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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-12-13== 2 New Rigging Tools ==Joshua Leung
This commit introduces two (currently only one is actually functional) new features for working with armatures. * Bone Merging (Alt-M) It is now possible to select a bunch of linked bones and "merge" them together. Currently, there's only one option to merge bones that are selected and linked to each other in a chain. * Add Bone Between Joints (FKEY) This allows you to select a few joints, and have a bone created between them. Currently, this is not yet functional (but the code is there)
2007-12-13Added a 'LinkData' struct for use with ListBases. Joshua Leung
It is used to store a reference to some data that is already in another ListBase. Sometimes, these are needed for small one-off situations, where a custom struct seems overkill...
2007-12-12for button popups, dont close unless you click or press escape, this would ↵Campbell Barton
often close when dragging a button value (or when using a tablet I am told)
2007-12-11display real fps in 3d view optionCampbell Barton
replace 1 with SELECT edited DVar texture tooltip
2007-12-01Italian community request: Area light fix!Ton Roosendaal
http://peach.blender.org/index.php/area-light-fix-light-not-shadow/ Now, for every possible shadow sample, an area light calculation is done from that position.
2007-12-01rewrote strip cut, now it works on metastrips and selects the strips ↵Campbell Barton
depending on the side of the frame your mouse is on. also removed WHILE_SEQ from transform loops - about 5 or so because it allocates memory each time.
2007-11-27* Don't swap mouse buttons for particle painting - similar thingMatt Ebb
was done a while ago in trunk, but this probably never made it through to particle branch.
2007-11-27ParticlesBrecht Van Lommel
========= 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.
2007-11-08Fix for bug [#7741] new colorband for weightpainting overlaps with verse ↵Martin Poirier
settings
2007-11-01* Two usability tweaks in adding objects, with user prefsMatt Ebb
This changes the default behaviour in adding new objects, which has been discussed for a long time, in person, on the funboard, and in the tracker, and was agreed to be implemented during the 2.5 release cycle, so here it is. They have been made default, with preferences to bring back old behaviour since although people like myself still prefer the new default anyway, it will benefit new users the most. The preferences are in the 'Edit Methods' section, changing back to old behaviour is as simple as a click of a button. - Switch to edit mode preference By default, now adding a new object doesn't automatically switch to edit mode. Not only can this be annoying (most of the time when setting up scenes and models I don't want to edit it straight away anyway), but it's a major hurdle in the learning curve that new users have had to deal with at a very early stage. Blender's different modes are an important part of understanding how the software works and should have clear behaviour. The problem is that when a user selects something from the add menu, he's not telling Blender to change modes, he wants to add an object. But Blender then goes ahead and changes modes underneath him anyway, something that was never explicitly asked for, something that's unrelated to the mental task at hand, and fundamentally important to the operation of the software. We observed plenty of people struggling with this during the training sessions that we ran during Project Orange, and there's also no shortage of "why can't I select other objects" questions on the forums. - Aligned to View preference Now by default, adding a new object doesn't rotate it so it's aligned facing the view, but rather, it's remains unrotated in world space. This is something that's more of a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), but also makes things easier for new users, especially when doing things like rigging. For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary for your objects' local axes to be aligned. This requirement isn't that obvious, and I've had to debug rigs a few times from the animator in our studio, who has everything set up correctly, but he just happened to be in a different vie at the time he added the object, so they're misaligned and causing problems. Having all objects get created aligned to worldspace, by default, makes a lot of these problems go away. It's much more understandable when rotations are caused by something you've done explicitly, rather than as a side effect of the software. For convenience as well, most of the time, when I'm working in context and I decide I need a new object, particularly working on production scenes that involve more than just one model, an Alt R is almost always required after adding, since I don't want to have to disrupt the current view of the scene by switching to top view, just to add an object. It's a bit arbitrary, the view from which you want to look at your objects isn't usually the way you want them to be looking at you.
2007-10-31Fix typo in "#include" file.Diego Borghetti
2007-10-31New feature:Ton Roosendaal
Weightpaint drawing now allows to define your own range of colors; using a ColorBand, available in the User settings. Log: http://www.blender.org/development/current-projects/changes-since-244/animation-features/
2007-10-24[#7531] Linked Flat Faces doesn't work anymoreMartin Poirier
Modifier checks weren't done properly, so it fell into edge_flip instead.
