Age | Commit message (Collapse) | Author |
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Use in marker move operator.
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So constrainted bones can have their transform applied to their loc/scale/rot, then remove the constraints
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or AV-sync.
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Moved some of the generic code used to determine the F-Curves linked to PoseChannel transforms (as used by the Pose Sliding tools) into a separate file, in preparation for migration of PoseLib tools to this system too. This should make it easier to add some useful new functionality to the PoseLib browsing system (pending in a later commit).
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we can provide some sample files for testing.
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pose channels that have constraints.
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and once from the constraint panel callback)
comment the update call in the panel function.
also avoid one bone lookup which was taking a fair bit of CPU when profiling.
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use sizeof() with other instances of BLI_uniquename too
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* Added a user-preference setting which disallows setting the current frame number to a negative number. This setting only applies when setting the current frame by scrubbing the time cursor in a timeline view, or by typing a value into the current frame number field.
* Made the minimum frame number for the start frame to be 0, which should make setting keyframes by a regular step size less confusing. Also changed the MINFRAME define to 0 for consistency. Hopefully this doesn't cause any problems with any output formats.
* Fixed some missing channel selection cases in animation editors.
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keep var declaration up in .c files
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data
support for vertex group sorting in editmode
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- correct errors with non-mirrored meshes
- mirror weight paint on asymmetrical meshes
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Added a new option to filter the out Object-level (i.e. transforms, object visibility/settings, and also bone animation) animation data from the channels list. As most of these settings are transforms, I've used the transform manipulator icon and named the RNA setting display_transforms.
This is useful when trying to filter out only material animation data for example, as requested by Colin.
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1) Decreased the alpha value for unselected F-Curves in the Graph Editor, making them more invisible to help make the selected ones stand out more.
2) Removed various outdated settings from pose bone RNA
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Texture animation is now shown in the animation editors. Texture stacks are shown for each Material/Lamp/World block that uses them.
There is currently still a bit of a bug with this which means that unless the owner of the texture stack is animated too, the animation data for the textures won't show up. This will get rectified soon though.
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it myself, there will still be render slots just old implementation.
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now uniqute names are ensured with recursive name checking on the scene
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from Banlu Kemiyatorn (suchness), modified with more error messages.
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image code, this should be clearer and makes reusing the Render struct later
on easier.
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disallow reshape running when the multires mesh isnt available.
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Metric/Imperial units [26876]
and minor changes for unit.c, no functional change.
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Added a function that quickly extracts a full main dbase from an undo buffer,
to pass on to render code. This will efficiently then make a render using only
own memory, allowing real threading and running multiple renders at once.
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wrapping code to paint_image.c so it can be used for the undo push.
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Random fixes and tweaks in names and tooltips
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* Added own theme support for the cursor, was depending on the line_error color before.
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"""
Fixes the most common causes of gimbal lock in the fcurves of
the active bone.
"""
is causing bad glitches (boxy characters) on the tooltips..
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- Extrude Menu not longer restricted by selection mode, only selection totals (will show all possible options for the selection, regardless of selection mode)
- Missing operator descriptions
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not extruding faces).
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from Sergey Sharybin (nazgul)
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Note, this is not like GE ffmpg, but Blender Image Texture
display for GLSL materials. Speed can be disappointing,
use smaller images for realtime edits.
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Ekey: Extrude Region
Based on selection totals:
Extrude region along normal if at least one face selected
Extrude vertex along normal if only one vertex selected (experimental)
Extrude edge on its plane if only one edge selected (experimental)
Extrude with no constraint axis otherwise
Shift-Ekey: Extrude Individual
Based on selection modes and selection totals
Individual Faces if face select and some faces are selected
Individual Edges if edge select and some edges are selected
Individual Vertice otherwise
Alt-Ekey: Extrude Menu (only shows valid options for selection mode and selection totals)
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dont draw face dots when drawing backbuffer
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