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2011-04-12The Epic Blender 2.57 first stable commit! :)Ton Roosendaal
Let's do a quick last check if things work, call for release will be done shortly on bf-committers. Thanks everyone for making it possible!
2011-04-10Redid the previous startup.blend changes by ThomasTon Roosendaal
(icon for material, 1 console). A windows tmp path crept in somehow...
2011-04-10Startup blend:Thomas Dinges
* Default material missed the mat preview icon.
2011-04-10Startup blend:Thomas Dinges
* Removed the second console in the "Scripting" Screen Layout.
2011-04-04Startup.blend update:Ton Roosendaal
- Clip in 3d window now 1000 (2nd try :) - Raytrace "Instances" default
2011-04-03Startup.blend updateTon Roosendaal
- make outliner search unrestricted - clip-end not on 5000 (zbuffer errors), but on 1000 - disabled continious grab - "duplicate action" default on - addon svg import default on
2011-03-14change addon defaults.Campbell Barton
- export uv layout enabled. - 'render_netrender' enabled (still needs being made into an addon). - export camera data disabled.
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-27== UI icons ==Andrea Weikert
* Moved ICON_BLENDER away from (0,0) spot in blenderbuttons, since ICON_BLENDER=0 define is conflicting ICON_NULL define as well as with logic checks for nonzero icon id. * This solved bug where ICON_BLENDER can't be set from Python as well as when using new UI functions from within Blender.
2011-01-30remove nan-makefilesCampbell Barton
2011-01-14new startup.blend with official io addons enabled,Campbell Barton
also include STL since this is an important format which we can support officially.
2010-12-29Part one of 2.56-beta release commitTon Roosendaal
(Splash picked by Durian team to honour team Argentina!)
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-10IRC report fix:Ton Roosendaal
Text edit mode (3d): brought back the ALT+Backspace mode for typing accented characters. Works with an operator property, so the hotkey for it is free to define. Example: type 'a', alt+backspace and then 'o' works to combine characters with ' ` ~ o / and ^
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-12-03fix for some pedantic warnings.Campbell Barton
2010-11-30bugfix [#24798] Texture panels are shown in wrong orderCampbell Barton
2010-11-12Getting BLF to work with the Blenderplayer.Mitchell Stokes
2010-10-27Commit new splash and bump version. Ready for tagging!v2.55Nathan Letwory
2010-10-23use explicit file paths for CMake rather then globing, This is recommended ↵Campbell Barton
by cmake devs. globbing vs explicit is discussed here. http://www.cmake.org/pipermail/cmake/2008-December/025694.html Practical implications are: - developers need to keep CMakeLists.txt files up to date. - Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-09-30bugfix [#24062] draw_view_icon() brokenCampbell Barton
icons needed adding to the new theme
2010-09-11Fixed the splash screen: previous had incorrect colour, typography, no ↵Matt Ebb
transparent header.
2010-08-11Update address in license block.Guillermo S. Romero
2010-08-04updated brush options from last commit so they are filtered correctly ↵Campbell Barton
(sculpt brushes only available in sculpt mode)
2010-07-27Fix #23014: 3d view pivot point default was bounding box instead ofBrecht Van Lommel
median point as in 2.4x.
2010-07-22== Sculpt/Paint Fixes ==Jason Wilkins
* Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-21* enabled tablet pressure for strength for all brushesJason Wilkins
2010-07-21* Polish preset did not enable tablet pressure for strengthJason Wilkins
* Turned off 'Front-Face Only' for all brushes, it needs more testing * Added brush icons for other paint modes * Moved 'tool' panel to bottom of all paint modes * Moved 'appearance' panel to be next to bottom * Moved brush selector panel to top of all modes * Closed all panels except the brush selector panel * Turned off X symmetry
2010-07-202.5 Beta splash screen.Brecht Van Lommel
2010-07-20Fixed linking order for datafiles in scons (introduced with Rev 30531)Peter Schlaile
(blenkernel references the icon data files and had lower priority...)
