Age | Commit message (Collapse) | Author |
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1) Summary channel in DopeSheet was using uninitialised color for backdrop, resulting in weird/wrong colours
2) Commented out the view2d hotkeys added earlier, since they currently cause some conflicts for animation editor hotkeys (namely NLA)
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Page Up/Down hotkeys for working with scrolling View2D views
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All F-Modifiers were had their RNA pointers initialised as "Function Generator" modifiers when drawing.
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Inserting keyframes for properties that don't already have F-Curves shouldn't occur if auto keyframing is set to 'replace' only (i.e. see timeline -> frame -> autokey mode menu for details).
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This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View.
The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
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enabled, ortho and perspective supported, camera aspect ignored at the moment.
also fixed bugs ortho camera projection which wasnt ever used and had the ortho camera size inverted.
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This makes having both enabled at the same time actually useful!
http://www.pasteall.org/pic/show.php?id=1265
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Removing all dots at the end of tooltips in screen_ops.c
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update all selected fcurves instead.
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object's name
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groups+visibility operator (anim channels).
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access in the vertex group panel menu.
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Graph Editor
- 'Toggle' operators for channel settings now now act more like the select-all type of "toggle" operator. The old behaviour has now been moved to "invert".
- Channel settings are now flushed (like for visibility and when clicking) for muting and locking when using the operators
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New Actuators done:
* OBJECT (aka MOTION)
* SOUND
* PROPERTY
* CONSTRAINT
* EDIT_OBJECT
* ACTION
* STATE
* ARMATURE
Actuators to be done:
* CONSTRAINT
* EDIT_OBJECT
* SHAPE_ACTION
Actuators done already:
* IPO
* CAMERA
* SCENE
* RANDOM
* MESSAGE
* GAME
* VISIBILITY
* TWODFILTER
* PARENT
once again: feedback is appreciated.
+ some typos
+ some DNA padding
Thanks for Mitchell Stokes (Moguri) for his patch on that. It saved me some time on the ENUMs and some actuator descriptions :)
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faces)
Torus is generated flat shaded like the rest of primitives for easier
tweaking of resolution and consistency with the rest of the primitives
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violation
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Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
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* Fixed problem where selecting an individual F-Curve would not set the selection correctly.
Group channels still needed a separate selection check before they get included in the filtered list. I had removed this in an earlier fixing commit today, but overlooked that expanded groups wouldn't get this check. Therefore, group channels would also be flushed on, turning all channels of group on.
* Removed the 'curvesonly' test from deciding whether the selection status + collapsed group fix, from the earlier commit, since this was making a few cases get overlooked (namely for setting visibility toggles, where selected F-Curves in closed and deselected groups still managed to get through)
* Added a debugging print API call for helping with debugging this sort of error in future. It just prints the types of channels being operated on, to easily see what's going on...
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The code used to calculate the number of spaces to insert for a tab (so that indention widths were aligned to multiples of the number of spaces to use) was incorrectly assuming that the line that this was to occur on was blank, using text->curl->len (i.e. the length of the current line).
The code now uses the position of the cursor to determine how many spaces need to be added to it to move it to the next multiple of the tab width.
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Also, added numpad enter to text-editor keymap for creating new lines for more consistency with user expectations.
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Moved the special region "post draw" callback execution stuff to after XRay and Transp object drawing.
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sequencer
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easier debugging on channel errors.
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This commit fixes the first issue in the report - deselecting unselected channels does not flush the change in state - which resulted in the channels of collapsed and unselected groups not getting unselected too (a consistency issue).
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For operators that depended on working on the data of 'selected' channels, but which needed to get F-Curves only, collapsed groups posed a problem (these operators included inserting keyframes on selected channels only, pasting keyframes, and ghosting curves).
When these groups were selected, all their F-Curves should get included regardless of selection since it's too confusing otherwise. However, inside the F-Curve filtering code, selection was still being considered. This problem has now been avoided by not filtering the F-Curves for selection status in these cases.
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Bugfix #21031: Non-visible animation channels affected by fcurve visibility toggle hotkeys
Removed a bad check for the selection filtering check from animation editor filtering for groups+fcurves. This check meant that groups that were not visible due to not having any visible F-Curves would end up being shown too.
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Editor is updated in the process...
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* after renaming, the file name and highlight are drawn immediately.
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string was used, uninitialized.
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a handle unless they key is alredy partially selected.
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changed some malloc to MEM_mallocN while trying to track down a memory leak.
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reducing the number of places to fix visibility checks.
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active bone into account
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When the visiblity of a F-Curve in an expanded group was enabled using VKEY, the visibility of all groups above the expanded groups were also turned on.
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at fixing a few bugs in animation editor filtering.
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