Age | Commit message (Collapse) | Author |
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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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3D View:
In quad-view mode, the options to set back/bottom/left views were
blocked. Now they work again.
Note: the oparator polls don't have a check for properties... so it
cannot be finegrained here. Checks are inside code.
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Sketching Sessions.
Fix for secondary issue noted in this bug report. Some of the code for
the fancy 3d view sketching options needed to be moved around so that
there is a clearer "paint/sketch session" and "stroke" separation
between various stages. There's still some more stuff that needs to be
done here before I think it's totally cleaned up.
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also minor functional changes
- OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it)
- removing BG image now returns cancelled if no image is removed.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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detect closing window while the BGE runs and exit without crashing, as if Esc was pressed.
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change
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- Home or Numpad Period with smoothview disabled were not syncing up the other views.
- Disabling clip only disabled clip syncing but left clip enabled for all views.
- Clip was being calculated for every update even when not enabled.
- The perspective view was being used to copy settings from when changing box & clip settings, resetting the distance each time. Now use one of the aligned views instead.
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Quad view split 3D window: didn't work for "box lock" option when
using "view all" or "view selected".
Made it work nicely for animated 'smooth' view too.
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WITH_GAMEENGINE
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Patch by Dan Eicher. In 3dview properties you can enable this. Rotating view then uses cursor as pivot point. Note that with this option enabled just relocating the 3d cursor also changes the 3dview.
Sebastian König: "Now the 3d cursor is actually useful" (sitting next to me while applying patch at bconf hostel)
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camera view.
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something close up with < 0.1 clipping, then toggle into local view it gets very
annoying.
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intentionally ignores shift.
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work, keys A, D, R and F do not
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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also fixed some glitches with smoothview.
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error and print valid range.
- fixed WM_OT_context_cycle_int was causing problems with int overflow, now it cycles properly.
- rename QUOTE macro to STRINGIFY_ARG, and added STRINGIFY, which is used more often since it gives the value as a string.
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flag (no functional change).
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tested every view3d operator to make sure none crash.
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(1000 or more units).
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Reported by Reiner Prokein
After aligning active camera toggling between last view and camera worked wrong in such a way that the view previous to the one to which was aligned was rotated to. In some cases rotation to last view seemed incomplete and ortho was used. Thanks to M.G. Kishalmi (lmg) for showing through a Skype screen share.
This is now fixed by copying the current view info before active camera is aligned.
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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.
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causing 3d view drawing to break.
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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.
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- 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
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or get it from the context instead.
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- original quat was not assigned yet so never gave a good result.
- quat angle comparison as vector is wrong.
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changes
also replace mul_m4_v3() with mul_v3_m4v3() in a few places.
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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.
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z-roll was enabled by default, also made rotate less sensitive.
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view
Made the UI more clear that the Lens value is for the 3d view space data only.
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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.
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scene/view functions from view3d_view.c into BKE_screen since they need to be accessed when changing cameras from outside the view.
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