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2016-06-21Text Object: Vertical AlignmentDalai Felinto
A new option for Font/Text objects vertical alignment: * Top Base-Line (current mode) * Top * Center * Bottom The Top is the equivalent as the Top-Baseline with an empty line at the begin of the text. It's nice to have this option too though, since if we are driving the alignment via Python we don't want to add extra lines to the text only to accomodate to the desired vertical alignment. The Center and Bottom are as intuitive as their name suggest. When working with text boxes, the vertical alignment only work for paragraphs that are not vertically full. Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the code review, code comments, and overall suggestions and changes :) Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D2061
2016-04-29Fix T48290: Hook fails after deleting geometryCampbell Barton
Now CD_SHAPEKEY_INDEX customdata is stored in edit-mode when hooks and vertex parents are used. This also fixes a bug where undo would loose key-index data. Move to structs for BM_mesh_bm_to/from_me to avoid passing many argument, which mostly aren't used.
2016-04-29Remove redundant selection flush callCampbell Barton
2016-02-27Fix T47593: 'Move to layer' will be crash in blender 2.77rc1.Bastien Montagne
To be backported to 2.77.
2016-02-26Restore ability to clear motionpaths from selected objects/bones onlyJoshua Leung
In response to user feedback, this commit brings back the ability to limit motionpath clearing to only happening for those on selected objects/bones. By default, the "Clear" operator will clear from all objects/bones, unless the Shift key is held.
2016-02-07Motion Paths: Use custom poll functions for "Update" operatorJoshua Leung
2016-02-07Clear motionpaths for all objects and bones instead of only selected onesJoshua Leung
With the old behaviour, it was too easy to get old paths hanging around because you forgot to go through and select a few bones that still had them.
2016-01-04Fix T47038: Particles in Particle Edit Mode get added in completely wrong ↵Bastien Montagne
location. It also fixes another issue (crash) related to symmetric editing. Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time... This patch mostly fixes particle editing mode: - Adding/removing particles when using generative modifiers (like subsurf) should now work. - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work. - X-axis-mirror-editing particles over ngons does not really work, not sure why currently. - All this in both 'modes' (with or without using modifier stack for particles). Tech side: - Store a deformed-only DM in particle modifier data. - Rename existing DM to make it clear it's a final one. - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches. - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface from an final DM tessface index). Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway), it's more like some urgency bandage. Whole crap needs complete rewrite anyway, BMesh's polygons make it really hard to work with current system (and looptri would not help much here). Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too. Reviewers: psy-fi Subscribers: dfelinto, eyecandy Maniphest Tasks: T47038 Differential Revision: https://developer.blender.org/D1685
2015-12-13Grease Pencil: Merge GPencil_Editing_Stage3 branch into masterJoshua Leung
This commit merges all the work done in the GPencil_Editing_Stage3 branch as of ef2aecf2db981b5344e0d14e7f074f1742b0b2f7 into master. For more details about the changes that this brings, see the WIP release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/GPencil
2015-11-23Cleanup: use `rna_enum_` prefix for RNA enumsCampbell Barton
Definitions could shadow local vars.
2015-11-18Cleanup: editor api namingCampbell Barton
- use ED_ prefix for api calls - use ED_*_select_pick for mouse selection (was already done in parts)
2015-11-09Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.Bastien Montagne
We have callbacks for that, they also do some checks and help ensure things are done correctly. Only place where this is assumed not true is blenloader (since here we may affect refcount of library IDs as well...).
2015-08-31Fix T45258, impossible to select brush when removing it from 2dAntony Riakiotakis
painting. Also system added a brush every time it found no paint brush in the system which is not what we would want. Solution: * Brush panel stays visible always, regardless of whether there is a brush or not. * We search for first available brush when we find no brush in paint struct instead of always generating a new one. * Generating and searching for a brush take a mode argument now. Needed some refactoring to users of BKE_paint_init as well. * Did some style cleanups for paint mode enums. Patch is big but it's mostly argument refactoring.
