Age | Commit message (Collapse) | Author |
|
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.
|
|
causing 3d view drawing to break.
|
|
|
|
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.
|
|
- 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
|
|
|
|
or get it from the context instead.
|
|
- original quat was not assigned yet so never gave a good result.
- quat angle comparison as vector is wrong.
|
|
changes
also replace mul_m4_v3() with mul_v3_m4v3() in a few places.
|
|
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.
|
|
|
|
z-roll was enabled by default, also made rotate less sensitive.
|
|
view
Made the UI more clear that the Lens value is for the 3d view space data only.
|
|
|
|
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.
|
|
|
|
|
|
scene/view functions from view3d_view.c into BKE_screen since they need to be accessed when changing cameras from outside the view.
|
|
|
|
works.
Also changed some usage of CTX_wm_region_view3d(C) to ED_view3d_context_rv3d(C)
|
|
Sarti.
|
|
|
|
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
|
|
|
|
|
|
27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
|
|
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.
|
|
|
|
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.
|
|
(-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.
|
|
|
|
|
|
|
|
flying.
|
|
|
|
|
|
* 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.
|
|
|
|
|
|
|
|
|
|
trying to start game engine disabled in build.
|
|
|
|
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.
|
|
- respect view locking (dont change rv3d->view)
- on multiple calls to smoothview, get the original view from the previously called smoothview if it exists.
|
|
Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
|
|
could make selection very slow in some cases
|
|
|
|
was a child of another object.
|
|
edit and snapping, by clipping the view ray.
|