Age | Commit message (Collapse) | Author |
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fine for images with different X and Y aspect ratio.
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Was missed a flag to set rect marked as changed.
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From what I can tell there is no good fix for this bug, calculating the 2d/3d viewborder and then attempting to align them to be pixel perfect fails because of float imprecision.
Added a workaround, so the camera border is always drawn in 2d space,
since this workaround may cause problems later on its kept under the define VIEW3D_CAMERA_BORDER_HACK so we can get old behavior back easily.
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Generated images would not be re-generated with a float buffer on load, even when selected on creation.
Now save the float buffer setting as a generated image flag.
This means you can enable before baking to enable baking to a float buffer.
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rendering, to prevent any race condition problems
I've noticed some weird and random crashes recently while rendering,
which I suspect have been arising from having an Action Editor open
while rendering. Previously only the timeline was patched against
these problems, though the issues may be more widespread. Hence,
solving this problem at the root cause instead.
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existing link is now chosen from available sockets that match the _target_ type, instead of the source type. This leads to more usable replacements, e.g. for toggling inputs on mix nodes. Still not a great solution to the mute/autoconnect problem, but a bit more intuitive for replacements.
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ctrl+shift+dkey, to avoid conflicts with alt+dkey for linked duplicates.
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behavior (shift+dkey) is now to copy nodes and internal links, but not the input links from unselected nodes. This feature is available with the alternate duplicate operator (alt+dkey).
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usable results and leads to annoyed artists.
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* Find first unused frame function was failing to correctly detect
conflicts with the lower bound due to the way that markers are not
stored in sorted order. Fixed by performing additional search passes.
* Fixed some update bugs where there were missing notifiers. Most
noticable when the poselib is being viewed in an Action Editor
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Now it behaves right on playback:
- Starting playback "Anim Player" button appears on header.
It used to appear only on mouse hover before.
- Stopping playback triggers refresh on compositor, so
actual result would be visible if image sequence/movie
is used in nodes.
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remove missing includes and use more strict formatting.
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Incorrect low level was used for this case -- it should be
sculpt level, not preview level.
Thanks to Morten Mikkelsen to point on this bug :)
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Visual Keyframing was broken by r.34685, which used another method
which, at the time, appeared to work perfectly fine. Apparently not.
Also, extend/fixed visual keying to work for axis-angle rotations too.
Needs some testing, but should probably work
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(uninitialized pointer)
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dynamics
* Fluid bakes didn't respect the job stop flag.
* Also made msvc happy with some casts.
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texture in the texture properties.
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when something is selected.
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this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
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keyframe lines are wrapped up nicely by it
Ideally it could be made so that it only became wide when it is on a
frame with a keyframe, though that could end up causing performance
problems, so this will have to do (if a bit "chunky" looking at
times).
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* Keyframe lines were being drawn too short when frame number box was
enabled. The code for drawing this was modifying the View2D view-space
to get it's stuff in the right place, but the timeline code was not
accounting for this.
* In order to make the time ticks more visible outside the frame
range, I've moved the start/end frame drawing stuff in timeline to
occur after the grid drawing, and to draw semi-transparent, just like
the preview range curtains in the other animation editors
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* When a track is being solo'd, all other channels for that block are
drawn darker
* Strips in non-solo tracks are drawn flat shaded instead of with
shading
* Mute toggles are hidden (they wouldn't affect the result)
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Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
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wrong entries if obdata selected
In this case, the problem was that there were some lingering F-Curves
that were unselected by still had "active" flags set (a problem caused
by the old filtering channel visible vs list visible bug). Now,
"active" flag is treated separately from "selected" flag (bringing
this back into line with bones), leaving no confusion.
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tools
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blocks and Objects from add_element
These two chunks were significantly large that they really needed to
be placed into their own functions to allow for easier source
navigation.
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As per my proposal (http://lists.blender.org/pipermail/bf-
committers/2011-July/032553.html), I've split outliner.c into several
new files based on the purpose of the relevant code.
* outliner_tree.c - building outliner structure
* outliner_draw.c - outliner drawing (including toggle buttons and
their handling)
* outliner_edit.c - all operators for toggling stuff, and/or hotkey
accessed operators. Also KeyingSet and Driver operators go here
* outliner_tools.c - all operators and callbacks used for handling RMB
click on items
* outliner_select.c - stuff for selecting rows, and handling the
active/selected toggling stuff
In a few cases, the split hasn't been totally clear-cut due to cross-
dependencies and other spaghetti. However, in a few cases, I have
managed to remove the need for some of the prototypes that were needed
in the past by judicious reshuffling of functions, which also makes it
easier to actually find what you're looking for.
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linked rig
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planes were wrong in that case.
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Extrapolation" tool again
Added "Make Cyclic" and "Clear Cyclic" options to "Set Extrapolation"
tool (found from Channels menu) in Animation Editors. These options
simply add or remove (respectively) Cycles FModifiers from the
selected F-Curves, making them have cyclic extrapolation with a single
click, instead of having to go through the FModifiers UI (or Graph-
Editor only "Add FModifier" operator), which should make it easier to
do this apparently common chore.
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* Ported filtering code for Grease Pencil frames editing to the newer-
style refactored stuff
* Decoupled active status of layers from selection status, bringing
this into line with everything else again
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blend between backdrop and text color (black), made it blend 0.4 instead
of 0.2
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view for transforming strips
When the "Include animation data blocks with no NLA data" toggle
(action icon) is off, action lines are only shown if they have
keyframes. So when this option is off, only NLA blocks that have NLA
tracks will be shown, and of those, only those which currently have an
active action with keyframes will have their red action lines shown.
Combined with the vertical-space tweak when show control curves is
turned off, this should be good enough for most cases.
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