Age | Commit message (Collapse) | Author |
|
|
|
The butterfly wing flap, causing a nice storm in the rest of blender.
Now all dependencies should point ok again. CMakers, do double-test.
|
|
headers.
left in warnings where functions obviously need to get ported to 2.5x still.
Also, render stamp seq strip works again.
|
|
|
|
problem and crash
- It turns out we still need the "copyob" still, if for nothing other
than making sure that the unkeyed transforms can get restored. This
was removed originally as I thought that just reevaluating the
animation would work.
- Removed a buggy line of logic that was causing crashes when there
was no animation data. It's better to just assume that if animation
data exists, that something exists there.
- Make Duplicates Real was not clearing data such as the new animation
data or constraints.
|
|
header static for blenlib, blenkernel and editors.
|
|
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.
|
|
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.
|
|
conections
It seems that some of the Outliner hacks used while building the tree
was causing problems, as Make Single User (and potentially other code
working with ID-data, specifically with the "newid" value there) was
making use of the variable used there for other purposes, leading to
memory corruption.
This bug also occurred in 2.4x, though when I tested there, it crashed
immediately.
Ton, you may want to double-check this bug!
|
|
multi-user objects
convert_exec could do with a re-write, getting quite confusing.
update md5's for ctest results and some renaming in mesh_validate code.
|
|
geometry
|
|
mode with drivers
ChildOf constraints added using the PoseBone.constraints.new() method
via Python scripts instead of using the operator (this latter method
is still the preferred/recommended method) were not getting some
critical flags set, causing errors arising from space conversions
being performed more than once.
|
|
While testing Apply Visual transforms last night, I noticed that
setting a constraint to use its owner as its target was allowed and
didn't trigger any warnings. This clearly doesn't do any good and is
different from the old behaviour.
|
|
- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
|
|
hair didn't update straight away to force field settings changes.
|
|
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.
|
|
This was a two-part bug: a user error + API error.
* User Error: before calling bpy.ops.constraint.childof_set_inverse()
for a constraint defined on a bone, you firstly need to explicitly
make that bone the active bone. To do that, you do
armature.bones.active = posebone.bone # or something similar
* API Error: active bone setting was a bit too strict. It only allows
setting the active bone if the new bone comes from the same armature,
but was overlooking the fact that RNA pointers may have been created
through the object using the armature instead.
|
|
|
|
CTRL+L link modifiers (actually, it copies!) didn't call an update
for new dependencies.
|
|
only case that doesn't fully work yet is the one where quats/axis-
angle are converted to eulers first.
- Fixed incorrect comment
- Removed obsolete "armature_clear" var from clear origin operator.
This was some ancient stuff from 2.4x code that ended up getting
ported across...
|
|
parts, like what was done for posechannel clear-transform operators
earlier. There shouldn't be any functional changes.
|
|
* 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.
|
|
Move-to-layer in 3D window didn't work for linked library objects.
That should be possible, as was in 2.49. Layer property is local.
|
|
check and checking against incorrect pointer before use).
|
|
incorrect reassignment of vertices in other groups
vgroup functions were mixing up active group and one passed as an argument.
also made other changes.
- removed superfluous call to defvert_find_index() in vgroup_delete_object_mode(), was also doing unnecessary NULL check on each loop.
- remove paranoid NULL check from ED_vgroup_vert_remove, callers all check for valid 'ob'
|
|
|
|
|
|
also removed unnecessary NULL checks (where the pointer was used later without checking).
|
|
|
|
also minor functional changes
- OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it)
- removing BG image now returns cancelled if no image is removed.
|
|
- report an error if adding a pose constraint with no active pose channel.
- dont run update_pose_constraint_flags() when adding an object constrant to an armature object.
|
|
|
|
This adds the "Apply Base" feature from my gsoc2010 branch.
Apply Base partially applies the modifier, in that the mesh is
reshaped to more closely match the deformed mesh. The upper-level
displacements are recalculated so that the highest multires level
appears unchanged.
Multires does not currently deal well with too large displacements.
An easy-to-reproduce example: create any mesh type, add multires,
subdivide a few times, then use the sculpt grab brush to drag the
entire mesh over a few units. At the highest level, and at level 0,
the mesh looks fine, but all of the intervening levels will have ugly
spikes on them.
This patch doesn't help with situations where you can't modify the
base mesh, but otherwise works around the problem fairly well (albeit
with a heuristic, not an exact solution.)
|
|
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
|
|
from Dan Eicher (dna)
From the tracker (with minor edits)
========================
cube = bpy.data.objects['Cube']
foo = cube.vertex_groups.new('foo')
foo.add([1,3,5,7], 1.0, 'ADD')
for i in range(len(cube.data.vertices)):
try:
weight = foo.weight(i)
print('vert: %i weight: %f' % (i, weight))
except:
pass
foo.remove([1,3])
cube.vertex_groups.remove(foo)
|
|
amount 0
|
|
- also found other places where utf8 isnt ensured.
- remove duplicate NULL checks in object_edit.c
|
|
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.
|
|
Use object's displists for storing deformed tesselated curve. Was unable to
totally get rid of curve's displist because of how texture space is calculating.
|
|
|
|
- OpenGL still render failed when output format was set to Movie.
Now it just doesn't save a file and renders anyway.
- Bone heat weight was missing 'wait cursor'.
- Waitcursor for Mac Cocoa is back! Made all OS's use the same
nice hourglass cursor.
(Note: this violates Mac UI guidelines, we should rely on the
spinning wheel of death instead. Highly disputable that.)
|
|
Child-of constraint issue: on adding, it wasn't checking owner
correctly for Bones, resulting in a constraint working in wrong
space; it looked as if transform was applied double when moving
the object. Only adding via Py API went wrong btw.
Also found a silly check for drawing constraints, which caused
constraint initialization to happen for every object on every
redraw!
Implementation note: con->flag CONSTRAINT_SPACEONCE was only used
for child-of constraints in Bones, so I've patched it on file
reading to always set the flag. Marked with XXX, so it can be
removed one day. Now at least things get corrected well for
imported armatures.
|
|
functional change)
eg: uiItemR(row, &dvar_ptr, "type", 0, "", 0); -> uiItemR(row, &dvar_ptr, "type", 0, "", ICON_NULL);
|
|
|
|
"Make Local" option "Objects and Data" made materials get
lost on save, the tagging was incorrect. Now it makes
Materials local too.
Implementation note: the code is new (not 2.4) so it misses
some of the hairy goodies we had. It's something for another
time to really make this reliably work.
|
|
multi-user objects
|
|
Note that the menu option "Animation" only was working for
Object level animations, so I've changed the many name
accordingly.
|
|
|
|
it (eg cameras)
When trying to add a modifier to non-geometry objects, warnings are
now shown instead of just adding some (useless) modifiers that cannot
be removed later.
|
|
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.
|