Age | Commit message (Collapse) | Author |
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- generic modal operator now works with int's
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Easier for transform to have different values per transform then (also different from gears values).
(Based on a bug reported by Jonathan Smith)
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autokeyframe_pose_cb_func needs to be used for all cases I think)
- copy, paste ID properties with pose
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All openMP calls from a background thread need to have this thread var init workaround
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set, also raise an error from python if this is attempted
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Added poll function for BUTTONS_OT_toolbox operator
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Disable ID default unlink button if the RNA property is set to never be null, as the unlink default action simply sets pointers to null
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Was missing notifier
Also made a description slightly more consistent
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actions.
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* Jack Transport support!
* Minor sequencer audio corrections.
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Vertex selection count wasn't properly updated after extrude.
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Made aspect ratio work again in sequencer preview
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With new axis var for rotate, it wasn't reset properly when constraints are turned off.
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mouse possible with a few lines.
Example which is similar to interactive lamp adjusting in 2.4x ...
wm.context_modal_mouse(path_iter="selected_editable_objects", path_item="data.spot_size")
Added lamp Wkey menu back.
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bones in an armature
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Bugfix: When autokey is enabled, notifiers to refresh the animation editors *after* transforms finished for objects were missing.
While I understand the need to limit these to not doing this during transform, after transform, this lead to lag/inconsistent UI problems.
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* Added 'Damped Track' Option to 'Make Track' Operator
* Improved the code of the 'Clear Track' operator to include other types of tracking constraint too
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Bugfix #21255: Clear track operator did not remove TrackTo constraints too. This could still be made to do Locked Track and other tracking constraints later too, but for now this will do.
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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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