Age | Commit message (Collapse) | Author |
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adding new windowmanager module, and the first bits of new editors
module.
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Make the "Sync" button work when sound is disabled, Animators use this as a way to play animations at the right speed, could be renamed to "Drop Frames" and work even when blender built without audio enabled.
(do not forget to give credit to me :)
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Applying Stephan Kassemeyer's patch (#6750) to add a curve modifier for sculpting.
A few changes from the patch:
* The default curve is closer to the old behavior
* Fixed loading files already saved in sculpt mode
* Changed the interface; split the brush texture controls off into a third sculpt tab, and put the curve (and curve reset) into the Brush tab.
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Caused by some incorrect usage of the current v3d during updates
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often close when dragging a button value (or when using a tablet I am told)
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replace 1 with SELECT
edited DVar texture tooltip
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When sculpt object is in wireframe mode (including if the current view is in wireframe mode) a second copy is drawn only to the depth buffer so that sculpting can take place as normal.
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used for clipping were being stored in the mesh, but modifiers
can result in two objects with the same mesh having a different
bounding box. Solution is to store bounding box in the object.
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were not always set correct.
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replaced some magic numbers
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it now sets the viewport exactly the same as if rendering.
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Fixes for bugs in #7833
- Hair softbody cache was reset on rendering.
- When Alt-a playback is synced to audio frames are skipped. This caused dynamics caching to go crazy. Now the first loop of playback goes through all frames if there are non cached dynamic systems.
Invalid point caches weren't cleared when new systems were created. This caused messed up shapes when softbody was added.
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proxy's.
Object panels were using object_data_is_libdata, which meant linked obdata could not have object settings changed.
curve2tree
- option to face leaves up or down
- random pitch and roll options
- place 2 leaves on a point for denser leaves
- random seed entry so you can get reproducible results
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=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
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(Similar to how Metaballs can be selected) for easier access then H,Shift H, V keys
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* DNA_action_types.h - fixes for typos that broke compiling (own error)
* transform.c - fix for implicit definition of a function (missing header)
* outliner.c - commented out a few unused vars (as a result of constraints refactor)
* editsima.c - fixed uninitialised var warning
* drawview.c - bugfix #7598 load without ui crashes if there is no camera. Patch provided by Daniel Genrich (genscher)
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This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
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metadata and optionally
draws into the
frame.
This patch includes some changes I made...
* use blenders bitmap fonts (rather then own fonts)
* select font size
* user interface layout changes
* Marker as another image stamp option
Also added some new API calls
BMF_GetFontHeight(font);
BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer.
get_frame_marker(frame) - get the last marker from the frame.
IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color.
TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
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This patch adds prefetch buffering to the sequencer
(see the tracker for additional details:
https://projects.blender.org/tracker/?func=detail&aid=7307&group_id=9&atid=127
)
We create seperate render threads (currently one, because of the fact,
that sequence rendering modifies global structures...), that
render up to the defined userpref value "Prefetch frames" in advance.
(Pressing Alt-A will _first_ fill the buffer and then start playing.)
Bassam and I did some extensive testing, so it should work.
If you don't configure your number of prefetch frames, prefetching is disabled!
(Sane defaults... :)
Also: if the machine is definitely too slow and runs out of the prefetch
area, prefetching is disabled automatically and we are back to good old
frame skipping mode.
My Dual Athlon is able to handle 4 parallel DV streams at once (sometimes
a little bit choppy, but prefetching is never disabled!)
I fixed also a long standing bug in the audio code, that made playback run
backwards at the beginning...
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In the view panel as well as the shortcut Shift+T
this works in editmode as well as object mode
giving results like this
http://members.optusnet.com.au/cjbarton/temp1.jpg
where before you could only see textures in textured draw type like this
http://members.optusnet.com.au/cjbarton/temp2.jpg
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Thanks goto Matthew Plough (meestaplu)
I've tested it on linux with both an nvidia and an ATI card,
I've also tested it on a mac and solaris, as well as through a
remote display. So I think this one is pretty safe.
If it causes problems on older systems we can revert it
but I don't think we will have any issues with it.
Kent
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to Head/Tail for consistency with the rest of Blender.
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* Does not indicate that UV's exist, nor does it add UV's when used.
* Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask)
* Not accessible from the mode menu, this is only an option that applies to paint modes.
This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled.
Other changes
* UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway.
* UVCalc in editmode adds a UV Layer if there is not one alredy.
* texture draw in editmode does not draw the face dots (they are get in the way of texturing)
* some missing updates were added.
* removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
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Editing the value of the ParBone field in the Transform Properties panel was not stable. The problem seems to have been buffer-overflow type problems caused by maximum character limit that was set too high.
I've also added auto-complete functionality for this field while I was tinkering around there.
