Age | Commit message (Collapse) | Author |
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Conflicts:
intern/rigidbody/CMakeLists.txt
release/datafiles/splash.png
source/blender/editors/space_view3d/drawobject.c
source/blender/makesdna/DNA_view3d_types.h
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* Remove Stars feature. This was a quite minimalistic feature and there are
better alternatives with more control (particles for example).
Removal discussed during BCon13 developer meeting and already years before, time to do it..
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D17
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* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
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Summary:
Before this adding Surface type of force field and removing
this field would leave Surface modifier alive in the stack.
This might be really misleading and annoying.
Now removing force field will ensure no modifiers needed for
it are remained in the stack.
This also fixes missing notifier to redraw modifier stack
when changing force field type.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D13
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to respect
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(simple 'label' identifier is already in use, need to avoid API breakage). This should simply return a string. The dynamic label can still be overridden by the user-defined node.label string.
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Patch by Sebastian Koenig, thanks!
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* Removed audio-only options from ffmpeg render settings (added some versionning code too)!
* Moved the Mixdon button from the Scene->Audio pannel to the Render->Render panel.
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values of args
Refactored a bit WM api to generate operator's pystring, now it can also handle correctly macro operators. Thanks to Campbell for the review!
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instead of using incremental offset (which is not useful for nodes). Increment snapping has been disabled for nodes to avoid
confusion, grid snap is now the default as it seems to be the most wanted and easy to use mode.
Absolute grid snapping happens in a somewhat generic function 'applyGridAbsolute', which could also be used for objects and other transforms later on. It is conceptually similar to the 'project' snapping
option, in that it calculates a delta vector for each element on top of the overall transform, which places each node on the grid.
Node transform now uses the top-left node corner for TransformData->loc. The transform center is still the average of node centers, so that scaling and rotation works nicely.
snapGrid*** functions have been renamed to snapGridIncrement*** to distinguish better between incremental and absolute grid snapping.
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for either mode are converted into equivalent settings of the other. This keeps the result of both modes roughly the same and
mimics the previous behavior when settings were shared by both modes (but not equivalent).
NOTE: Due to the use of additional sRGB conversion in the LGG mode the result is not entirely accurate, this should perhaps be fixed.
Settings for each mode are kept in their own color values nevertheless, this avoids potential problems with float precision.
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offset/power/slope variables for the CDL mode in color balance node. This avoids stupid default values in particular for offset, which would be 1 when just using the lift value for it.
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backend.
This means that if you have WITH_BF_QUICKTIME or WITH_CODEC_QUICKTIME enabled,
it will always use QTKit.
The old backend was only used on 32 bit OS X builds, now 32 and 64 bit builds will
give consistent input/output. On Windows or Linux quicktime isn't being used.
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out to be too restrictive/confusing again.
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has been adjusted
Previously, the RNA settings tried to strictly enforce the constraint that the
start frame must be less than the end frame. However, this behaviour was
problematic, as it meant that you had to firstly move the end frame to its new
(higher) value, before moving the start frame. The same also applied in the
opposite direction.
Now, this behaves in the same way that the scene start/end buttons work: if the
new start frame is past the end frame, the end frame is "pushed" along to be the
same value as the start frame. The same applies in the opposite direction.
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conversion code will probably be needed.
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Using freed mem...
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small leftover from copy/paste
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So now it's possible to know from python whether
marker is a keyframe or tracked one.
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OPERATOR_CANCELLED.
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lot more needed) so that they get properly updated in UI when the
property is edited through python or a custom key binding to context
toggle operator.
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Added two options to a header of FCurve editor:
- Normalize which makes it so every individual
curve is fit into -1..1 space.
- Auto-normalize, which probably is to be called
"Lock" which "locks" curve normalization scale.
This is useful to prevent curves from jumping
around when tweaking it.
It's debatable whether it need to be a button to
normalize curves n purpose only, and it's fully
depends on animator's workflow.
Here during Project Pampa we've got Francesco
who get used to auto-renormalization and Hjalti
who prefers locked behavior.
Docs are to be ready soon by Francesco.
Thanks Brecht for the review!
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Not sure what's actual reason for this, increased it to MAXFRAMRF.
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Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill
* Shortest Diagonal is the default method in the modifier (popular
elsewhere), but beauty is the default in Ctrl+T).
* Remove the need for output slot and beauty operator to be called
after Clt+T
Patch with collaborations and reviewed by Campbell Barton
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Added a weight slider to track which defines
how much particular track affects in a final
reconstruction. This weight is for sure
animateable.
Currently it affects on BA step only which in
most cases will work just fine.
The usecase of this slider is to have it set
to 1.0 most of the time where the track is
good, but blend it's weight down to 0 when
tracker looses the track. This will prevent
camera from jump.
Tutorial is to be done by Sebastian.
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all unified paint settings properties, made sure to notify that
active brush has changed.
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MEM_freeN().
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to call ED_* functions its a hint they might be better in BKE).
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to draw textures without shading. For Cycles this was not possible yet, and
for Blender Internal you had to move away all lights which was also not ideal.
(Caminandes feature request)
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It was rather confusing from the user usage point
of view and didn't get so much improvement after
new bundle adjuster was added.
In the future we might want to switch resection
to PPnP algorithm, which could also might be a
nice alternative to fallback option.
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created via modifier panel
"transform matrix" of the hook was not inited (reset) when assinging and object to it, now use same code for both OBJECT_OT_hook_reset operator and RNA object assignement.
Reviewed by Brecht, thanks.
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in PSD file format in Blender cannot open by Photoshop
PSD writing is not supported at the moment
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Remove KeyMap mode from outliner, was an old half-finished features redondant with user preferences settings...
Also moved key map item's "event type to map type" and map type defines at WM level, this is too much generic to be at RNA level.
Also added a check in versionning code to convert all outdated outliner modes to a valid one (seems old 'verse' ones were not handled as well).
Thanks to Brecht for reviews and advices!
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