminate extra boolean checkbox to control such kind of offset. Hopefully from pipeline POV it wouldn't hurt because idea of having this things implemented in original way was working only if sequence before processing started naming form 001.
2012-06-06Transform Locks UI:Thomas Dinges
* Some beautifying and cleanup to show X, Y, Z label. This fixes [#31717] Transform Locks panel -> no x,y,z coordinates are displayed
2012-06-06Cloth: Add support for "Self Collision Vertex Group".Daniel Genrich
Self collision vertex groups enable artists to exclude selected vertices from getting involved in self collisions. This speeds simulations and it also resolves some self collision issues.
2012-06-05operator to reset feather weights on all shape keysCampbell Barton
2012-06-05Configurable start frame for movie clip datablocks as alternative to ↵Sergey Sharybin
automatic start frame number Number of start frame in opened image sequence used to be distinguished automatically in a way that file name used on open would be displayed at scene frame #1. But sometimes it's useful to have it manually configurable (like in cases when you're processing image sequence and replacing clip's filepath to postprocessed image sequence and want new clip to show at the same frame range as it was rendered from). Added Custom Start Frame flag to movie clip (could be accessed from Footage panel in clip editor) and Start Frame which means number of frame from sequence which would be displayed at scene frame #1. For example if you've got clip pointing to file render_00100.png and Start Frame of 100 this file would be displayed at scene frame #1, if Start Frame is 1 then this image would be displayed at scene frame #100,
2012-06-05shrink/fatten transform for mask - adjusts the feather weight.Campbell Barton
works in proportional editmode too.
2012-06-05mask editingCampbell Barton
- clear feather weights (alt+s) - fix for glitch where placing the feather would jitter.
2012-06-04abbreviate mask-editing to mask-editCampbell Barton
2012-06-04picky change - rename keymap since there is no 'mask editor'Campbell Barton
2012-06-04mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and ↵Campbell Barton
myself. see: http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor note - mask editing tools need continued development, feather option is not working 100%
2012-06-04patch [#31644] Py Console: Indent and unindent independent of cursor ↵Campbell Barton
(aligned) [Tab / Shift + Tab / Ctrl + Tab] from Sebastian Nell (codemanx)
2012-06-03use fnmatch for reference globing rather then regex - regex overly ↵Campbell Barton
complicates simple cases and wasnt being taken advantage of.
2012-06-03quiet warningsCampbell Barton
2012-06-02experenental manual linking from the UI. realize this is an issue which is ↵Campbell Barton
not agreed on so probably this will be disabled for release. the data is stored here so more dev can commit: ./release/scripts/addons/modules/rna_wiki_reference.py
2012-05-31Fix #31658: missing properties in key configuration export, hidden propertiesBrecht Van Lommel
should be exported as well, not sure why this was disabled, it's supposed to only affect UI hiding.
2012-05-30BGE #30734: add support for physics linear and angular thresholds and ↵Benoit Bolsee
deactivation time from python and GUI. ======================== The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s) under which a rigid body will go to sleep (stop moving) if it stays below the limits for a time equal or longer than the deactivation time (sleeping is disabled is deactivation time is set to 0). These settings help reducing the processing spent on Physics during the game. Previously they were only accessible from python but not working because of a bug. Now the python functions are working and the settings are available in the Physics panel of the World settings when using the Blender Game render engine. Python API: import PhysicsConstraints PhysicsConstraints.setDeactivationLinearTreshold(float) PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29Fix #31633: select pattern operator did not mention [abc] wildcard, alsoBrecht Van Lommel
documented the operator more detailed in wiki now. http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Objects/Selecting#Other_Menu_Options
2012-05-29Massive Code cleanup:Thomas Dinges
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore. * DNA structures are kept, all read/writefile code is gone.
2012-05-29BGE patch #28476: Character object physics typeBenoit Bolsee
=============================================== This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision. "Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used. See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9 for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object. Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28bpy.utils.time_to_frame() and frame_to_time() utility functions.Campbell Barton
2012-05-27style cleanupCampbell Barton
2012-05-27style cleanup: nodes, also rename chunksize -> chunk_sizeCampbell Barton
2012-05-27[#31607] Collada: (Exporter) Implementation of 'use Object Instantiation' OptionGaia Clary
2012-05-26add vector versions of hsv_to_rgb, rgb_to_hsv & rgb_to_hsv_compatCampbell Barton
2012-05-26patch [#31578] Standard-conformal sets for .report() and operator return valuesCampbell Barton
by Sebastian Nell (codemanx) This patch contains many changes - mostly to addons committing this correction to trunk.
2012-05-26solidify option to flip normalsCampbell Barton
2012-05-26initialize bake action vars from contextCampbell Barton
2012-05-26SVN maintenance.Guillermo S. Romero
2012-05-25Removed setting of filepath from Operator Preset for the Collada Exporter ↵Gaia Clary
(Second Life presets)
2012-05-25Added a Factory Operator Preset for the Collada Exporter (Second Life presets) Gaia Clary
2012-05-253D View: add Backface Culling option, to hide faces when seen from the back ↵Brecht Van Lommel
side, found in the Display panel. Patch by Simon Kirk and Irie Shinsuke, refactored to also work for non-mesh objects and avoid globals.