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moved the ParBone button when it didnt need to.
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Fixed bug reported here:
http://blenderartists.org/forum/showthread.php?t=102975
* Removed an opengl texture attribute change used while drawing the propset sculpt brush; was causing model shading to disappear on textured models.
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In this commit, a new way to set the bone roll is introduced. It aligns the z-axis of the selected bone(s) to the 3D-Cursor, so that the cursor intersects with the YZ plane.
This makes it easier to align bone rolls to a target, for use in rigs where arms/legs are not horizontal/vertical. To use this, just press Ctrl N, and choose the "Align Z-Axis to 3D-Cursor" option.
Credits go to Robert Christian (wavez) for providing the method as a working BPy script, that demonstrated this in action.
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Passepartout function hides camera name (show name).
Now it uses the Text-Highlighted theme colour instead.
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Removed the draw_flag field from SculptData, moved the two draw flags over to SculptData.flags
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Added a new input control that smooths the brush stroke.
This option controlled by the menu item Sculpt>Input Control>Smooth Stroke. When enabled, the brush has a delayed effect on the model; a green line is drawn to indicate the smoothed path of the stroke. After ~200 pixels, the first half of the stroke will be applied to the model; the process then repeats, with a new segment of the stroke being applied to the model after every 200 pixels. On mouse up, any remaining portion of the stroke will be applied.
Other changes:
* Added a flags field to SculptData; currently only used for smooth stroke but other flags can be moved into it
* Moved the damaged_rects/verts into SculptSession
* Simplified brush application by moving init_editdata into do_symmetrical_brush_actions
* Removed Averaging from sculpt Input menu; smooth stroke should take its place
TODO:
* Fix display of the smooth line in Partial Redraw mode
* Make the smoothing and delay factors adjustable
* Optimize the stroke application (currently using the old 'dot' style of applying the brush)
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size for other panels.
drawview.c - removed unneeded comment (as GSR pointed out)
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buttons_editing.c - negative camera lense was possible with (Deg) button enabled
export_cal3d.c - minor changes
object_batch_name_edit.py - check for data and object libdata before renaming.
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Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places.
added error_libdata() for library error messages that are everywhere.
added object_data_is_libdata to test if the object and its data's are from a library.
fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!)
made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
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draw_dupli_objects_color)
so when a dupli is drawn from a set, its selection state wont make it draw selected.
draw_dupli_objects works the same as before
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making it hard to fix problems with library linking when a name changed.
some were 18, most 19, and others 21. made all 21 since this is the real limit.
Also new image name limit length of input field to 21 (was 255 but shortened to 21)
The one place this could be useful is if somebody names a metaball with a 21 char name, the copy will not use the motherball.
but this is not as bad as having to use the python console for fixing library linking problems.
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Transform Properties panel in 3d window.
New button "Parbone" showing when parent relation is to a specific bone.
This information was nowhere reveiled in the UI until now.
Code remark:
The code isn't getting more beautiful now with all if() options added.
The idea to move the rotation buttons down when a parent bone was set isn't
very good, buttons should stay as much as possible on the same location.
However, I dont have time for a solution either...
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Transform Properties panel in 3d window:
Using TAB on size buttons didn't work well; the code was assuming events
with only 1 change per event.
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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add_mesh_torus - print's wernt removed
others, changed user visible text to american spelling - center
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* Removed overlapping buttons (texture controls) from the floating palette for Sculpt Mode.
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Armature bones did not draw name in window corner anymore. Caused by patch
for drawing shape key names...
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Option to draw object name in 3d window corner, now also displays for
meshes the (pinned) shape key name.
Threads: warning fix, added (void) for function declaration.
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Preview Range is a useful tool for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames.
Hi Ton,
Attached is a patch (I know you've already got lots of them in the tracker ;-) ) for a feature that I've sometimes wanted. It seems that this sort of thing is supported in other packages, but I can't be sure.
Note: I may have left in a few bits and pieces I didn't mean to in the patch (this is off a source tree which had quite a few revisions in it, all of which was experimental)
== Preview Range ==
Preview range is useful for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames.
* 'Ctrl P' in Action/NLA/Timeline sets preview range. Click+drag to form selection-box defining region of frames to preview
* 'Alt P' in Action/NLA/Timeline to clear preview range
* 'Pre' button beside Start/End fields in timeline toggles whether start/end fields refer to scene or preview
* 'Ctrl Rightarrow' and 'Ctrl Leftarrow' jump to start/end of preview region when it is set
* 'S' and 'E' set the start/end frames of preview region when it is set (just like normally) in Timeline only
* In Action/NLA editors, frames out of preview region are now drawn darkened when preview-region is set
See the following page for more info later:
http://wiki.blender.org/index.php/User:Aligorith/Preview_Range
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OpenGL functions.
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