Age | Commit message (Collapse) | Author |
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bad level calls in the weight paint branch.
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I'd moved them to Ctrl-Shift-Left/Right having thought that they were
for some reason now conflicting with some other hotkeys. Apparently
not.
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* Subversion bump (also for init_userdef_do_versions).
* Minor fix for compilation without ffmpeg.
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- use NULL rather than 0 when used as pointers.
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Thanks pepeland and 3duan for the suggestions. I've been looking at
improving these for a while...
* Left/Right Arrow = Single Frame stepping as before
* Up/Down Arrow = Jumps to next/previous keyframe (used to be the
uncomfortable Shift PageUp/Down)
* Shift Up/Down Arrow = Jumps forward/back in 10 frame increments
(used to be Up/Down Arrows). 10 frame increment should get
customisable again as in 2.4, but need to find some UI space to put
that!
* Ctrl Shift Up/Down/Left/Right = Jump to start/end frame (used to be
Shift <Arrow Key>)
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Change OURPLATFORM from "linux<major_version>" to simple "linux".
Since new policy for linux kernel versions that major version in
platform doesn't make much sense for building rules so the same
rules could be used for both of linux2 and linux3 now/
Tested on both of linux2 and linux3 systems.
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- space type switcher.
- header menu toggle.
- properties window header buttons.
- various view3d manipulator buttons.
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added xpm -> opengl stipple conversion script.
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Linked Library objects or object->data should not allow to go
to sculptmode. Also cleaned up mode menu with invalid entries then.
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Closed regions didn't always draw the (+) icon right place, confusing
for users.
Next to that, I think this icon is using a bad metaphor or visual language,
Illustrated best if you close a header in outliner or buttons. Icons are
UI widgets, for screen/editor layouts different controls can be stylized.
My preference is something that aligns visually to the seperators between
regions; for testing and hacking pleasure I've added two quick versions,
a small tabbish thing and a triangle. Enable these with debug menu,
ALT+CTRL+D, values 1 or 2.
This is simply drawn with opengl now. An image for it can be made as well.
Previews:
http://www.blender.org/bf/closed_regions1.png
http://www.blender.org/bf/closed_regions2.png
http://www.blender.org/bf/closed_regions3.png
There's other design ideas to explore as well, like making region deviders
8-10 pixels wide, with a 'drag me' dot on it or so. That takes some screen
estate though, and will require to add big editor-dividers too...
Fun stuff for the mockup-mafia to check on, we have time :)
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Operator redo: F6 menu didn't work for macros yet (like Duplicate-grab).
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added 'INTERNAL' operator flag so operators which are only meant to be called by other operators or internal use are not displayed to the user.
Currently only use this flag for the operator search toolbox, is ignored in debug mode.
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in invoke callback. This prevents unfreed memory blocks when quiting
Bledner with modal operator running.
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(when the mouse was over the inactive window).
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flag on ED_area_initialize(). This however was causing 2 problems;
- the view state got reset (popping window view back)
- the view2d operator polls failed (sliders didnt work)
This re-init was only needed for the headers though, limiting it
to these types of regions solves it.
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hide the file selector header by accident.
using the logic - that a header taking up the full screen-area height will not have an action-zone added for resizing.
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headers, with DPI of 56 the headers could not be un-hidden.
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- fix: user pref, window title was reset to 'Blender' on tab usage
- Undo history menu back:
- name "Undo History"
- hotkey alt+ctrl+z (alt+apple+z for mac)
- works like 2.4x, only for global undo, editmode and particle edit.
- Menu scroll
- for small windows or screens, popup menus now allow to display
all items, using internal scrolling
- works with a timer, scrolling 10 items per second when mouse
is over the top or bottom arrow
- if menu is too big to display, it now draws to top or bottom,
based on largest available space.
- also works for hotkey driven pop up menus.
- User pref "DPI" follows widget/layout size
- widgets & headers now become bigger and smaller, to match
'dpi' font sizes. Works well to match UI to monitor size.
- note that icons can get fuzzy, we need better mipmaps for it
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blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
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click on header not working
also get rig of more shadowed vars (-Wshadow).
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so python can screenshot with: bpy.ops.screen.screenshot(filepath="some_image.png"):
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also fixed a possible bug assigning incorrect DPX function types to
imbuf.
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don't show the option in the file sel, it only has effect when set before invoke.
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- duplicate cases in if/else
- calc inside sizeof(...)
- redundant NULL checks.
- assignment to self.
- fix error getting text prefix for screen ID button.
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screen has a full area.
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- add BKE_write_ibuf_stamp() since saving environment maps & screen shots shouldn't have stamp.
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- open file sel
- save user defaults
- new file
- ctrl+u (crash)
wasn't type checking the space file, passed info space to ED_fileselect_exit().
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This seems to make things look a bit better. What a difference 1px
makes...
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corrected these and replaced 'sizeof(((ID *)NULL)->name)-2' with 'MAX_ID_NAME-2'.
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On anim-render, a click in timeline stopped render completely.
The reason for this was a bit wacko code to cope with frame-step
feature (steps of multiple frames).
I thought of fixing that, but instead decided to block any operator
in Blender to change a frame while a render is in progress.
Both render engine and UI are accessing (writing to) the same
data then, which is a bad conflict.
Still a serious weakness of threaded render, but I'll keep
trying to allow this as far as possible :)
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generator work with mingw again
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for armature type object first.
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Hotkey operator "Toggle full screen layout" restored previous layout
wrongly when mouse in was top header.
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paint rna vars, using 'image paint' internally.
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Using "New scene" operator was setting the screen->scene pointer
after the undo-push, messing up redos or undos immediate after.
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If greasepencil became active, making Blender area full or restore
screen from full, the greasepencil handler was still running, using
outdated area pointer. This crashed Blender.
Now greasepencil modal() ends on the case its own stored area does
not exist anymore.
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existing one.
added a new scene option which doesnt copy any render settings from the previous.
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webskategirl_bullet.blend and rendering which created a new image space.
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adjust to use floats.
+ minor update to demo_mode
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promoted to doubles, adjust to use floats.
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