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2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-10- Enable shape key switching in edit mode for curves, surfaces and latticiesSergey Sharybin
- Disable changing of lattice size if there are shape keys
2010-08-10header re-shuffle, some headers contained unneeded refereces to other ↵Campbell Barton
headers, better include inline with the C files that need them
2010-08-08remove unused includesCampbell Barton
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-23bugfix [#22954] Crash going edit mode on an object linked in another scene ↵Campbell Barton
(Kino Bug Reporting Sprint :)
2010-07-15Apply first pass of edits to rna values from rna_booleans.txt.Campbell Barton
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
2010-07-13group refcount checking was inconsistent.Campbell Barton
- 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.
2010-07-05Bugfix #22685: Screen update slow, animation player ALT-A, files created ↵Joshua Leung
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).
2010-06-27Fix [#22675] Dupli toolMatt Ebb
Tweaked operator poll functions
2010-06-05get rid of some warnings,Campbell Barton
removed NG_LoopBackNetworkDeviceInterface::GetNetworkVersion(), wasnt used anywhere.
2010-06-03Copy Game Properties Operator: fix for "default enum value" out of the ↵Dalai Felinto
range. I removed one item from the Enum and forgot to change the default.
2010-06-03Logic Editor: clear properties operator + logics in the object menuDalai Felinto
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 ..)
2010-05-25Tweaks to copy game properties operator for DalaiMatt Ebb
2010-05-24Logic Editor - fix for Keyboard Sensor + Copy Game Property fancy submenuDalai Felinto
* 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 ;)
2010-05-19Logic UI and Operators: adjusts on Layout + copy properties operator + fix ↵Dalai Felinto
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
2010-05-13restrict render_clear was operating on hidden objects, now work on selectionCampbell Barton
2010-05-10Fix [#22296] Wrong Operator Names?Matt Ebb
2010-05-04render hide/unhide (Ctrl+H, Ctrl+Alt+H, Ctrl+Alt+Shift+H)Campbell Barton
2010-04-29option to copy constraints without making their ID references direct links.Campbell Barton
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)
2010-04-24warning cleanup, also made voxel.c and volumetric.c use BM_INLINE define ↵Campbell Barton
rather then having their own ifdefs in each file.
2010-04-21bugfix [#22091] Crashing on Add Shortcut Campbell Barton
2010-04-12booleanops.c was moved to MOD_boolean_util.c, remove empty file.Campbell Barton
2010-04-07Modes are now toggled on using operators on load if the file was saved inBrecht Van Lommel
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.
2010-04-02Simple crasher fix: TAB to change mode crashed after moving all the scene's ↵Joshua Leung
objects to a hidden layer.
2010-03-31svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 ↵Campbell Barton
-r27875:27895
2010-03-31Fix [#21832] Add Modifier, Pinned ContextMatt Ebb
Added convenience function ED_object_active_context(C) to get either the object in the data context, or if not, the active object.
2010-03-30Baking for dupligroup & linked library objectsBrecht Van Lommel
- 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)
2010-03-26Fix vertex paint not getting restored after exiting editmode,Brecht Van Lommel
and fix the opposite problem when going to object mode from the menu. (commit 27747 by Brecht from render25 branch)
2010-03-23more lint includesCampbell Barton
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
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-20merge own commits into render branch into trunk since 27560Campbell Barton
27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
2010-03-11Motion Paths + Auto-Keying:Joshua Leung
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.
2010-02-12correct fsf addressCampbell Barton
2010-02-11batch remove .'s used with RNA_def_struct_ui_textCampbell Barton
2010-01-27- duplicate window crasheing when it was full screenCampbell Barton
- keymap item was missing NULL check crash - editmode object in inactive layer crash
2010-01-26Fix #19802: tweaking the values of e.g. the add tube operator whenBrecht Van Lommel
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.
2010-01-25Remove unneeded notifier data added in revision 26219.Martin Poirier
Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
2010-01-19Motion Paths - (Part 3) Operators, Drawing, and FixesJoshua Leung
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.
2010-01-10- fix for crash if drivers were used in the .B.blendCampbell Barton
- fix for problem where proxy objects could enter editmode but not exit
2009-12-30bake is now modal like render and updates the image view while baking.Campbell Barton
it also has an exec function which doesnt update (like render too)
2009-12-29bake operator and UI, no feedback while baking yetCampbell Barton
2009-12-04Fix for [#20203] Linked objects - A few bugsMatt Ebb
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()
2009-11-26Bugfix #20069: Centre to cursor or centre to mouse, centre object.Joshua Leung
- Was missing notifier after editing - Menu entries go bad naming after the UI api renaming
2009-11-24Depsgraph/DriversBrecht Van Lommel
* 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.
2009-11-16add hook in vertex and control point menu's, Ctrl+HCampbell Barton
TODO's - add for lattice - break up add_hook - add other hook operators
2009-11-10Math LibBrecht Van Lommel
* 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
2009-11-05last commit broke entering editmodeCampbell Barton
2009-11-05enter editmode when adding objects even if the object is not in an active layer,Campbell Barton
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.
2009-11-04Bugfixes for Adding Objects:Joshua Leung
* Auto enter EditMode for adding Armatures was broken * Adding a camera no longer tries to enter editmode, even though that's invalid...