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2010-08-25bugfix [#22819] Grease Pencil: OpenGL render incorrect if view mode, OK with ↵Campbell Barton
cursor mode also made drawing in camera view stick to the camera border (belated durian request), useful for animation review without worrying about screensize moving the overlay about.
2010-08-12Fix #23219: smooth view rotating in top view could generate NaN-values,Brecht Van Lommel
causing 3d view drawing to break.
2010-08-08remove unused includes from editors/space_*Campbell Barton
2010-08-06bugfix/functionality fix [#21752] 3D cursor vanished and does not come backCampbell Barton
Setting the 3d cursor in perspective mode would keep the cursor behind the viewport, now check if the cursor is begind the viewport and use the orbit location to set the cursor depth rather then the existing plane.
2010-08-04include cleanup, no functional changesCampbell Barton
- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases) - removed DNA_wave_types.h (never used) - removed Main.wave
2010-08-012.5: more G.main changes.Brecht Van Lommel
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-27bugfix [#21754] Smooth view + repeeted view orbit results in slow orbiting.Campbell Barton
- original quat was not assigned yet so never gave a good result. - quat angle comparison as vector is wrong.
2010-07-26replace macros VECCOPY and QUATCOPY with inline math functions no functional ↵Campbell Barton
changes also replace mul_m4_v3() with mul_v3_m4v3() in a few places.
2010-07-24bugfix [#22769] Undo Looses Active Camera Campbell Barton
The problem was that the v3d could have a different camera to the scene even when locked. VIEW3D_OT_viewnumpad was ignoring v3d->scenelock option and allowing an invalid state.
2010-07-17spelling correction: alredy --> alreadyCampbell Barton
2010-06-12[#22307] Camera Fly Mode Rolls Camera on local Z-axisCampbell Barton
z-roll was enabled by default, also made rotate less sensitive.
2010-06-07'fix' [#22527] Lens angle under View in 'N' panel does not change the camera ↵Matt Ebb
view Made the UI more clear that the Lens value is for the 3d view space data only.
2010-06-04Fix [#22383] 3dView Layer Management (by Mouse) brokenMatt Ebb
2010-06-01== View Navigation ==Campbell Barton
Orbiting the view while in camera mode now starts from the camera view rather then switching back to the last user 3d view settings. * I added this some years back but it was rejected, however it was requested today for durian because with set scenes its not always easy to select whats infront of the camera to navigate to it. Its possible to end up in an annoying situation where you are looking at the main characters head (in a set scene), but when you orbit the view, the camera jumps 500+ BU away and you need to manually navigate back to what you were just looking at. * If a user wants to go back to the view they had before entering the camera view they can still press Numpad zero which toggles.
2010-05-18fix for opengl render when called from pythonCampbell Barton
2010-04-24sub_v3_v3v3 --> sub_v3_v3 (where possible)Campbell Barton
2010-04-22chaning the camera from the scene buttons didnt update the views. moved some ↵Campbell Barton
scene/view functions from view3d_view.c into BKE_screen since they need to be accessed when changing cameras from outside the view.
2010-04-21replace add_v3_v3v3() --> add_v3_v3() where possibleCampbell Barton
2010-04-16Fix [#21492] "Align to view" option from tools panel's operator part doesn't ↵Matt Ebb
works. Also changed some usage of CTX_wm_region_view3d(C) to ED_view3d_context_rv3d(C)
2010-03-27Fix #21741: changing scenes didn't update layers in 3d view, patch by Elia ↵Brecht Van Lommel
Sarti.
2010-03-23Spacebar to confirm Fly ModeDaniel Salazar
2010-03-23more lint includesCampbell Barton
Only source/blender/editors/ dir, should not give errors on different platforms Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-03-20merge own commits into render branch into trunk since 27560Campbell Barton
27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
2010-03-16== Massive Keying Sets Recode ==Joshua Leung
After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-12Fix #21042: sculpt not working from orthographic camera view.Brecht Van Lommel
2010-03-06re-project: operators for projecting from a view screenshot rather then a ↵Campbell Barton
camera. - new mode for projecting an image with the view matrix saved in the image id-properties rather then using the camera matrix. - operator to screenshot the view and create a new image with the view matrix stored in the image. these will be used for better re-project integration and are not immediately very useful.
2010-03-05partial fix for: [#21400] bpy.ops.view3d.game_start() in a startup script ↵Dalai Felinto
(-P) crashes Blender Creating a proper pool for the game_start() operator. I still want to find a way to force the start of a game from the commandline.
2010-02-26use negate_v3 rather then multiplying a vector by -1.0 (no functional changes)Campbell Barton
2010-02-26fix for fly mode restoring non-euler rotationsCampbell Barton
2010-02-26fix for camera rig that has locking on the camera but not the parent.Campbell Barton
2010-02-25support for flymode with camera rigs, so the parent most object is actually ↵Campbell Barton
flying.
2010-02-25use math functions in view code, no functional changes.Campbell Barton
2010-02-22game engine support for recording animation back & some other minor changes.Campbell Barton
2010-02-18Animation Playback Option (No negative frames) and Other Bugfixes:Joshua Leung
* Added a user-preference setting which disallows setting the current frame number to a negative number. This setting only applies when setting the current frame by scrubbing the time cursor in a timeline view, or by typing a value into the current frame number field. * Made the minimum frame number for the start frame to be 0, which should make setting keyframes by a regular step size less confusing. Also changed the MINFRAME define to 0 for consistency. Hopefully this doesn't cause any problems with any output formats. * Fixed some missing channel selection cases in animation editors.
2010-02-12correct fsf addressCampbell Barton
2010-02-11batch remove .'s used with RNA_def_struct_ui_textCampbell Barton
2010-02-08[#20973] Fly Navigation does not center cursor on commenceCampbell Barton
2010-02-06Fix compiling when GameEngine is disabled.Joshua Leung
2010-02-06Game engine: show popup with error rather than printing in console whenBrecht Van Lommel
trying to start game engine disabled in build.
2010-02-05Fly Mode Bugfix: Animation recording works againJoshua Leung
2010-02-01Fix #20891: opengl animation render could mess up the view.Brecht Van Lommel
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not work well for offscreen rendering. It would have been possible to make a fake subwindow for this, but I decided to just remove this extra layer as it does not seem to have much purpose and has been quite confusing when trying to fix other bugs. The relevant matrices are already stored in RegionView3D so there will be no increase in calls to glGetFloat, which may have been a performance reason to use this system in the past.
2010-01-30[#20320] Quad View - Orthogonal grid changes to perspective gridCampbell Barton
- respect view locking (dont change rv3d->view) - on multiple calls to smoothview, get the original view from the previously called smoothview if it exists.
2010-01-25Remove unneeded notifier data added in revision 26219.Martin Poirier
Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
2010-01-16bugix [#20687] Selection code on duplis gets incorrect draw mode flagCampbell Barton
could make selection very slow in some cases
2010-01-10Removed game_sound property as it is not working and not necessary anymore.Joerg Mueller
2010-01-08fly mode doesnt need this workaround now - it broke fly mode when the camera ↵Campbell Barton
was a child of another object.
2010-01-05Alt+B view clipping is now taken into account properly for sculpt, particleBrecht Van Lommel
edit and snapping, by clipping the view ray.