Age | Commit message (Collapse) | Author |
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- replace (strlen(str) == 0) with str[0]=='\0'
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- particle.c wasn't setting all components of the vector when reading cache and setting dummy velocity values.
- some functions incorrectly took a float[3] argument when the 4th value was set.
- remove a few redundant lines of code.
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inspecting the exception for the path assumed utf8.
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Patch from Juha Maki-Kanto
- initgrabz was called with local space coord.
- Brush radiu was multiplying by 2.0 for grab and snake brushes.
Not sure why this was needed. Made some tests and didn't notice
any regressions without this multiplication.
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selected vertices in info header. Patch by Julien Duroure, thanks!
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This means you can import a BVH, rotate 90d and apply the rotation, the animation will still work as expected - thanks to Benjy's script for showing how obvious it is that this works :)
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wasnt making paths absolute (abs paths are made relative when converting the other way).
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Show A: and B: drives in Windows file browser.
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updated the logic behind node delete with reconnect.
When on input and output socket is connected, these two will be reconnected
see bug report for example.
http://projects.blender.org/tracker/?func=detail&aid=28289&group_id=9&atid=498
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and BGE" by me.
Description from the tracker:
"It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
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& correct some bad comments.
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- renaming a bone could crash if the area had to spaces in it (reported by Sebastian Koenig).
- renaming bones wouldn't update inactive 3d views locked bone names.
- selecting locked bones in the UI didnt work in editmode.
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for drag and drop ID's into the console but should eventually be used for the animsys too.
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worked but used center select too.
instead add 'object' option to VIEW3D_OT_select.
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Use PageUp/Down for moving up/down, and Shift PageUp/Down for moving
to top/bottom. This is more comfortable than the old combinations
involving shift+ctrl.
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Thanks pepeland and 3duan for the suggestions. I've been looking at
improving these for a while...
* Left/Right Arrow = Single Frame stepping as before
* Up/Down Arrow = Jumps to next/previous keyframe (used to be the
uncomfortable Shift PageUp/Down)
* Shift Up/Down Arrow = Jumps forward/back in 10 frame increments
(used to be Up/Down Arrows). 10 frame increment should get
customisable again as in 2.4, but need to find some UI space to put
that!
* Ctrl Shift Up/Down/Left/Right = Jump to start/end frame (used to be
Shift <Arrow Key>)
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Change OURPLATFORM from "linux<major_version>" to simple "linux".
Since new policy for linux kernel versions that major version in
platform doesn't make much sense for building rules so the same
rules could be used for both of linux2 and linux3 now/
Tested on both of linux2 and linux3 systems.
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mode
Pose Library was checking in wrong place for what was selected and
what wasn't when determining what should get autokeyed.
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Click in Compositor on output node invoked a re-composite.
Only has to be done for inactive outputs.
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alpha blending for uiDrawBoxShade and uiDrawBoxVerticalShade.
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Editor
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doing context lookups for the scene quite a lot.
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- operator strings were doing undo pushes (in fileselector text for example), this is dumb since the operators themselves handle undo.
- interface code checks rna props are arrays rather then checking the array length.
- disable properties window pin undoing.
- sequencer refresh was calling undo, disable since this is clearnign global data not handled by undo.
- added commented out code for drawing mesh vertex index/key index, useful for debugging shapekey - hook issyes.
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Noticed clicking anywhere in the outliner was doing undo pushes, even in empty areas.
- check if any selection is made before redrawing.
- don't do an undo push when selecting outliner items since only screen data is touched here.
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- space type switcher.
- header menu toggle.
- properties window header buttons.
- various view3d manipulator buttons.
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for eg was doing an undo push.
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single float operator value.
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of selection. Changed the fix for bug #27198, live unwrap not working with
sync selection.
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3d view header mode menu.
A recent bugfix was incorrectly hiding pose and particle mode when the object
data was library linked, but these modes edit object level settings so should
be available.
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missing feature from 2.4x
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rotations when displaying.
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selected armature object when they were in pose mode.
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* Removing check if Node is in between, so in-/output nodes can be muted as well. Useful for example if you want to temporarily mute a file output node.
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linked
Shapekey actions weren't getting copied when their owner data was.
This was due to the IMO totally convoluted way in which the duplicate
action flags have been set up:
- the function to copy animdata takes a param to specify whether
actions are copied or not, but this is never touched (i.e. this always
just gets FALSE passed in)
- instead, we jump around in hoops later figuring out whether the
userpref wants copying to occur, then fixing up the links
IIRC, part of this may be due to a desire/need to not duplicate
actions when dealing with NodeTree copies for multi-threaded
rendering, but at the expense of complicating everything else.
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functions.
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This can now be found as Pose -> Clear Transforms -> Reset Unkeyed, or
via the operator search (known by its old name there)
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* Split off code to refresh relative/builtin KeyingSets for the
current context before they get used to a separate function.
* Hooked this up to a new PyAPI/RNA function: KeyingSet.refresh().
Call this before checking the paths that a Keying Set has, especially
if it is not "absolute"
* Added option for "Select Grouped" operator (for Objects), which will
select all objects affected by the active Keying Set. This is probably
more useful for absolute KeyingSets, where changing the selection is
less likely to affect the result.
- The equivalent for bones is currently still in development, but is
likely to be more useful for animators, where rigs are the primary
animation entities they deal with
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a .blend
directory button isnt library aware, for now disable it when a libraries loaded.
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