Age | Commit message (Collapse) | Author |
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Added a tool-tip to the "fix deforms" op.
Removed code markers:
"Radish"
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They weren't & aren't meant to show ownership, they just help me navigate my related code.
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'A' key could override pose mode's select all (like face mask)
Minor note, changed the icon to the vertex selection icon, but it still doesn't force face mask to turn off.
Clipping is still not functional in wp.
And I'll need to hear how the backbuffer select is supposed to work for lasso select since the selection is arbitrary.
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ED_view3d_init_mats_rv3d was calling glMultMatrixf() which was mostly harmless but could also lead to confusing bugs (2 reported previously).
Looked into this and every call to ED_view3d_init_mats_rv3d except for object drawing, doesn't need this so made a second version of ED_view3d_init_mats_rv3d - ED_view3d_init_mats_rv3d_gl which does the matrix multiplication, remove confusing checks in selection code.
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gui (grayed out)
When in quad split view, operators that only apply to the unlocked region can now be accessed from menus and when the mouse is over a locked view.
Applied to:
- VIEW3D_OT_object_as_camera
- VIEW3D_OT_view_persportho
- VIEW3D_OT_view_orbit
- VIEW3D_OT_viewnumpad
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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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Gave the report-timer (in top header) an own TIMER define, to not
confuse with timers in use for UI. Easier for debugging. :)
Also gave better malloc names to regions in 3d window.
All this for testing proper buffer drawing in Intel cards... which
is still unsolved.
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When rendering, during processing scene data, drawing in 3d window
is now locked. Can get extended to more areas in UI easily.
At least this solves all crashes with conflicting memory access in
render && 3d drawing. Deleting objects via operators or delete
modifiers isn't locked yet.
Also fixed: crash on quitting a renderwindow when it was rendering.
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most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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as startup blend: showing solid + outline selection.
(It was wire, without outline select... confused people)
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Added notifier ND_SKETCH for handling such actions
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- wm.add_modal_handler -> modal_handler_add
- wm.add_fileselect -> fileselect_add
- ob.add_shape_key -> shape_key_add
- VIEW3D_OT_add_background_image -> VIEW3D_OT_background_image_add (same for remove)
Also made 2 internal cmake vars hidden.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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all bones instead of all faces
face mask mode overrides pose mode keys. also removed function call from transform code.
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This fixes one issue from #24914: 3D text glitch and crash ("delayed" 3d view refresh)
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also draw stars when 'Only Render' option is enabled.
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- fixed this error 7 different functions (deform groups, uv layers & similar).
- support for numbers over 999.
- renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils
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are Open
also added api function ED_area_tag_redraw_regiontype(), so an area can redraw all regions by type.
In this case there is a view3d area listener that needs to draw all WINDOW regions.
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also made world changes only redraw the 3d view if 'Render Only' option is set.
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to avoid flag mismatch when checking if it changed.
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breaking if any layer was set.
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object is selected
Also fixed layer buttons update when changing scene/screen
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Reported by Roland Kramer
There was already code to prevent visibility toggle through restrict column from working when in edit mode. Reshuffled
code somewhat so it works also for object operations in outliner. Also ensure operator poll for visibility and selectability toggle
checks object is not in edit mode. So this also works for selectability toggling, so no more toggling when in edit mode - it's confusing otherwise.
Added notifier and handling for it for renderability toggle in outliner. No edit mode restriction here.
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created new one for visibility toggling (epilogue to r32052, fixing [#23944]).
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View...' etc, so for now just go back to what we had.
reverse merge:
svn merge -r31774:31773 .
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keymap editor.
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to set it as the background image. Dragging on an object still
sets it to face-mapped texture.
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This happend because of incorrect order of calculating used layer mask and drawing
header. Added layer content changed notifier to recalc used layers when needed.
This also fixes header redrawing in "Move to layer" operator and when user
changes Object.layers in properties view
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switching.
- also fixes a problem where xray+transp+alpha1.0 objects wouldnt draw at all.
- the patch worked by adding twice but this leaked memory.
- solve by adding the xraytransp object to the xray list if the alpha is 1.0
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median point as in 2.4x.
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will not be finished before release, so no point in having it there yet.
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added ED_region_tag_redraw_overlay to only redo overlay drawing, which
in case of triple buffer is much faster.
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with the generic action equivalents (NA_EDITED and new NA_SELECTED)
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path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
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Depgraph now handles texture dependencies - textures can affect objects/data via modifiers.
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Allow dropping image files from outside blender, or image datablocks from inside blender
to the compositing node editor, to add an image node.
Also small tweak: Only set 'path' properties on drops, if the drag->path isn't empty.
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object under mouse cursor. If not, another dropbox operation can be used.
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Added ability to drag images and movies directly onto objects to assign them as textures.
You can drag them from the file browser, directly from the OS or even from other apps. Here's a video to demonstrate:
http://www.youtube.com/watch?v=fGe2U8F_JvE
Ton wanted to show me how to add it, but he ended up doing almost all of the coding himself ;)
Ton/Matt: Dropping a text file in the Text Editor fails for some reason. It aught to work - probably a keymap conflict of some sorts?
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