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2012-02-06fix [#30062] Weight, Texture,Vertex Paint - Face Selection Mask Icon: Out of ↵Campbell Barton
Sync missing notifier for header redraw.
2012-02-01Fix #30045: mesh.uv_textures.new() not returning correct layer when a layer withBrecht Van Lommel
the requested name already exists.
2012-01-23In order to maintain consistency with other uses of .remove(), these ↵Andrew Hale
functions will be removed and reimplemented after the BMesh merge. The main issue in an implementation of these functions is the need to constantly edit the vertex array and subsequently update the face and edge arrays.
2012-01-20- Added functions to remove mesh vertices, edges and faces. These functions ↵Andrew Hale
remove a specified number of elements from the end of their respective arrays. For example, removing two vertices removes the last two vertices of the mesh. - Minor fixes to descriptions of add edge and add face functions.
2011-12-22patch [#29673] Visualize Indices (developer aid)Campbell Barton
by Howard Trickey (howardt)
2011-11-23Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,Brecht Van Lommel
by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
2011-11-15access mesh string data layer as bytes since this is low level data storageCampbell Barton
2011-11-15patch [#27708] API for adding mesh propertiesCampbell Barton
from Geoffrey Bantle (briggs)
2011-11-11correct indentation and some whitespace edits (no functional changes)Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-20A big set of UI messages fixes and tweaks! No functional changes.Bastien Montagne
2011-10-04Minor: Other UI strings typos and tweaks. Also updated french po & mo.Bastien Montagne
2011-10-01support for object data material assignment in pythonCampbell Barton
eg: bpy.context.object.data.materials[0] = bpy.data.materials["SomeMaterial"]
2011-10-01add a collection function slot for assignment (not used yet).Campbell Barton
2011-09-25manual update on changelog (python API)Dalai Felinto
Change as suggested by Campbell. I'm not sure if this is the way to do for enums, I will check with him later
2011-09-25removing texface rna - changelog.rst update soonDalai Felinto
2011-09-24Minor: Other UI strings typos and tweaks. Also updated french po & moBastien Montagne
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19Merged 40338-40364soc-2011-radishJason Hays
2011-09-19/blender/makesrna: Removed final points in UI strings and messages.Bastien Montagne
Plus a few splits of very long lines…
2011-09-18Split do_weight_paint_vertex() to isolate the simple case.Jason Hays
Added a tool-tip to the "fix deforms" op. Removed code markers: "Radish"
2011-09-18Changed the branch code markers to say "Radish" in response to a review.Jason Hays
They weren't & aren't meant to show ownership, they just help me navigate my related code.
2011-09-18svn merge -r40197:40311 ^/trunk/blenderCampbell Barton
2011-09-15replace BLI_strncpy with BLI_strncpy_utf8 where input isnt ensured to be valid.Campbell Barton
also replace strcpy's which copy using "" with str[0]='\0'
2011-09-14some picky rna/variable renaming:Campbell Barton
Mesh.wp_vert_sel --> use_paint_mask_vertex
2011-07-29'Fix Deforms' op added to weight paint tools to smooth (remove/reduce) ↵Jason Hays
spiking caused by bones by altering vgroup weights --it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one. Minor UI text update for Vertex Masking
2011-07-20Added vertex masking support for the weight paint vgroup functions including:Jason Hays
Normalize, Normalize All, Invert, Clean, and Levels. Face mask and vertex select/mask are now mutually exclusive options. Went ahead and allowed vertex selection support and masking for vertex paint.
2011-07-14Made a vertex selection keymap for weight paint so that the Jason Hays
'A' key could override pose mode's select all (like face mask) Minor note, changed the icon to the vertex selection icon, but it still doesn't force face mask to turn off. Clipping is still not functional in wp. And I'll need to hear how the backbuffer select is supposed to work for lasso select since the selection is arbitrary.
2011-07-12Lots of incomplete changes:Jason Hays
Weight Paint Vertex Select tweaked to act like edit mode's select and Circle select was added, but clipping is not working properly for either. Select all was added too, but to the Q key until I look into overriding A's select all bones. The select vertices checkbox was moved to the header, but it does not force face select mask to turn off yet--and it doesn't have the correct icon. There will definitely be an update tomorrow to fix the problems with all or most of the issues.
2011-06-23checks in rna range functions that the max value cant be less than the min.Campbell Barton
also fix for invalid rage for FILE_OT_filenum.
2011-06-09RNA properties - expose values as radians rather then degreesCampbell Barton
- sequencer wipe angle - mesh autosmooth - bevel modifier angle - edge split angle
2011-05-31tag unused rna args.Campbell Barton
2011-05-15Patch [#27344] 300+ New/changed tooltips by Davis Sorenson (dsavi). Thanks a ↵Thomas Dinges
lot! Reviewed by Tom Musgrove and myself. From the patch description: ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why. Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
2011-03-15"Fix" #26445: edit mode vertex distortionSergey Sharybin
Discussed with Campbell, it's not actually bug and it's more about limitation of topology mirror. It will work properly when both sides of mesh have matching unique topology. Added note to tooltip, so now unpredictable behaviour shouldn't confuse users so much. Also gray out "Topology mirror" when "X Mirror" is disabled.
2011-02-27doxygen: blender/makesrna tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-01-27Bullet-proofing mesh vertex group RNA wrapping, after double checkingJoshua Leung
on whether vertexgroup weight animation worked
2011-01-13remove/comment unused varsCampbell Barton
also removed unnecessary NULL checks (where the pointer was used later without checking).
2011-01-11revert own recent fix for collection length, this is incorrect, the bug ↵Campbell Barton
needs to be fixed elsewhere.
2011-01-11remove misc unused vars and correct theme name for face angles.Campbell Barton
2011-01-11- bpy.data.lamps.new() now takes a type argument since lamp type also sets ↵Campbell Barton
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.
2011-01-10rna collection sizes for face data layers were invalid.Campbell Barton
This meant python could do... mesh.uv_textures[0] ...on a mesh with 1 vertex color layer instead.
2011-01-10comment/remove various unused vars,Campbell Barton
also make rna function for new images require width and hight args.
2011-01-09remove unused vars, comment some which look like they could be useful still. ↵Campbell Barton
have makesrna.c omit unused _data definitions for rna funcs with no args.
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-06Todo item:Ton Roosendaal
Auto-texture space now is more responsive and correct. - on transforming it, the buttons get redrawn to show option was reset - on enabling option, texture space is recalculated/reset
2011-01-03DAG_id_tag_update was being called with non object ID's and OB_RECALC_* ↵Campbell Barton
flags which only apply to objects. harmless but misleading.
2010-12-31Continue from my commit r33952, which disallowed floats to be wrapped as ints.Campbell Barton
this missed some cases, now also disallow ints to be wrapped as floats. This commit also exposed a number of cases where ints/floats were incorrectly wrapped. Bugs like [#25416] wont slip through the cracks anymore.
2010-12-20fix [#25283] Edge length display difficult to readCampbell Barton
- made theme colors for mesh edge len & face angle/area display. - use %g rather then %f for float display, trims unneeded zeros. - store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context. - use unsigned char for more color functions, avoids casting to glColorubv().