Age | Commit message (Collapse) | Author |
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auto-ik updates are done by notifiers at the moment which are ignored when running bpy.ops.transform.translate(), so add an special_aftertrans_update() check for this case.
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- add info to create_dupli_objects rna function docstring.
- transform snap had bad define, disabling BVH accelerated snap (own fault).
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The butterfly wing flap, causing a nice storm in the rest of blender.
Now all dependencies should point ok again. CMakers, do double-test.
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* Transform info text array was too short for all cases, so some characters got written to invalid addresses.
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Switching layers reveiled hidden objects in wrong positions, changes
are currently not being handled for hidden objects.
Only way to fix it is by completely update newly visible objects...
(Also fixed a typo and a compile warning)
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header static for blenlib, blenkernel and editors.
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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Removed limitation of armatured-only objects for sculpting -- now all
deformation modifiers are allowed in sculpt mode. Use crazyspace corrections
like from transformation modules was used to support all deformation modifiers.
Internal change: all crazyspace-related functions were noved to crazyspace.c
P.S. Brush could make quite unexpected deformation for meshes which are
deformed in specified way. Got patch for this and discussing with Brecht
if it's really needed or maybe it could be done in better way.
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- transform code was using sprintf reading and writing the same string (undefined behavior).
- softbody had unneeded NULL check.
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When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
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Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)
This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.
Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
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- "CONSTRAINT_IK_AUTO" flag for targetless IK constraints was being
set in the wrong place. This is for the IK constraint data's flag, not
the generic constraint's flag
- Converting stack var "targetless" from type bConstraint to
bKinematicConstraint (i.e. constraint baseclass -> specialised data),
since it was only used in one place with a cast used there.
- When using targetless IK with no specified chain length, bone
rotation locks are taken into account too, saving a bit of extra setup
work
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... actually, this was just an off-by-one bug again.
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code for object transform stuff
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2D Editors using the standard translation transform tool no longer
have their values converted. For instance, it simply didn't make much
sense in such editors to be showing frame numbers/timing in terms of
meters/inches.
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#25554. As found by Daniel Lara (Pepeland) in #25554, the original
problems in #21825 all stemmed from the ChildOf constraint there
having an incorrect inverse set, which was altering the final results.
Now Auto-IK works nicely for old rigs again (i.e. FK arms on BBB rigs)
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also removed unnecessary NULL checks (where the pointer was used later without checking).
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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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This commit restores some basic functionality for retiming Grease
Pencil sketches. Some of the functionality that existed before still
hasn't been restored (namely snap/mirror tools as well as copy+paste),
though it should be possible to use this for basic retiming and
sketch-frame management again.
- There's still a lot of work required to get this up to the standard
of the rest of the animation editor code, as some of this code was
originally just hacked in based on the old-style code.
- Work is already required to not have to directly access the main db
global to get the list of Grease Pencil datablocks to show, but that
can come along with pending cleanups of the filtering code.
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disable PET when rotating/scaling around face centers to make it more obvious its unsupported.
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when not in Ortho view.
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Actually a minor tweak:
Auto-IK fails on correcting for constrainted bones in chains.
For that reason it stops including constrainted bones for it.
Now it does include constraints with influence zero, or which
were disabled by user input.
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Transform crash on autokey during animplay.
Transform event handling requires Context, for inserting keys.
Marked it with XXX warning; we have to be more careful with which
API calls require context; like inserting keys shouldn't need it?
Originally Context was meant for operators; to define user level
or scripted context, not for underlying APIs to work.
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Texture space transform, SHIFT+R crashed
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- Proportional circle size is printed in header
Allows you to find out if you make it smaller when it's large
- Proportional size is clipped with view3d clip-end now
- Added the size to rna, so you can inspect values via UI and py.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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On texture-space transform, pressing Rkey crashed.
Now it refuses to enter rotation mode. :)
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Auto-texture space now is more responsive and correct.
- on transforming it, the buttons get redrawn to show option was reset
- on enabling option, texture space is recalculated/reset
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Code changes are minimal, re-using the code as already was there.
Options are in pulldown menu, or SHIFT+T and SHIFT+ALT+T
Might be that Martin likes to see it different... do we need
a special operatortype for it?
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flags which only apply to objects. harmless but misleading.
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Auto-IK: applying back the IK transform on bones fails for constrainted
bones themselves. This would require the post-transform of IK to be
converted to a pre-transform for the constraint. That's too much of
a headache for bugfixing days.
To keep the autoIK feature work it now stops IK chains at constrainted
bones. Added todo item for a matrix wizzard to fix this one day.
(What would be really cool is a matrix-api for armature to easily
get all the required pre- and post transforms and apply. There's a lot
of duplicate exception handling for hinge bones for example.)
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Edge slide bug: when multiple vertical subdivisions exist, the UVs for
a slide or loopcut-slide operation were wrong.
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functional change)
eg: uiItemR(row, &dvar_ptr, "type", 0, "", 0); -> uiItemR(row, &dvar_ptr, "type", 0, "", ICON_NULL);
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EdgeSlide: cancel didn't refresh UVs in mesh for cancelled
state. Also loopcut suffered this.
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lines in Transform to not draw.
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- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
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applies to project paint too, added with comment.
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In sculpt mode, Object transform still worked, which was:
1) Not undo-able (sculpt undo stack)
2) Clearing the entire sculpt undo stack on operator redo
3) Had keymap conflict for R
Simply added check for this case and return trans operator.
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assignment.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
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After using loop-cut with multiple edges, transform widget
disappeared. Reason was a variable being set in function
not being called on cancelled operators. Now it's in Posttrans()
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