2007-10-24* Changing images in the UV view didnt work properly - reported as bug 7467 ↵Campbell Barton
(own error, broke on UV in editmode conversion) * when setting the face, images with alpha's will set the texface's alpha option. * added a draw even to redraw view3d and uv/image view - so the Draw Faces button redraws properly. * made a macro for checking if the object will draw with textures * textured meshes in editmode only draw a selected face overlay (otherwise the entire mesh would get a plue tint wich isnt nice for viewing textures), the selected highlight is still there, this is how Face/UV mode looked. * Alpha clipping STILL had a case where it wasnt disabled and the interface had its alpha clipped, this should be fixed now.
2007-10-24==Sequencer==Campbell Barton
added an option to reload selected strip data (Alt+R - same as reloading images in the imaeg viewer) made the sequencer max memory limit 16gig for 64bit's.
2007-10-23Unwrap menu (ukey) only in MESH edit mode, not all edit mode.Martin Poirier
2007-10-20added an option to adjust the alpha clipping value in the oprnGL preferenes. ↵Campbell Barton
in some cases you might want to use 0.5 to see through more of the texture. (less halo's with clipmaps), defailt is 0.0 so it will only clip 0 alpha.
2007-10-18Sequencer...Campbell Barton
snapping to unselecrted strips didnt work (I didnt notice find_neighboring_sequence needed them to be touching, added find_next_prev_sequence to get the next/prev seq) added select linked (L and Ctrl+L) added Ctrl +/- select more/less
2007-10-17SequencerCampbell Barton
- Draw a verticle line for markers - Added an option to transform selected markers in the sequencer - useful for Extending time
2007-10-17markers in the sequencerCampbell Barton
- added a new redraw type - REDRAWMARKER, at the moment this draws the same windows as REDRAWANIM, but this may not always be true, and it is more explicit whats happening, This replaced 5 or so draw calls in quite a few places.
2007-10-17patch 7145 - Copy Select objects by PassIndex, Ctrl+C, Ctrl+GCampbell Barton
Sequencer Feature, Split Image Sequence. Splits a image sequence into strips. useful for importing frames for animatics. Also added undo calls in a few places that did not have it.
2007-10-10Sequence editor, (peach request)Campbell Barton
Grab/Extend from frame - similar to a feature thats know as ripple editing in other applications. this is a fast way to add or remove frames from clips. to use. Select all, drag the playbak head to the area you want to extend and press Ekey, the clips will be extended on the side the playhead that the mouse is on. Also did more cleanups to sequencer transform code.
2007-10-09* Patch #6877: Zoom to Mouse PositionMatt Ebb
by Fahrezal Effendi (exavolt) This adds an additional preference to the view and controls section, which uses the mouse's position as the centre of the zoom when zooming in the 3D View with Ctrl-MMB or the mouse wheel. It's very nice for big scenes, thanks Fahrezal! A nice todo would be to add this for 2D views as well.
2007-10-08gridsubdiv was not initialized properlyCampbell Barton
2007-10-08UV EditmodeCampbell Barton
made UV face selecting into a generic function that respects UV sticky modes. moved this out of lasso so border select uses too.
2007-10-07== Sequencer ==Peter Schlaile
Raised the number of prefetch frames for people with a _lot_ of memory :)
2007-10-03UV EditModeCampbell Barton
-lasso tool now respects sticky selection setting when used with face mode -use constants for sticky value.
2007-10-03== Armature Layer/Move Bone to Layer Popups ==Joshua Leung
This commit adds a few quick tools for riggers. In Editmode for Armatures, I've added the popups that show up in PoseMode when Shift-MKEY and MKEY are used. This should speed up the workflow a bit, by requiring less trips between the 3d-view and the buttons panel, as well as providing a 'batch' move-bones-to-layer functionality. Usage Notes: * MKEY - move selected bones to layer(s) * SHIFT-MKEY - change the currently visible armature layers * CTRL-MKEY - mirror selected bones
2007-10-01== Sequencer ==Peter Schlaile
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...
2007-10-01== IPO Editor Transform ==Joshua Leung
* It is now possible to rotate the Bezier controls for the IPO Editor (RKEY) * IPO Record has now been remapped to Ctrl R.
