Age | Commit message (Collapse) | Author |
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- remove MEM_guardedalloc.h from header files (include directly)
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- Disable changing of lattice size if there are shape keys
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headers, better include inline with the C files that need them
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or get it from the context instead.
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(Kino Bug Reporting Sprint :)
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These are not animated and are best not change names like this too late in the release.
ActionGroup.selected -> select: boolean Action Group is selected
BezierSplinePoint.hidden -> hide: boolean Visibility status
BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
Bone.restrict_select -> hide_select: boolean Bone is able to be selected
Bone.selected -> select: boolean
CurveMapPoint.selected -> select: boolean Selection state of the curve point
EditBone.restrict_select -> hide_select: boolean Bone is able to be selected
EditBone.selected -> select: boolean
EditBone.selected_head -> select_head: boolean
EditBone.selected_tail -> select_tail: boolean
EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> mute: boolean F-Curve is not evaluated
FCurve.selected -> select: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select: boolean Selection status
GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
Keyframe.selected -> select: boolean Control point selection status
Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
MeshEdge.selected -> select: boolean
MeshEdge.hidden -> hide: boolean
MeshFace.hidden -> hide: boolean
MeshFace.selected -> select: boolean
MeshVertex.hidden -> hide: boolean
MeshVertex.selected -> select: boolean
MotionPathVert.selected -> select: boolean Path point is selected for editing
NlaStrip.selected -> select: boolean NLA Strip is selected
NlaTrack.locked -> lock: boolean NLA Track is locked
NlaTrack.muted -> mute: boolean NLA Track is not evaluated
NlaTrack.selected -> select: boolean NLA Track is selected
Object.restrict_render -> hide_render: boolean Restrict renderability
Object.restrict_select -> hide_select: boolean Restrict selection in the viewport
Object.restrict_view -> hide: boolean Restrict visibility in the viewport
Object.selected -> select: boolean Object selection state
ObjectBase.selected -> select: boolean Object base selection state
PoseBone.selected -> select: boolean
Sequence.right_handle_selected -> select_right_handle: boolean
Sequence.selected -> select: boolean
SplinePoint.selected -> select_control_point: boolean Selection status
TimelineMarker.selected -> select: boolean Marker selection state
Sequence.left_handle_selected -> select_left_handle: boolean
ActionGroup.locked -> lock: boolean Action Group is locked
Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
SplinePoint.hidden -> hide: boolean Visibility status
FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated
note: rebaned uv_select to select_uv
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- if a group has one or more objects in it, it gets a refcount of 1 on load (unchanged from before)
- dupli-groups, and materials no longer add/remove a reference.
- now groups are only freed when they contain no objects or when manually unlinked.
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with 2.4x
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.
Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
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Tweaked operator poll functions
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removed NG_LoopBackNetworkDeviceInterface::GetNetworkVersion(), wasnt used anywhere.
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range. I removed one item from the Enum and forgot to change the default.
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clear properties operator
- now it's not part of the copy properties anymore (Matt's suggestion).
If anyone want to change the menu, please help yourself (renaming, putting in it's own submenu, making it invisible when mode is not Game ..)
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* Keyboard Sensor entry keys (key, modifier 1 and 2) can actually be any key
- (you can use Shift as main key, and D as modifier if you want). It's
- strange in my opinion, but it's 2.49 way of doing it.
* Copy Game Property (operator found in SPACE menu)
- reorganized it so the properties appear as submenu items.
- a "little lot" of work for such a small eye-candie but well I hope more
- people like it as well :)
Matt, I had to recreate the dynamic_enum to make it work. I'm count on you
for a real fix for this ;)
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on copy logic bricks operator (and moved to OBJECT_OT)
* adjusts on Layout:
- in order to avoid much changes when copying Logics, it's nice to have the logic s/c/a always displaying even though it's not valid (e.g. edit mesh used from a camera object).
Now a message shows in the s/c/a alerting to the problem.
* logic operators under OBJECT_OT - copy properties and logics
Matt, is it possible to have the object game properties listed as a submenu from "Copy Properties" ?
So from the "Copy Game Property" menu we would have three options:
"Copy a property" -> (submenu) prop1, prop2, prop3
"Replace all Properties"
"Merge all Properties"
For the current task list in Logic Editor:
http://www.pasteall.org/13245
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needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
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rather then having their own ifdefs in each file.
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that mode. This ensures proper initialization happens like creating the
cursor or building an acceleration structure. It also means edit and
particle mode are now saveable.
Not sure yet if this is a good feature, though personally I like being able
to load my exact state again after saving, but maybe entering edit mode is
too slow in some cases? It's easy to make it work only for the sculpt/paint
modes again if wanted.
This fixes bug #21004 about a missing sculpt cursor on load.
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objects to a hidden layer.
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-r27875:27895
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Added convenience function ED_object_active_context(C) to get either the
object in the data context, or if not, the active object.
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- library data allows pointcache writing (hard to know how this should work long term so ifdef'd for now)
- changing the frame now updates the dupligroup objects
- BKE_ptcache_ids_from_object(), option to get the id's from duplis
note! scene_update_tagged() is called from the main() loop, and runs BKE_ptcache_quick_cache_all(), this could become a performance issue, especially with duplis, should probably not call BKE_ptcache_quick_cache_all() all the time, even when not playing back animation.
(commits 27856 by Campbell from render25 branch)
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and fix the opposite problem when going to object mode from the menu.
(commit 27747 by Brecht from render25 branch)
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Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
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Revised the conditions under which motion paths get recalculated after transforms (when auto-keying is enabled). Now, the type of path display does not matter, but rather that the object/bone in question has any paths at all. This makes animating with these a much smoother experience.
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- keymap item was missing NULL check crash
- editmode object in inactive layer crash
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entering editmode on a second mesh would create a duplicate tube.
Cleaning the undo stack from the previous mesh would mess up the redo.
Also, OBJECT_OT_mode_set was causing enter/exit editmode undo push to
be done twice, now it leaves undo push to the operator it calls.
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Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
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This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.
Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges
Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
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- fix for problem where proxy objects could enter editmode but not exit
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it also has an exec function which doesnt update (like render too)
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Did a lot of cleaning Object operator poll functions to check if the object's linked
or not. For this, added the function ED_operator_object_active_editable() as
opposed to ED_operator_object_active()
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- Was missing notifier after editing
- Menu entries go bad naming after the UI api renaming
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* Removed ED_anim_dag_flush_update and ED_anim_object_flush_update. These
were wrapping DAG_* calls and were intended be used instead of them when
doing a DAG update from editors. That goes against the design in my opinion,
no matter who calls the DAG, that should update the editors correctly, so
any special checks in such functions for editors should be avoided.
* Driver RNA properties now do updates again, including DAG scene sorting,
text buttons no longer update as you type anymore, so this should be
safe I think.
* Remove scene.update() RNA function, all properties/functions should do this
automatically, if changing some property or calling a function/operator
does not do the correct update, that should be fixed.
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TODO's
- add for lattice
- break up add_hook
- add other hook operators
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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useful for python but in rare cases this also happens for users.
Active layer getting out of sync is an old bug but hard find when it happens.
This at least fixes segfaulting on adding objects.
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* Auto enter EditMode for adding Armatures was broken
* Adding a camera no longer tries to enter editmode, even though that's invalid...
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