2012-05-24style cleanup: brace placement/newlinesCampbell Barton
2012-05-24style cleanupCampbell Barton
2012-05-24Restoring Group Colours for Animation Channels - Part 1Joshua Leung
This commit restores the group colours support for F-Curves and F-Curve Groups in the DopeSheet and Graph Editors. Currently the relevant settings for groups are only exposed via RNA, but a followup commit will add support for automatically setting these colours. By default, DopeSheet and Graph Editors are set to display these colours if/when they are available. This functionality used to be in 2.48, and is a useful mechanism for visually distinguishing between channels for different controls when animating (if group colours are used on the rigs too).
2012-05-23Finish changes in up/down arrows for menusSergey Sharybin
Restored single triangle for special menus, which still isn't perfect but probably makes more sense. Added drawflag bit flags to button, which is currently used to declare, that button need to have up/down arrows. This is needed because it's tricky to distinguish if button should have such arrows. For example, ID search buttons is a simple block button which doesn't directly mean it'll have pop-up menu and not all buttons which cases pop-up menu to display need to have such arrows. So currently only ID selector button is forcing up/down arrows to be displayed, all the rest buttons now behaves in the same way as it used to be before.
2012-05-23Motion Paths Gui - Restoring a "Calculate" button to the Motion Paths panelJoshua Leung
Iterating on previous design, a Calculate button is now present in this panel again. Most people just wouldn't have a clue to try the toolbar...
2012-05-22Long old UI annoyance:Ton Roosendaal
The up/down triangle icon for menus was not drawing when a menu had an icon; even though space was reserved there. Note: this can only work now with removing the ugly "down triangle" icon from buttons like next to the Material list box (button pops up menu with tools). Looks nicer this way anyway.
2012-05-22Add skin modifier: DNA, RNA, UI, and MOD_skin.c implementation.Nicholas Bishop
Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier Implementation based in part off the paper "B-Mesh: A Fast Modeling System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji, Ligang Liu, Yigang Wang) Note that to avoid confusion with Blender's BMesh data structure, this tool is renamed as the Skin modifier. The B-Mesh paper is current available here: http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/ The main missing features in this code compared to the paper are: * No mesh evolution. The paper suggests iteratively subsurfing the skin output and adapting the output to better conform with the spheres of influence surrounding each vertex. * No mesh fairing. The paper suggests re-aligning output edges to follow principal mesh curvatures. * No auxiliary balls. These would serve to influence mesh evolution, which as noted above is not implemented. The code also adds some features not present in the paper: * Loops in the input edge graph. * Concave surfaces around branch nodes. The paper does not discuss how to handle non-convex regions; this code adds a number of cleanup operations to handle many (though not all) of these cases.
2012-05-22Add skin modifier icon created by Julio Iglesias.Nicholas Bishop
Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
2012-05-22A number of new features for the node editor in general and the Frame node ↵Lukas Toenne
in particular. For an detailed user-level description of new features see the following blogpost: http://code.blender.org/index.php/2012/05/node-editing-tweaks/ TL;DR: * Frame node gets more usable bounding-box behavior * Node resizing has helpful mouse cursor indicators and works on all borders * Node selection/active colors are themeable independently * Customizable background colors for nodes (useful for frames visual distinction).
2012-05-22expose absolute shape keyblock interpolation in the uiCampbell Barton
2012-05-22Add input sample averaging to PaintStroke.Nicholas Bishop
Averages input samples to make the brush stroke smoother. Only mouse location is averaged right now, not pressure/tilt/etc. The DNA is in struct Paint.num_input_samples, RNA is Paint.input_samples. In combination with PaintStroke usage this change applies to sculpt, vpaint, and wpaint. The range of useful values varies quite a bit depending on input device; mouse needs higher values to match tablet pen, so set max samples pretty high (64). Release note section: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Input_Stroke_Averaging
2012-05-21change name length from 32 to 64, perhaps we should have some constant here ↵Campbell Barton
bpy.constants.NAME_MAX ? - but this hardly ever changes. also hide allow overlap option for adding sequence strips, this was only intended for api use
2012-05-20Renamed the COLLADA Import/export labels to 'Collada (Default)' to make it ↵Gaia Clary
better separatable from target specific exporters
2012-05-20Sequencer UI:Thomas Dinges
* Some consistency tweaks.
2012-05-20Sequencer UI:Thomas Dinges
* Code cleanup * Fixed wrong label for Inverse Select in the Select menu * Some layout tweaks for space saving and avoid abbreviations in the UI. * "Image Offset" and "Image Crop" buttons were there twice, once in the Strip Input panel and once in the Effect Strip panel, show it in the Strip Input panel only now. * Commented the third input fields ("input_3"), only used by the deprecated plugin system according to an RNA comment.
2012-05-193D View UI:Thomas Dinges
* Remove redundant "Delete" for Edge Loop in the Delete (X) menu.
2012-05-18Add "Install Theme" button in user preferences, patch #31505 by Julien Duroure.Brecht Van Lommel
2012-05-18add option for screw modifier to smooth shade. (renamed smooth_shading to ↵Campbell Barton
use_smooth_shade for remesh modifier too)
2012-05-18Add smooth-shading option for remesh modifier.Nicholas Bishop
The remesh modifier doesn't currently get any data from original faces, so even if the input mesh was entirely smooth none of the output faces would be. Solved by adding a new dna-flag/rna-bool/UI-checkbox to smooth shade the output. Requested by Daniel Salazar.