Age | Commit message (Collapse) | Author |
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Patch D160, by Scott Petrovic with own modifications.
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also remove CDDM_Check, theres no need for it.
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Operations on screen and UI stuff is not actually saved in the undo
files/buffers. Therefore, these shouldn't have the flags set for
getting included for undo and in the last operator settings.
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clip editor.
Disable them for now and leave to for keymap revamp to assign them shortcut keys or not.
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Summary:
- Fixes an off-by-one error in screen_test_scale() which causes the areas and
regions to draw one pixel bigger on the right and top side of the window,
therefor hiding one line of pixels.
- Fixes an off-by-one error in rct_fits() which causes regions to incorrectly
hide even though it would fit inside the area.
- Correctly set the limits for the screen edge move operator so it will always
go up to AREAMINX and headery.
- Change screen_find_active_scredge() so it doesn't show the arrows cursor on
the screen edges along the window border.
The import thing to understand is how integer rects are used in this part of the
code. They are constructed as a lower left and top right point and are INCLUSIVE.
Meaning that if you have a rect's xmin = 10 and xmax = 30 then the total number
of pixels is 21. So to get the size of a rect you have to do xmax - xmin + 1,
which is easy to forget and result in off-by-one errors.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D41
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This makes a number of operators no longer ask for confirmation, rather it will
show an info message after performing the operation. Ref T37422 for decision. In
particular, these were changed:
* Delete objects, bones, keyframes, masks, mask curves, motion tracks, markers.
* Clear and delete keyframes in the 3D view.
* Align bone to parents.
* Separate bones from armature.
* Group/ungroup metastrips in sequencer.
* Copy/paste objects to/from buffer.
Reviewed By: brecht, dingto
Differential Revision: http://developer.blender.org/D35
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OPERATOR_CANCELLED.
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ctrl + shift + left/right arrow key.
Patch #37142 by Henrik Aarnio, thanks!
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specify
if the layers and camera of the 3d viewport should be used. Python scripts don't
always want this behavior.
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related functions.
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actionzone.
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The limit for dragging a gesture on an area corner was smaller then the area hot-spot,
so you could click on the right-most side of the bottom-left corner, drag left - pass the gesture threshold and still be in the same area. so a motion intended as a join would register as a split.
Happened more with high DPI values. fix by ensuring the drag limit is always higher then the hotspot.
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sizeof() use in BLI_array.h
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indent.
also indent case's within the switch (we already did both of these almost everywhere)
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mode. (not that these would be useful but better not crash)
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critical modification of node trees (create nodes, link, etc.). Transform operators and hide/show type operators are still
allowed, this does not modify actual behavior of the nodes and can be useful for inspecting linked nodes.
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Now copying a scene will also duplicate groups that consist entirely of objects
that are duplicated with the scene. The rigid body world will then also pointers
to these new groups.
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/ retina.
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BKE_editmesh_bvh.h
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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- bevel had incorrect cancel when initialization failed which could crash (own mistake).
- main particle poll function didnt check if the area/region were NULL.
- some uv operators needed space image but didnt check for it. also use uv_ prefix for most operator functions.
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Also done a few cleanup here and there...
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When nodes are loaded from a .blend file they can potentially have undefined types. This can happen if a type has been deprecated and removed, or if node types were defined in a python script that has not been loaded correctly. Previously all such nodes would automatically be removed from a node tree, assuming that their types were deprecated and no longer in use (more commonly caused by loading new nodes in an older Blender version). Due to the possibility of dynamic registration it is no longer feasible to simply delete such nodes.
Display and handling of node trees was simply disabled before this patch, so that a node tree where any node or socket type was undefined would not be displayed at all. To give more information and avoid problems caused by necessary checks for the typeinfo pointer, there is now a 'Undefined' fallback type for trees, nodes and sockets. These types are used as placeholders in case the real type is not registered and can provide useful visual feedback on undefined nodes.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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buttons don't fit properly.
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bf-translations ML, thanks!).
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