Age | Commit message (Collapse) | Author |
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center point so close to the viewpoint caused the helper line to erratically move about because of float precision.
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original patch by Philipp Oeser (lichtwerk) with own changes.
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Fixes [#34420] rigid objects not resetting original properly after running a simulation.
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Gazzán and S. Lockal for spotting them!
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besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
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these cases, when WITH_INTERNATIONAL is defined we need unicode support).
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don't interpolate projection, just project all points within the PET radius.
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when Proportional Editing mode is active, regardless of influence radius
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thanks!)...
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enough.
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made bone roll get compatible angle values with the original roll.
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edit mode
My earlier fix for [#33974] (in r.54061) was causing some problems where
manually specified roll values on horizontal or angled bones were getting reset.
This could be nasty as you might not notice the changes for a while (especially
when using stick bones without axes displayed).
I've now put in place a hacky compromise solution which should catch both of
these situations nicely. For z-axis (i.e. vertical) movements, the r.54061 fix
is used, while for everything else (moving or just touch-n-go), the old setting
is used.
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style edits and typo corrections.
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centers
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quite correct.
- When checking edimode, make sure its mesh editmode.
- Graph editor supports this option but wasn't being checked.
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this meant toggling clamp didn't take any effect until the mouse was moved. (annoying glitch)
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finally last transform tool relying on alt has an alternative.
Sequencer slide which makes room for the placed strip by moving others - Pressing G a second time toggles this behavior.
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button mouse"
ShrinkFatten operator now uses scale key to toggle 'Even thickness' option.
With the default keymap this is Alt+S,S.
Added functionality so the header print can get the key used for the modal keymap, some other operators should make use of this too.
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(if you held down the R-key for example).
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also use C key to toggle clamping rather then alt (reported in [#33949]).
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zero errors.
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now use the slide vector to find opposite ngon edge which sets the slide destination.
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concave check on co-linear edges could fail, avoid by using the loop-direction + face normal.
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of those strips occurred on the same side of CFRA indicator as the mouse
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flipped and in proportional vertex slide mode.
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quad, gives nicer results.
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should now work properly in all cases.
... somehow I managed to make test-cases that worked in previous commits but failed in other cases.
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slide examples didn't.
Edge slide needed to check for concave ngons too.
add BM_loop_is_convex() and expose to python too.
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the direction, otherwise longer edges would skew the direction.
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also name vars better (was using meaningless names).
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direction calculated from the face would be wrong half the time (depending on the edge loop direction which is arbitrary).
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minor edit to recent tip change.
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Limit Constraints (i.e. Limit Location/Rotation/Scale/Distance) with 'For
Transform' option enabled would still be applied when transforming objects even
when they were turned off using the eye icon in the constraint panel headers.
The "off" flag was never added to the checks for muted or disabled constraints
to be skipped here.
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defines/enums.
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For example, if you're making a chain of bones (e.g. for a spine) by extruding
the tip joint of an initial bone, the bone rolls would be: 0 (for the initial
bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing
B-Bones to twist to match the roll values at the other end of the bone.
The fix here seems to improve the situation in this case: bone roll values don't
flip or change anymore (in fact, the bone axes stay perfectly aligned now, as
they should). It also doesn't seem to cause any problems in other common cases I
checked.
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This allows moving rigid bodies on frame > startframe.
Also rigid bodies can now be picked up and trown around while the
simulation is running.
Note: There is a small glitch with cancelling tansform during simulation
but it's tricky to get rid of.
TODO: Avoid static-static collision warnings
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This was left over from 2.4x days and is not used anymore.
Now simulations are always interactive.
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using numeric input
When using numeric input to move strips, the strip extent clamping code could
end up prematurely truncating one endpoint. This was because the clamping code
uses the values of the other end (e.g. end for start, and start for end) as one
of the limits on its allowable range to prevent inverted strips.
Now we just set these values twice - the first time, one of the endpoints may
still get truncated (while the other one will be able to go to its correct
value), then the second time both will get set correctly (and validated too).
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selection would crash.
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the case well.
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for the original patch.
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The SmoothView operator was mixing up source-view and original-view parameters cleanup this operator and add 'original' view settings store.
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