Age | Commit message (Collapse) | Author |
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* Added back the single triangle icon for node color special menu, showed empty after recent changes in r46939.
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Restored single triangle for special menus, which still isn't perfect but
probably makes more sense.
Added drawflag bit flags to button, which is currently used to declare, that
button need to have up/down arrows. This is needed because it's tricky to
distinguish if button should have such arrows. For example, ID search buttons
is a simple block button which doesn't directly mean it'll have pop-up menu
and not all buttons which cases pop-up menu to display need to have such
arrows.
So currently only ID selector button is forcing up/down arrows to be displayed,
all the rest buttons now behaves in the same way as it used to be before.
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the index.
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remmoved edge-visibility check from the patch which gives nice functionality but calculates and BVH and throws it away every update.
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* Made the new custom theme options a bit better and more compact.
* Added a few separators to better distinguish these settings from the actual node buttons.
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Modified the switch statement to use the ModifierType enum and changed
the default case to use specific missing values. Compiler can then
issue warnings when new modifier types are added (at least gcc 4.6.3
does)
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* Show Modifier Icon in Outliner.
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also fix example for mesh uv's
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The up/down triangle icon for menus was not drawing when a menu had
an icon; even though space was reserved there. Note: this can only
work now with removing the ugly "down triangle" icon from buttons like
next to the Material list box (button pops up menu with tools).
Looks nicer this way anyway.
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Add a new transform operator, "Skin Resize", which scales the X and Y
axes of the radius field in MVertSkin. It's bound to CTRL+AKEY.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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* The operator creates bones for each input edge (does not subdivide
them like the skin operator does), adds a fake root bone for skin
roots with multiple children.
* The operator adds vertex weight groups to the original mesh.
* Make copy_object_transform() public, used to match the armature
object to the mesh object.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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* Add operator to mark selected vertices as skin roots.
* Add operator to mark/clear selected vertices as loose.
* Add operator to equalize skin radii.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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Roots are drawn with a view-oriented dashed red circle around the
vertex location. The circle's radius is the average if the skin
vertex's X and Y radii.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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Bumped file version from 263.5 to 263.6 to ensure the default
TH_SKIN_ROOT color gets set.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
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in particular.
For an detailed user-level description of new features see the following blogpost:
http://code.blender.org/index.php/2012/05/node-editing-tweaks/
TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
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destination and source in copy function. Also fixed an error in Py API, check to see if layers were different should be check to see if they're the same.
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Note: the problem of sockets translation remains (for all node types), currently they are unavailable from RNA, hence not detected by i18n tools, so only solution is to add N_() in all node sockets templates… yuck! Really have to fix this.
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draw clipping box alpha 0 so reprojection and rendering show the background as alpha 0.
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Issue was caused by wrong calculation of grid coordinates when switching
from low resolution mesh to high resolution mesh. Somehow was affected only
for face U or V equals to 1.0f.
Checked fix using all test files used during initial implementation of
multires baker and tested sample file from bug/ Seems everything is OK.
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Averages input samples to make the brush stroke smoother. Only mouse
location is averaged right now, not pressure/tilt/etc.
The DNA is in struct Paint.num_input_samples, RNA is
Paint.input_samples. In combination with PaintStroke usage this change
applies to sculpt, vpaint, and wpaint.
The range of useful values varies quite a bit depending on input
device; mouse needs higher values to match tablet pen, so set max
samples pretty high (64).
Release note section:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Input_Stroke_Averaging
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* Color correction node
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[#31408] Code review testing: Button labels are invisible in many nodes
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quite problematic in button layout
* Added first column with labels
* increased max size of node
* moved the start/end midtones to the bottom of the node
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bpy.constants.NAME_MAX ? - but this hardly ever changes.
also hide allow overlap option for adding sequence strips, this was only intended for api use
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algorithm
Connected the Glare Fog Flow to use Fast Gaussian in stead of Bokeh blur
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
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*i18n: panel title of current tool in 3D view & File windows are now translated, as well a redo (F3) menu.
*MESH_OT_faces_select_linked_flat & MESH_OT_edges_select_sharp: use ANGLE RNA prop for sharpness, and fix tip of the later op.
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Also avoid multiplying each vertex three times with obmat...
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replace do prefix with do_ for bool vars.
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refresh
button or opening the file browser, in case e.g. a USB stick was inserted.
Patch #31211 by Julien Duroure.
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Displaying image layers with flattened names (render_layer.render_pass) can lead to extremely long socket lists, especially with older files that were used with distinct render layers before. In general the flattening of names would be preferable, but it needs a sensible way of limiting the number of displayed outputs. For now the render layer dropdown selection is the best option to ensure usability.
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No functional changes.
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* "X/Y position" label -> "X/Y". The longer text was barely visible in the UI.
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`````|````` | | | ..''''
| | | |______ .''
| | | | ..'
| | |_______ |___________ ....''
merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
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