Age | Commit message (Collapse) | Author |
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Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/properties_render.py
source/blender/SConscript
source/blender/blenloader/intern/readfile.c
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translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails!
And another "final point in UI message" removal!
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option to disable unit settings during import.
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scanfill result.
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Fixes cache not being invalidated when using change collision shape and
calculate mass operators.
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As per discussion and analysis of all trackpad usage, we now
follow this convention:
- Blender follows system setting for trackpad direction preference.
- If you set your system to "natural" scroll, we need to invert a couple
of cases in Blender we do "natural" already. Like:
- view rotate (the inversed option just never feels ok)
- scroll active items in list or pulldown menu (up/down is absolute)
- ALT+scroll values in buttons (up/down is absolute)
The new User Preference setting "Trackpad Natural" handles this.
For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.
(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
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Simply clamp label position from bottom.
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it would be clamped within the screen a few pixels.
This was caused from using theme shadow setting to clip the popups and a hard-coded value to translate the popup within screen bounds - these values should be the same.
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re-allocate the faces which mean't triangulates output slots pointers became invalid. (noticed when using from py api)
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The group node operators offset nodes when moving them between node trees, but this should only be done for "free", un-parented nodes not attached to a frame, otherwise the node loc is relative to the parent node.
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zero errors.
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belongs to more than one chain
For example:
/----->C
A-->B-:
\----->D
If bone B is selected, then it would get operated on twice, creating the
illusion that it had not been operated on. This is because we traverse up the
chains (child to parent) as the EditBone structure only stores parent to
children relationships only. A second invocation of this operator would then
work fine, as all the links to other bones would have been removed, thus
preventing further problems.
Fixed by tagging bones that have been operated on.
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from regular diffuse to more shiny, stone, wax, eflective, glass and two non-realistic ones.
The menu now shows it in 3 rows. I made the previews a bit smaller, 96 pixels,
like the brushes for painting.
Thanks everyone for submitting pics! I updated the credit file too, but name
from one person is missing still, will be added next.
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operator search.
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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slot 'face_map.out', not used by blender its self but useful for scripts, enable this again.
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second fix from this report which makes the menu show tips even when 'bl_property' isn't set.
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it didn't cause any problems.
Getting the 'CTX_data_main' while un-fullscreen'ing a space would do a context lookup into the view3d_context which had an uninitialized layer.
since view3d_context doesn't hold a 'main' member it never did anything but cleaner not to do context lookups while modifying the view.
- noticed while checking on a real bug :)
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makes it possible to specify an offset relative to the render resolution (so 0.5
is half the image rather than giving the number of pixels). It's a bit late but
it's a trivial change and needed for 4k mango render.
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changing the hue in a color picker on a panel when black/white was selected would fail because the hue from the previous state wasnt stored.
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Use COLOR_GAMMA subtype for new image color since this color is
actually being color managed. Also made it so byte and float
buffers would have the same exact display color after creation
with the same color value.
Also made it so color strip's color have COLOR_GAMMA subtype,
otherwise swatch color wouldn't match render result which is
not nice at all.
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replace local defined timing functions with calls to TIMEIT_* macros from PIL_time.h and disable by default.
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with uninitialized faces normals,
add warning that BM_mesh_bm_from_me() dosn't calculate face normals.
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now use the slide vector to find opposite ngon edge which sets the slide destination.
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concave check on co-linear edges could fail, avoid by using the loop-direction + face normal.
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each other depending on the view)
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of those strips occurred on the same side of CFRA indicator as the mouse
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Patch [#34075] by Davis Sorenson (dsavi), thanks.
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This modules does not depend on any blender-specific data
structures or algorithms and due to our policy better be
placed to intern/
Shall be no functional changes, tested CMake and SCons on
Linux, hopefully other platforms will work as well.
P.S. SVN history shall be preserved for the files.
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trackpad to wheel events.
if you moved your mouse fast over a button the event would get converted to a wheel, even if the input event wasnt a MOUSEPAN event.
When Alt was held this was noticable because Alt+Wheel changes button values.
added an assert to avoid this happening again.
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checking that they are not modified).
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flipped and in proportional vertex slide mode.
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53132 which changed the RNA index to -1 for these. Also made it so that these
buttons no longer display "Insert Single Keyframe" and only "Insert Keyframe"
as you can't edit individual components here so it's only confusing.
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work so was just wasting CPU time.
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this patch enables the translate node to wrap around the image borders. This is especially needed if the translate node is not used to position elements on a layer but when it is used instead for seamless backgrounds like mountains or clouds that should be repeated over time (by animating the x/y values).
No trunk without docs! So here is my documentation: http://wiki.blender.org/index.php/User:Plasmasolutions/TranslateNodeExtension
The code is properly documented and should be easy to read and understand. When there are any problems or issues, please comment, I'll tackle them right away!
Greetings, Thomas Beck
* optimized determination dependant areas
* fixed some issues with scale node
There are still some issues when scaling very small values (x=0.0001)
- At Mind -
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can't not have an active UV map.
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