Age | Commit message (Collapse) | Author |
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This commit restores the group colours support for F-Curves and F-Curve Groups
in the DopeSheet and Graph Editors. Currently the relevant settings for groups
are only exposed via RNA, but a followup commit will add support for
automatically setting these colours. By default, DopeSheet and Graph Editors are
set to display these colours if/when they are available.
This functionality used to be in 2.48, and is a useful mechanism for visually
distinguishing between channels for different controls when animating (if group
colours are used on the rigs too).
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This commit refactors the way that the Motion Paths GUI works. The key problems
this tries to address are:
1) Mode error - Confusion about whether we're dealing with the Object or Pose
level Motion Paths panel
2) Display settings vs Baking Settings
In line with the original design intentions for the 2.5/6 Properties Editor,
I've now split out the actual baking-related settings away from the Properties
Editor:
* Now, when clicking "Calculate Paths" from the toolbar, you'll be prompted with
a dialog to select the start/end frames (and for bones, whether to bake from
heads or tails). This is less confusing than relying on firstly setting the
range via the display range settings (and baking using that), since many people
apparently only used the "around current" mode, and were confused why things
weren't working
* Added a display of the frame ranges of the current baked Motion Path on the
active Object/Bone. This makes it clearer/easier to debug if the path suddenly
starts disappearing after a certain frame.
* Replaced Calculate/Clear Paths in the panels with a single "Update" button if
there's already a baked Motion Path.
Hopefully these changes (in combination with some of the other bugfixes) will
make it more obvious how everything works.
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This adds movieclip input support to the sequencer, thereby making
undistorted and stabilized footage available without a seperate render step.
Also: removes some old cruft code from the sequencer:
* new_tstripdata wasn't used anymore
* StripElems were allocated for SCENE strips on full length, wasting memory
Added a comment, that hopefully makes things a little bit clearer:
StripElems are *only* usefull for MOVIE + IMAGE strips for all other strip
types one can set this pointer to NULL. (If that should cause otherwise
problems, then the code that doesn't check for NULL is to blame!)
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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Interface:
http://www.pasteall.org/pic/show.php?id=23785
Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)
Code Explanation:
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(1) it adds a toggle to add/remove a "Text" gameproperty.
- internally this property is just another game property (so we can find it within the game.properties lookup).
- the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).
(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.
(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.
*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***
* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*
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where image saving settings are needed.
currently file out node and render output share this struct & UI.
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http://markmail.org/message/fp7ozcywxum3ar7n
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This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
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* Subversion bump (also for init_userdef_do_versions).
* Minor fix for compilation without ffmpeg.
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handle/key
This used to be a weird per-curve setting which would happen to get
applied/work correctly if handles were set to "auto", and was a source
of constant confusion for both old and new animators. The main effect
of this handle-type/option was really to just ensure that auto-handles
stayed horizontal, instead of tilting as the keys were moved.
This commit simply changes this from a per-curve to per
keyframe/handle setting.
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* Canvas and brush can be now enabled simultaneously. This way it's possible for two canvases to interact.
* Added basic anti-aliasing support for vertex surfaces.
* 3D-view color preview now works even when there's subsurf modifier after Dynamic Paint in modifier stack.
* Added a new brush option to use proximity from object center.
* Default surface frame range now use scene's start and end values.
* Improved ray checks for volume brushes.
* Added new "non-closed" option for volume brushes. This way it's possible to use planar meshes as "volume" brushes with predefined ray direction.
* New carrot branch splash image by CGEffex.
* Improved brush affection code.
* Lots of smaller improvements.
* Fixed: Weight paint didn't work with particles.
* Fixed: Point cache didn't work for non-wave surfaces anymore since last commit.
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needed for dynamic python enums.
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was not recursively restoring sound strips on paste.
also found many duplicate functions were defining the transform mode as in int but getting as an enum, use enum for both now.
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paint rna vars, using 'image paint' internally.
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made enum items shared with material ramp and mix node.
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of input/output sockets. Those can be linked to internal nodes just like links between regular nodes. In addition group sockets can be renamed and have a defined order, which can be modified, and they can be removed again.
More details can be found in the patch tracker description (#24883) and on the code.blender.org development blog.
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header is now by default the node type string. A custom label callback can be implemented to display more detailed information. This is currently used by group nodes, which display their internal tree name, and math, vector math, mix and filter nodes, which use their internal operation sub-type. Also the node tree selection/naming box for groups is now displayed only on open groups, to make it clearer that this is the internal type of the group and get a cleaner main tree.
