Age | Commit message (Collapse) | Author |
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I'd disabled this for 2.68 since it caused bug [#36109].
This fix now only enabled text activation for popups. (so the toolbar textboxes are skipped)
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simulation has been disabled
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appropriately
This means that it will no longer be possible to accidentally load a nodetree action in
the Action Editor (object-level actions only), resulting in F-Curves getting
invalidated/disabled.
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selected but not the mid-point.
only one of the handles would be changed to the HD_FREE.
effected curves and fcurves.
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linestyles in some places.
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length of the array is only used to check if the property is an array or not.
(this isnt reliable since arrays can be zero length).
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DopeSheet.
This could happen when a line style is shared by multiple linesets within a scene.
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appear in Graph Editor.
The channels define code in ANIM_init_channel_typeinfo_data() was not synchronized with the
definition of channel types (eAnim_ChannelType) in ED_anim_api.h.
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* 'Show Debug' now enabled for all newly created drivers. For most users, it is
useful to be able to see this to help figure out what's going on
* Removed failed experiment of creating new drivers with Generator FModifiers. I
had hoped that this would make it easier to create drivers that doubled or
halved the input values, but that has proved to not be the case, and instead
made harder for most users to set things up (as they'd have to remove these
first).
Now, when adding drivers from the UI, these get created with two keyframes (at
(0,0) and (1,1) for a 1-1 mapping), which can be easily tweaked normally.
However, for backwards compatability of scripts (notably rigify, and perhaps
some others out there), when creating drivers from scripts, they will still get
created with Generator FModifiers for now. We can review this situation again
for 2.7, but for now it seems ok.
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sizeof() use in BLI_array.h
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Use proper RNA API function that was designed to be used in this case instead of
using ugly syntax
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wasn't checking if RNA_path_resolve() succeeded.
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indent.
also indent case's within the switch (we already did both of these almost everywhere)
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BLI_testextensie_glob every time in the file selector with a blank string.
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using "Auto Keying" + "Insert Available Only"
Patch from Campbell.
The problem was that NLA offset/mapping correction was only done when no
destination action was supplied to insert_keyframe(). In most cases, this is not
a problem, since all normal keyframing goes through keyingset or the insert-
button operators, and these just pass action=NULL (since they're too lazy to
look it up). However, there is one situation where this bug gets triggered (the
specific combination of autokeyframing and "insert available only"), where the
caller of insert_keyframe() actually passed in an action (to prevent it from
creating one itself!).
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also minor style cleanup
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Patch #35889 by David Jeske.
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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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There were an issues with data structures defined in headers
and being used by both C and C++ on systems with stdbool
unavailable.
This happened because bool in this case will be defined as
unsigned int, which is 4 bytes. But C++'s bool is only 1
byte and this lead to alignment issues.
Now bool is always 1 byte, also made sure there's no situation
like bool foo = BitField & BitFlag, which could give overflow
issues. Use (BitField & BitFlag) != 0 instead.
Fixes #35553: Compositor broken (Backdrop & Preview)
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remove MEM_sys_types.h which was a duplicate.
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include conflicts later on.
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* Reverted the changes to code comments, as suggested by Campbell. It makes it more hard to follow.
* Only keep changes to actual UI messages.
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* ShapeKey -> Shape Key. Was called "Shape Key" in most places already.
Pointed out by Dalai, thanks!
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* DopeSheet -> Dope Sheet. No need to glue the words together.
Only changed comments and UI strings, no functional changes. Request by Dalai Felinto.
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Most of the places which relied on RNA_path_resolve() did so believing that if
it returned true, that it had found a valid property, and that the returned
pointer+property combination would be what the path referred to. However, it
turns out that if the property at the end of the path turns out to be a
"pointer" property (e.g. "data" for Object.data), this would automatically
become the pointer part, while the prop part would be set to null. Hence, if a
user accidentally (or otherwise) specifies a path for the single-property driver
variable type like this, then Blender would crash.
This commit introduces two convenience functions - RNA_path_resolve_property()
and RNA_path_resolve_property_full() - which mirror/wrap the existing
RNA_path_resolve() functions. The only difference though is that these include a
check to ensure that what was found from resolving the path was in fact a
property (they only return true iff this is the case), and make it explicitly
clear in the name that this is what they will do so that there's no further
confusion. It is possible to do without these wrapper functions by doing these
checks inline, but the few cases that had been patched already were pretty
hideous looking specimens. Using these just make it clearer and simpler for all.
I've also beefed up the docs on these a bit, and changed these to using bools.
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also change dump_rna2xml.py to dump bpy.data by default.
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Conflicts resolved:
source/blender/editors/mesh/mesh_intern.h
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same frame
also add macros for looping on listbases as if they were circular lists which is handy for cycling over items.
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since an event wasn't added to the queue no redraws we're done when the panel was already open, instead use a notifier.
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