Age | Commit message (Collapse) | Author |
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things are nasty to edit/extend)
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svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28571:28573
svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28575:28576
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works a bit better with handles. handles now follow keyframes properly in frame snap mode, in situations where they would move (but the keyframe would not) in undesirable ways before. also hopefully fixed vector scope crash in image editor. and disabled snapping to seconds (ever); this can be a seperate option, silently switching to second snapping in frame snapping mode is absolutely evil. also, the action editor draws in hundredth of seconds, not seconds, so it didn't even work. Aligorith: I hope this code is ok, if not feel free to rewrite it.
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Missing a matrix normalization (objects scaled in object mode would have the bug).
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would convert from quat to matrix and back if the bone had any constraint,
but did not normalize the quat first as done in other places, giving a
sudden jump when starting transform on some bones with constraints. Two
changes:
* Normalize quaternion first.
* Only do this conversion on bones with limit rotation constraints,
instead of all bones with any constraint.
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124-126 but isnt used by any build systems now.
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Adding proper flag.
If there are others like that, other people can fix them too, it's easy peasy.
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- swapped in less verbose math functons
- modifier include cleanup
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and it makes it available in the operator search)
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Made 'PoseLib', 'Pose Paste', and 'Transforms' use the active KeyingSet instead of a hardcoded one if there is an active KeyingSet and the 'Only Insert for Keying Set' option is enabled in the User Prefs.
Also, made sure that for transforms, the active KeyingSet is provided with the data being modified instead of having them retrieve this from the context (which may miss a few items).
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While making the changes for pose paste, made pasting poses not destroy the existing properties on the bones if the buffer bones didn't have any properties to replace the old ones with. IMO, this seems a bit too destructive if they don't get replaced, but perhaps in some cases not removing causes some problems with bad poses?
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- Rename option and flag to something more sane
- Add property to manipulator operator and set true by default
Confirm on Release can now be forced true or false per operator, in which case it won't use the default value (the user preference).
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Add hidden property to be able to force confirm on release (drag immediately is a silly name) on or off.
Streamline method for adding common properties to transform operators.
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- library data allows pointcache writing (hard to know how this should work long term so ifdef'd for now)
- changing the frame now updates the dupligroup objects
- BKE_ptcache_ids_from_object(), option to get the id's from duplis
note! scene_update_tagged() is called from the main() loop, and runs BKE_ptcache_quick_cache_all(), this could become a performance issue, especially with duplis, should probably not call BKE_ptcache_quick_cache_all() all the time, even when not playing back animation.
(commits 27856 by Campbell from render25 branch)
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in uv/image editor properties panel
Note: Moved UV editor 2d cursor to SpaceImage rather than View2d, so it's
more accessible to RNA.
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trying to Crease some edges
Don't want to project for Crease (and others).
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This commit removes the Old Track method (used to be found under Object -> Animation -> Track), with all existing instances of this being converted to Track To Constraints. In fact, while performing this removal, I found that this was supposed to have happened in version 2.27 already, but for some reason the options were left in, and this function managed to survive for a further decade.
I've left the tracking axes around still, since it seems some curve tools still use that. However, that usage should probably get faded out in future too?
Misc notes:
* Fixed compiling error with constaints from harkyman's Maintain Volume patch.
* Subversion of 2.52 now bumped up to .2
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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
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Working around a problem in a work around for holes in the operator API and event system.
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(commit 27537 by Campbell from render25 branch)
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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
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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.
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manipulator ctrl+click increment fix.
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Partial fix. Check lauch event if left or right mouse.
Also added a bug fix for manipulator (sometimes, type = 0)
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Revised the conditions under which motion paths get recalculated after transforms (when auto-keying is enabled). Now, the type of path display does not matter, but rather that the object/bone in question has any paths at all. This makes animating with these a much smoother experience.
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Made hidden bones get ignored by transform code. This should be quite an old bug...
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27250 and 2.50A1
Proper fix for this. Moving special mouse input stuff to custom callbacks (this also makes the per transform main functions a bit cleaner).
It also fixes the operator property (value) for shear and warp.
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bones and objects.
commented fix and reopened report.
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animation. currently supports translate and extend.
TODO:
- select markers in dope sheet.
- transform time scale.
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27250 and 2.50A1
Needed to reassign calculated rotation into the values vector.
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on one side.
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consistent in the UI
* Fixed bug with hotkeys for adding properties to Keying Sets using the KKEY over the relevant buttons. Was calling the remove callback instead.
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EditBones pretending to be pose bone when doing bone resize need a valid object pointer.
Tsk, who thought this was a good idea...
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Easier for transform to have different values per transform then (also different from gears values).
(Based on a bug reported by Jonathan Smith)
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With new axis var for rotate, it wasn't reset properly when constraints are turned off.
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bones in an armature
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Bugfix: When autokey is enabled, notifiers to refresh the animation editors *after* transforms finished for objects were missing.
While I understand the need to limit these to not doing this during transform, after transform, this lead to lag/inconsistent UI problems.
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* Added 'Damped Track' Option to 'Make Track' Operator
* Improved the code of the 'Clear Track' operator to include other types of tracking constraint too
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Use in marker move operator.
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