2010-07-20* Made the default sculpt icons an internal part of the executableJason Wilkins
* Default icons can be selected from a menu * Option to make a custom icon from a file is present but the UI is disabled because of a mysterious crash * New startup.blend that has the appropriate icons selected
2010-07-20Attempt #3 for sculpt startup.blend.cJason Wilkins
Since the icons were renamed had to rename them in startup.blend Issue: now the icon images will show up in image menus
2010-07-20* Attempt #2 for new startup.blendJason Wilkins
* This file has the default filenames for the sculpt icons * Note: This does not contain code to make sure that icons get installed to 2.52/datafiles/brushicons so they can be loaded properly
2010-07-19Fix startup.blend, this was made from a regular blend file, notBrecht Van Lommel
the one saved when saving user preferences. I've left out the brush icons. It's really not acceptable to have these as image datablocks. Having these packed would also mean increasing the size of every .blend file by 650 KB. They should be loaded from the datafiles directory.
2010-07-19* new factory defaults include Eclectiel's sculpt icons and new default ↵Jason Wilkins
brush settings for the new GSoC sculpt tools
2010-07-132.5: startup.blend changes, these should all be consistent with new datablocks,Brecht Van Lommel
mostly the startup.blend was trailing behind. Also renamed B.blend.c. * Lamp shadow buffer was Classical instead of Classical Halfway. * Point Lamp was named "Spot". * Render resolution is 50% 1080p. * Scene and material bake/use tangent space normal maps. * Remove empty text datablock. * Enable auto ray bias on material. * Change default material diffuse color to match new material. * Mist start/depth from 0/0 to 5/25 so it does something. * AO uses Add instead of Multiply. * Change world colors for new world same as startup.blend. * Default cube rotation was 0,-0,0 now 0,0,0. * Enable relative/filter/hide files in user preferences.
2010-06-07Made the operator panel larger to make more space for the operator settings. ↵William Reynish
Was always too small before.
2010-06-06finish cleanup to cmake editors, also removed some stuff from scons thats ↵Campbell Barton
not needed.
2010-06-04have cmake build editors as different libs like scons and nan-makefilesCampbell Barton
2010-05-27Progress indicators for threaded jobsMatt Ebb
Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-05-10Turned on auto-execute python scripts by default, as agreed in recent meeting.Matt Ebb
Also added notice to download page: http://www.blender.org/download/get-25-alpha/ Which links to here, too: http://wiki.blender.org/index.php/Doc:2.5/Manual/Introduction/Installing_Blender/Security
2010-05-03Updated icon set, thanks jendryzch!Matt Ebb
2010-04-29Set all brushes default distanceDaniel Salazar
Edit mode back geometry occlusion on Render size to %100 (%25 default is confusing) Allow negative frames disabled by default (the use cases of this are very few for it to be on by default)
2010-04-28Manipulator combo was a bit too much cluthering for default, revertingDaniel Salazar
that. Enabled grease pencil smooth stroke
2010-04-28- Increased default 3D View clippingDaniel Salazar
- Default cube properly selected - Using transform manipulator combo (loc/rot/size) - Default sculpt brush spacing was too wide (jagged strokes)
2010-04-28Tweaking of default preferences: Playback FPS on, larger miniaxis, bitDaniel Salazar
faster smoothview, third scene lamp ON (shading looked completly dark from below)
2010-04-18== sequencer ==Andrea Weikert
* new icon for split view (at least temporary) * icon buttons in header rather than popup menus for better efficiency (can easily be changed in python UI script again)
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-04-16Turned off 'Emulate 3 button mouse' in default startup blend.Matt Ebb
In this day and age most people have 3 button mice, so this option can now be the exception not the rule - causes enough issues with conflicts. This commit won't disturb existing saved configs.
2010-04-14* Interaction PresetsMatt Ebb
This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.