Age | Commit message (Collapse) | Author |
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functions.
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not exactly a bug, but the option to copy individual properties was not working from the SPACE menu.
I believe this was happening because we are using dynamic enums.
This commit makes the "merge" option to be the default one. So if you call it from the SPACE menu it will be the one used.
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also correct tooltip typo.
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needed for dynamic python enums.
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lot!
Reviewed by Tom Musgrove and myself.
From the patch description:
ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why.
Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
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mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
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adjust to use floats.
- also UV angle stretching was using radians->deg which wasn't needed.
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& editors.
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also added hide-unselected option to armature mode.
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headers.
left in warnings where functions obviously need to get ported to 2.5x still.
Also, render stamp seq strip works again.
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header static for blenlib, blenkernel and editors.
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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Good discovery this one.
It appeared that "pose mode" changes were not registered in our undo system.
That way the first operator you try to redo after exit posemode fails.
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rotation (only functional change of this commit).
- use BLI_math functions for removing rotations from objects and pose channels.
- add unit_axis_angle() to avoid setting the Y axis inline anywhere rotation needs removing.
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* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter.
* Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled.
* There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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- also found other places where utf8 isnt ensured.
- remove duplicate NULL checks in object_edit.c
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Outliner: using the object-data icons to enter editmode, didn't
reset the toolbar Operator redo. It was not using an operator
call here. Note to self: more outliner tools don't...
Error was that operator-redo then would repeat an action incorrect.
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assignment.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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Editmode undo operator was using the operator OPTYPE_UNDO flag as well as its own EM_DO_UNDO option.
This gave 2 problems.
- python suppressed undos would fail (as in the report).
- Undo push was called twice on exiting editmode for no reason.
Use the operator undo in this case.
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- use sizeof() in more places.
- fixed some off by 1 bugs copying strings. setting curve font family for instance was 1 char too short.
- replace strncpy and strcpy with BLI_strncpy
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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Don't know why this check was here, it wasn't there in 2.49 and it's not
necessary.
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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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