Age | Commit message (Collapse) | Author |
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B-Bone resizing was acting more like translation than resizing when using numeric input. Added the flag to set all xyz values to same value when using numeric input
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- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
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Outliner objects showed "active" or "selected" in confusing
ways. Now the display is simply binary, and more in line with
how other items in outliner draw:
- text is white = item is active
- color circle behind icon: shows selection state
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Enter or exit localview changes bitflags (layers) in Objects, and should get an
undo push for that reason.
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Top bar: Add -> Mesh -> UV Sphere + Enter crashed.
It didn't crash with leftmouse, but that was coincidentally working.
Menus were freeing modal handlers in Window, while handlers were still
in use. Fix provides to tag handlers for being freed now.
Will add on my attention list for more elaborate checking work here, for
upcoming 2.57a I rather stick to minimal change in code here.
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This seems to make things look a bit better. What a difference 1px
makes...
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to the RGB color values there is now a small rectangle displaying the actual color under the mouse cursor. In addition to that the HSV and luminance values are also displayed.
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are 0,0,0 it gives NAN values.
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offset of attached objects
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active-unselected bone because editmode enabled the selection when toggled.
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BLI_findstring(), no functional changes.
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edit updates being restricted to the actual node. Edit functions now should use the generic snode_tag_changed, which also updates all instances of the currently edited group.
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tweakmode on NLA Strips
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Actions now get tagged with an ID-code, which is used to determine
what ID-blocks they can be assigned to. This ensures that material
actions cannot be assigned to the object-level for example.
* Action lists in general will now show only the actions that can be
set for that particular slot. This prevents selection of invalid
actions, and helps cut down the list of actions.
** An exception here is the Add Action Clip in NLA Editor, which will
show all actions but will only add where appropriate. This is because
it's not easy/possible to tell in advance which blocktypes to filter
for when building this list. (TODO?)
* The "Action Editor" is now strictly for object-level action
editing+setting now. This avoids repeateded confusion by people who
try using this to view their shapekey actions, which should go to the
Shape Key Editor instead!
** A context switcher for the legitimate times where this capability
might come in handy is still being investigated.
* "Floating" actions (i.e. actions in some action_library.blend) are
NOT able to be automatically tagged until they are assigned to some
datablocks (i.e. loaded onto the rig + played back once). It is
possible to write scripts that check for certain RNA-paths and "guess"
what datablocks they work on, but it is recommended that you load up
the Datablocks Viewer, and go through such actions by hand, setting
the "ID Root Type" property as appropriate per action.
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Using search for operators showed ambigious names like "Duplicate" or "Delete".
Default names should give at least a descriptive label. In case operators
are collected in a group name-shortening should be handled separaly.
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+ some errors I noticed.
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corrected these and replaced 'sizeof(((ID *)NULL)->name)-2' with 'MAX_ID_NAME-2'.
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- the frame from the current scene wasn't used - whereas with rendering it is, set the current frame as is done when node rendering.
- camera switching also failed, added a call to it.
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bpy.ops.mesh.dupli_extrude_cursor() )
also found curve click-extrude was always aligning the new points depth to (0,0,0), now work the same as mesh edit - align to the selected point or the cursor if none are seleted.
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length wrong?!
also fix for OBJECT_OT_proxy_make and RENDER_OT_render using incorrect lengths for ID names.
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FFMPEG was reallocating buffers it didn't own and wasn't allowed to. This workaround should work now flawlessly.
Also fixing a bug regarding unpacking sounds, the UI stated unpacking to //audio/filename while it was unpacking to //sounds/filename
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rescale of B-Bones and offset of attached objects
bbones now get scaled too, but the attached objects still get offset.
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lamp object data - numerical entries are interpreted as radians though displayed in degrees in SVN 36199
now apply units after python evaluation for unit buttons.
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with python fails, in rare cases its possible a valid python expression could get units applied to it.
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- render check for ortho/panorama combination wasn't working since the flags were not initialized at the time of checking.
- disable panorama button in ortho mode.
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ensure start of text is always visible.
- also left in test for fix [#26933] which left it broken.
- quiet warning in AUD Py API.
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decimals like in image editor
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mesh just disappears.
Redraw issue was caused due to different redraw rectangles used for 3d view redraw and
gathering PBVH nodes to be re-drawed. I moved redraw rect expansion with rect from
previous step into sculpt_get_redraw_rect, so now redrawing works as it was planned
some commits ago -- redraw everything to which is inside currect rectangle and rectangle
from previous stroke step -- this still prevents artifact caused by fast strokes but
mesh doesn't disappear.
Brecht, Nicholas: it's the simpliest fix i could suggest atm. I've got some more
ideas with additional node flags, but it looked more complicated for me and
made code more difficult to understand. If you could see something better (like
revert all this redraw fixes for fast strokes) please tell me.
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official
own fault with fix [#26885] for selected edges having de-selected verts in some cases.
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Image Editor.
There's already a flag in use for tagging the "special drawing in
Image Editor" case, so make use of that now.
Most of the changes here are just whitespace tweaks...
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large (bigger then the image).
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Let's do a quick last check if things work, call for release will be done
shortly on bf-committers.
Thanks everyone for making it possible!
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deselecting edgeloop & edgering would leave the verts de-selected even if other edges had them selected.
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shapekeys
It was simply missed crazyspace correction for shape keys when mesh is
deformed by modifiers and current tool is smooth/layer (they need special
approach due to they don't use proxies)
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* ghost frame 1 did nothing (alpha 0.0).
* was subtracting alpha from the existing alpha which could end up with negative alpha.
* with larger frame ranges the frames on each size would get too close to being the same as the active frames alpha, use 66% alpha for all non-active frames as well as time based falloff.
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- add back UV X/Y number buttons, the report points out they are missing.
- set the 2D cursor's subtype to PROP_COORDS (so buttons say x/y now)
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(icon for material, 1 console).
A windows tmp path crept in somehow...
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* Default material missed the mat preview icon.
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* Removed the second console in the "Scripting" Screen Layout.
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- Assigning local materials to library objects disabled
(crashes on undo/redo cases)
- Disabling options in Material buttons to add/remove slots
on library data
- Drawing Object ID template in Object properties, this
allows browse active Object, but especially shows library
status then.
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and 3d_View.
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On anim-render, a click in timeline stopped render completely.
The reason for this was a bit wacko code to cope with frame-step
feature (steps of multiple frames).
I thought of fixing that, but instead decided to block any operator
in Blender to change a frame while a render is in progress.
Both render engine and UI are accessing (writing to) the same
data then, which is a bad conflict.
Still a serious weakness of threaded render, but I'll keep
trying to allow this as far as possible :)
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