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class type this avoids needing to use ugly lamp.type_recast() after changing type.
- default vertex color layer name was UTTex when added from python.
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- Offset, so you can paste at the same time of the original frames, at the current frame or relative to the current frame at time of copying.
- Merge method, so the pasted keys can overwrite keys in their range or the entire curve.
Currently there is no redo panel for these space types so the only way to access these options is with F6 redo popup.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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this is a can of worms, at the moment blender depends on broken behavior for metaballs:
find_basis_mball() can return a metaball object that fails a is_basis_mball() check which makes this logic very confusing (added note about this in mball.c).
Metaballs needs a refactor however at least make drawing fail consistently,
For wire draw is_basis_mball() wasn't being checked, for solid drawing it was (hence the strange wire frame).
For now the motherball needs to exist in the main scene else it wont work.
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Fixed brush icons loading slowly
* Changed brush icon property from an enum to a flag that toggles whether a custom file is used for the brush icon
* Changed get_brush_icon to only handle loading external icons, built-ins are handled through the regular icon system
* Modified preview icon drawing to allow built-in icons
* When not using a custom icon, a default icon is selected based on the current tool
TODO:
* Allowing preview to show built-in icons makes the brush texture selector look ugly when nothing is selected. As discussed on IRC though, the nothing-selected state needs to be clarified anyway; I'll address this in another commit
* Use image browser when selecting a custom icon
* Selecting the default icon is ugly (uses the active object's mode), this can be fixed by making brushes know which paint mode they are part of
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- link now brings up a search box so when there are 100's of groups its less annoying.
- utility functions for id-enums so only local objects can be displayed in a search list (used for group_link)
- renamed operator properties from typle to scene, group, action etc.
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To test use debug mode > 0 (Ctrl+Alt+D)
* primarly the goal is to put all the bricks there, and then to worry about the proper layout
* sensor header added (need to be more compressed). Also checkbox will not work that well here in my opinion.
we need to see what can be used instead (icons?)
* sensors, and actuators in alphabetical order
* a lot of sensors using the rna (//XXXSENSOR in the ones not using it)
* the logic_window.c code for controller and actuator is there only to display the draw functions for controller and actuators. But the code it's a really bad copy of the sensor code, so it will be fixed later (Matt? :)
* I would love if the non-expanded mode were more compact, more like in 2.49 (the name non-editable).
but this is the kind of think we can worry in the end.
Also instead of "move up/move down" it would be nice to drag/drop the sensors/controllers/actuators
* to do: rna_actuators: to rename type to mode for the enum
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This commit puts the ground work in place, swapping out the crusty old Logic Editor
UI code for the new RNA-based layout engine. It's disabled with ifdefs at the moment
because it's incomplete, but Dalai can now do the grunt work to fill it all out and get it running.
Also includes a bug fix to LINK buttons, and two new logic operators to add and delete sensors.
Dalai, just switch the #if 0 and #if 1 in logic_window.c:3412 and 3469
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(commit 27666 by Campbell from render25 branch)
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rendering and scrubbing settings.
still need to do a do_versions for this to work right without changing settings.
(commit 27442 by Campbell from render25 branch)
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a generated image.
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- uses project paint options (UV bleed, normals, culling)
- bicubic interolation from the image
- multithraded
TODO.
project into multiple objects at once.
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- use less complicated string conversion for saving keymaps
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split PropertyRNA off into 3 types, base type, collection and array, since array and collections needed internal checks inside almost every function its better to have the, as subclassed to the property type. This makes introspection more useful.
Also made printing of structs and properties prettier giveing type and length.
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from Martin Bürbaum (pontiac)
(with own minor changes)
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be passed a null context (to return non-contextual items).
This is set on keymap item operator properties and macro definition operator properties to make them non-contextual (since the context at definition time is most likely not the same then at execution time, it's better to have all options visible).
This removes some more errors in keymap export and import.
This commit also sanitize some enum item function, making sure they can cope with null context and have usable defaults in that case.
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blender supports type changing for textures in a way that python doesnt.
add a new general function.
Example usage:
tex = bpy.data.textures.new("Foo")
tex.type = 'IMAGE'
tex = tex.recast_type()
Macro to give the number of users accounting for fake user.
ID_REAL_USERS(id)
Use this so you can remove a datablock if it has a fake users as well as apply transformations to it in the 3D view.
Move api function bpy.data.add_texture() --> bpy.data.textures.new()/remove()
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