Age | Commit message (Collapse) | Author |
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WM_operator_poll() could fail in cases WM_operator_name_call() would succeed because calling the operator would setup the context before calling poll.
this would result in python raising an invalid error or menu items being greyed out.
now python can also check with an operator context:
bpy.ops.object.editmode_toggle.poll('INVOKE_SCREEN')
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working.
Patch by M.G. Kishalmi, thanks!
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obj moving
Comment from source...
/* re-calculating the frame positions means we loose our original transform if its not auto-keyed [#24451]
* this hack re-applies it, which is annoying, only alternatives are...
* - dont recalc paths.
* - have an object_handle_update() which gives is the new transform without touching the objects.
* - only recalc paths on auto-keying.
* - ED_objects_recalculate_paths could backup/restore transforms.
* - re-apply the transform which is simplest in this case. (2 lines below)
*/
Martin, if you think this workaround is unacceptable, then automatic recalculating of paths after transform should probably be disabled since it looses data on non transform un-keyed values.
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(but not me for some reason).
For now revert most of r32757.
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the brush system matches the brush mode with the object mode, but this doesn't work for 2D image view paint.
since the poll() function doesnt have access to the context, for now just check if no paint modes are active, default to texture paint.
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have no "No camera" warning
Improve camera checking and move it before starting render jobs
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The scenes 'Render' is kept by blender while blender runs but the callbacks were not cleared when the render was done.
In this case the callback would reference a freed render job.
This isn't normally a problem because on re-rendering new callbacks are set, however the sequencer can render a previously rendered scene without setting up callbacks.
Simple fix is to to dummy callbacks applied onto the scenes 'Render' struct once its finished.
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axis=(...) attribute
the axis was being constantly re-initialized from the view.
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also make a mistake on this check last commit.
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Added extend option to lasso.
also...
- selecting bones wasn't checking their layer of if they were hidden in a number of places.
- fixed memory leak.
small unrealed changes
- added PBONE_VISIBLE macro
- renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's.
- removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific.
Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
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python icon button call, enum from 818 down to 444.
- remove unused space image members
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initializers is a c99 feature.
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- use first selected if non active (clears confusion since this isn't at all clear)
- dont take unselected into account when calculating connectivity, would mess up in many cases.
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Kuznetsov. Thank you!
This fixes [#24484] Right Hand Ctrl key none functional for snapping?
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from the 2.4 them but they were never in the 2.5 theme, so marked as BLANK
now.
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flipping problems and enabled for pose bones.
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This fixes [#24474] Pressing <Shift Alt A> or clicking "Play Animation ... reverse = True" does not play animation backwards
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- fixed this error 7 different functions (deform groups, uv layers & similar).
- support for numbers over 999.
- renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils
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object" reported by Olivier Amrein
lamps require a depsgraph update.
There is no more need to ED_render_id_flush_update because this is called by the DAG_id_flush_update.
help (and the right fix) from Brecht.
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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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particle display.
- ascii text drawing functions, slightly faster since they dont have to do hash lookups & utf8 conversions for each char.
- used ascii drawing functions for the view3d's number display.
- each text item was using fixed 128 chars, now only allocate the string length needed.
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working?
* The axis draw function was changed by Campbell recently, but the brightness value was forgotten?
* Solved currently by mapping the brightness value to axis alpha.
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* No way currently to know the order of effect inputs, so I added a swap operator for the inputs.
* Also added the effect inputs to the strip property panel (weren't even in rna before). These are not yet editable, but can be very helpful in determining what the inputs are if the strip is too short to see the name in the timeline.
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occasionally swapping order or overlapping
overlapping tests cant be done recursively
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* Hair added in particle mode didn't have any weights assigned.
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small unrelated change: when setting the image type of an image, loop over all its Imbufs and set them.
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screen verts were being rounded so resizing a window would end up moving the border in one direction.
for this to work properly we should store floats internally but for now compensate for this.
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no functional change.
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bg mode didnt have the screen context callback set. Though this sounds logical, bg mode defines a screen it should be set.
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camera view.
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crashing with grease pencil in some cases.
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function into path_util.h since these are not fileops.
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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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