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2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-20A big set of UI messages fixes and tweaks! No functional changes.Bastien Montagne
2011-10-10Revert "Fix #28863: Inconsistent UI inside of the UV/ImageEditor window"Sergey Sharybin
This reverts commit 40899 due to UI department feedback.
2011-10-10Fix #28863: Inconsistent UI inside of the UV/ImageEditor windowSergey Sharybin
Make panels which are on left be toggled by T, and which are on right by N.
2011-09-27Detour: fix bug with steering actuator: object pointer not removed.Benoit Bolsee
2011-09-20pep8 update & some minor cmake edits.Campbell Barton
2011-09-20Merging r40366 through r40392 from trunk into soc-2011-garlicsoc-2011-garlicSergey Sharybin
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19Merging r40345 through r40365 from trunk into soc-2011-garlicSergey Sharybin
2011-09-19i18n: code cleanup and fixing unneeded translation (when partial translation ↵Sergey Sharybin
is used only)
2011-09-19/blender/editors: Removed final points in UI strings and messages.Bastien Montagne
Plus a few cuts in very long lines…
2011-09-15Fixing issues with i18n stuff:Sergey Sharybin
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.
2011-09-15svn merge -r39834:40222 https://svn.blender.org/svnroot/bf-blender/trunk/blenderSergey Sharybin
2011-09-07svn merge -r 37306:39975 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-09-05Code cleanup: warning fixes.Brecht Van Lommel
2011-09-05Fix #28404: certain keyboard shortcuts not shown in menus, e.g. move operatorsBrecht Van Lommel
in graph editor > channel menu. Problem was these did not inherit operator execution context correctly. Fix found by Sergey, also needed to fix logic operators which were not working when invoked instead of executed.
2011-09-01merge with trunk r39834Xiao Xiangquan
2011-08-31typo fix: end of lines ;; --> ;Campbell Barton
2011-07-29merge with trunk r38787Xiao Xiangquan
2011-07-22Merge with trunk up to r38584.Joerg Mueller
2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-07-16select uiStyle according to UserDef and update lang-packsXiao Xiangquan
2011-07-08finish user preference dlg's input handlesXiao Xiangquan
2011-07-03BGE Animations: Adding in layer weights to allow for layer blending.Mitchell Stokes
2011-06-24merge from trunk #37722Xiao Xiangquan
2011-06-16BGE_Animations: Removing the Fcurve Actuator as a possible actuator type, ↵Mitchell Stokes
but keeping a lot of the code around as reference.
2011-06-16BGE Animations: Adding the ipo flag options to the action actuator. This ↵Mitchell Stokes
still needs more testing.
2011-06-15translate left panelXiao Xiangquan
2011-06-15merge from trunk r37405Xiao Xiangquan
2011-06-14Merge with trunk r37475.Joerg Mueller
2011-06-13BGE Patch: [#27425] Allow to change the damping of the camera actuatorDalai Felinto
########## original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator" The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint. Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds). This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint. ########### epydocs (rst) updated too
2011-06-11BGE Animations: Adding a layer option to Action actuators.Mitchell Stokes
2011-06-08svn merge -r 37212:37306 ↵Benoit Bolsee
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2011-06-06Added cancel callbacks to modal operators which allocates memorySergey Sharybin
in invoke callback. This prevents unfreed memory blocks when quiting Bledner with modal operator running.
2011-06-05synched with trunk at revision 37212Nick Samarin
2011-06-04Merge with trunk revision 37149.Joerg Mueller
2011-06-01BGE Animations: Removing guards that prevent the action actuator from being ↵Mitchell Stokes
used on non-armatures. Object animation works through this actuator now too. :)
2011-05-31cmake maintenanceCampbell Barton
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.
2011-05-20use BKE_area_find_region_type in place of inline loops (no functional changes).Campbell Barton
2011-05-17synched with trunk at revision 36569Nick Samarin
2011-04-21converted more mixed tab/space indentations to tabs. only whitespace changes.Campbell Barton
2011-04-21whitespace only, no functional change mixed tabs/spaces --> tabs.v2.57aCampbell Barton
2011-04-19patch [#26978] Minor Spelling Mistakes in Editor OperatorsCampbell Barton
+ some errors I noticed.
2011-04-06fix for cmake glew includes (tested with mingw), also made qtcreator project ↵Campbell Barton
generator work with mingw again
2011-03-25incorrect rna type for the BGE ui.Campbell Barton
2011-03-25Logic Editor UI: sensor frequency active only when one of the triggers is ↵Dalai Felinto
on. Removing text "Action" from Action and Shape Action Actuators. I still would love to see a change in the action actuators (Action, Shape and FCurve) even if only a rename or unifying them in a single actuator (I do have some patch for that). Anyways
2011-03-03BGE: Material Force Field renaming + reorganizationDalai Felinto
the old FH setting was blended with the other physics settings (friction and elastic) Also in the Physics panel it was saying "Use Material Physics" but the button is only for Force Field. Since I was here I decided to change the Constraint FH ui name from Fh to Force. I don't think users really understand what FH is (I for once don't). Thanks to Carsten Wartmann for pointing that out.
2011-02-28remove unused vars.Campbell Barton
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-27== UI icons ==Andrea Weikert
* Change ICON_NULL --> ICON_NONE to avoid two #defines with the same meaning.