2015-08-18Refactor translation code out of blenfontCampbell Barton
- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-06-28BGE: added clamping of angular velocity.Sybren A. Stüvel
Angular velocity clamping was missing from the BGE. It is implemented similarly to the linear velocity clamping. It is needed to be able to drive physical simulations of systems that have a limited rotational speed. Reviewed by: campbellbarton, panzergame, ton Differential Revision: https://developer.blender.org/D1365
2015-05-24Fix RNA type accessCampbell Barton
2015-05-12Depsgraph: Add additional relations/id update tagsSergey Sharybin
This calls are not strictly speaking needed for the old dependency graph, but due to more granular nature of upcoming depsgraph more actions requires update of relations of IDs. On the one hand this extra tags could be wrapped with if() statements, but on the other hand it makes sense to keep tag in sync so it's clear if some issue is caused by missing/extra tag or by depsgraph itself.
2015-04-22Fix crashes when moving game property with invalid index (from py/redoJulian Eisel
panel) Also hides index option in redo panel to be consistent with similar operators
2015-04-22Logic Editor: Buttons for moving game properties up/downTristan Porteries
D1163 by @panzergame, with minor edits by me (@Severin)
2015-03-16Fix T43976: Edit-mode crash /w (scene/screen.scene) mismatchCampbell Barton
2015-03-11Cleanup: indentationCampbell Barton
2015-02-23Snap to Active: missing armature/pose/mball/curveCampbell Barton
de-duplicate active center calc between transform & snap-to-selected.
2015-01-29Fix T42858: Non uniform gamelogic names on copyJorge Bernal
Use generic function for consistent behavior D949 by @lordloki
2015-01-26Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).Bastien Montagne
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)' and 'strcmp(foo, bar) == 0' in several places...
2014-08-05Replace explicit object type check with already-existing macroNicholas Bishop
2014-07-31Fix T41258: Crash when entering edit mode while viewport render is enabledSergey Sharybin
The issue was caused by the render engine loading edit mesh, which re-allocates mesh array which might be referenced by other object's derived meshed. Worst thing about this is that updating render engine happens from the end of scene update function, after all the objects are updated and so. This is needed so render engine gets the update objects which is correct. The only proper way to solve the issue is to make it so viewport engine does not leave objects in inconsistent state, meaning nobody will reference to freed data. In order to reach this we do edit mesh loading before running objects update so all the objects which uses that mesh will have proper references in the derived mesh. This also solves old creepyness which happened before when having single object in edit mode. tweaking it will calculate derived mesh as a part of scene update, then this derived mesh will be freed by edit mesh loading and viewport will be creating derived mesh again. Now render engine is expected to do nothing with meshes which are in edit mode, but they still need to load edit data for non0meshes. It's not really easy to do from the BKE level because needed functions are implemented in the editor. Thanks Campbell for the review! Differential Revision: https://developer.blender.org/D697
2014-07-29Fix T41227: Do not select unselectable items when unhiding them!Bastien Montagne
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-06-18Code cleanup: replace direct operator calls with ED_object_toggle_modesCampbell Barton
2014-06-18Code cleanup: de-duplicate flag check in ED_object_toggle_modesCampbell Barton
2014-05-08Fix T40080: forcefield_toggle_exec() doesn't always enable force field.Lukas Tönne
Kudos to Brent Baccala for investigating and suggesting a fix.
2014-05-05Stop all dynamic enums using translations (from blend file data)Campbell Barton
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-30Code cleanup: remove redundant CTX callsCampbell Barton
2014-04-11API Cleanup: Use BKE_constraint prefix for constraint apiCampbell Barton
2014-04-11Code cleanup: use boolCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-12Mesh API: rename 'octree' to 'spatial' since internally its using kdtreeCampbell Barton
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-21Usual UI messages fixes.Bastien Montagne
2014-01-16Code Cleanup: no need to pass empty strings as default valuesCampbell Barton
2014-01-16Code Cleanup: style and redundant castsCampbell Barton
2014-01-15Fix T38234: changing smooth/flat shading on linked mesh data should not be ↵Brecht Van Lommel
allowed.
2014-01-05Text3d: fix font family feature for unicode and correct tooltipCampbell Barton
2014-01-04RNA API: use bool's for enum itemf callbacks.Campbell Barton
2014-01-03Text3d: avoid converting utf8 to wchar_t in editmodeCampbell Barton
2013-12-17'Transform' Python Function for armature, curve and lattice.Campbell Barton
patch by Paolo Acampora with some edits.
2013-11-25Code Cleanup: rename vars for detecting change to be more consistentCampbell Barton
rename change/is_change/is_changed/modified -> changed also use bools over int/short/char and once accidental float.
2013-11-20Fix T37543: Multiline 3D Text saved in edit mode breaks on loadCampbell Barton