2007-09-30- rewrote UV Stitch, (seperate from limit stitch now), does much less Campbell Barton
work for same results. - UV Stitch with the V key was not working (as stated in the menu) - Rotate UV's and Colors now have an option for CCW (was in the menu but not implimented) - Draw face dot in UV when in face mode
2007-09-27glitches with UV tools fixed - P was grabbing, snap cursor to selection Campbell Barton
didnt work, and constants for black and white were reversed (not user visible error)
2007-09-25snap transform for UV editing, missing the draw circle at the moment.Campbell Barton
2007-09-25store snapping in the scene, (theeth's suggestion)Campbell Barton
2007-09-24bugfix - running scriptlinks did not initialize the armature weakref dict, ↵Campbell Barton
thanks for finding caedes! this bug is in 2.45 but can work around by setting it manually --- import sys as pysys try: pysys.modules['__main__'].__arm_weakrefs except: pysys.modules['__main__'].__arm_weakrefs = {} --- changed how draw modes work - when displaying textured meshes in editmode, only draw selected edges when "Edge Draw" is not enabled. this makes it easy to see the texture/mapping without edges getting in the way. This means editmode can draw like UV/Face mode did when "Draw Edges" was disabled. Also made the active vert/edge/face color themeable, still need to set the default to somthing other then pink.
2007-09-23Dof Object - set the depth of field to an object - set in the camera edit ↵Campbell Barton
panel but the distance is calculated on the camera object only so linked cameras work. Alt+Period - sets active pivot some tooltips didnt make much sense, edited a few.
2007-09-22made sticky UV editing options more accessible by adding them to a popup in ↵Campbell Barton
the header. Changed how the sticky setting is stored in DNA - (as a char rather then 2 flags). replaced the UV/FACE icon with another needed for the sticky menu. removed 2 unused icons. commented the UV transform panel since it only had 2 buttons in it. depgraph update calls needed to be added to Ctrl+V/E/F menu's because some commands were crashing.
2007-09-19reworked how tile functions, seperated image and tile setting ↵Campbell Barton
functions/events and made tile work with image pinning. changed how image replace works, it used to load a new image and then assign that image to all faces in meshes active UV layer. without replacing images in textures or images on inactive UV layers now it simply changes the filename of the existing image and reloads the contense. This is different in some other subtle ways, 1) replace used to use an existing image if it was available, this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally. 2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged, This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again. Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"
2007-09-19Local Image View for UV/EditmodeCampbell Barton
When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image, this is an option that only displays UV's for faces use the currently displayed image.
2007-09-18The option to automatically run scriptlinks wasnt in the preferences so it ↵Campbell Barton
was not at all obvious that it was a preference. added a button for this in the prefs.
2007-09-18A user submitted a BVH file that took a long time to import (I didnt end up ↵Campbell Barton
finishing since it was so slow) this is mainly because adding pose keyframes recalculates every handle so importing became increasingly slow. added a 'fast' argument to insertkey that python api's insertPoseKey can make use of since it alredy accepts a 'fast' option. The ~4450 frame, 31 bone BVH imports in ~108sec now Seperated editmode switch statement in space.c's event handling, if editmode is disabled, or the images is a render or composite, UV editing operations are ignored. In previous releases it has given an annoying warning if selecting or scaling is attempted when out of UV/Face mode.
2007-09-17New feature for UV/Editmode - 'Sync Mesh Selection' a button in the UV ↵Campbell Barton
header this mode is disabled by default. This is implimented by defining macro's that take the mode into account when get/set/checking the selection and that a face can be drawn. When this is enabled, things work a bit differently * all faces are drawn in the UV view (except hidden faces). * selecting faces/verts in the UV window selects them on the mesh also and vice vercer. * when EditMode (Face only) is enabled, selecting faces in the UV view is not sticky. * hiding/(de)select all and invert selection simle call the editmesh functions. * there is no way to select 1 uv corner of 1 face (because a mesh cannot have this as a valid selection) either all UV's that use a vert (sticky), or the whole face.
2007-09-15new view option, SolidTex, to draw textures in solid mode.Campbell Barton
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
2007-09-15added a transform panel to the UV/Image window - at the moment it sets UV ↵Campbell Barton
and teh cursor location. added a stap menu to the UV/Image window for snapping the selection and cursor. reverted to drawing face dots in editmode when Limit Selection is enabled. even though its not needed for selection its consistent and dosnt look like modes are being changed.
2007-09-142D Cursor in UV windowCampbell Barton
this can be placed by the moused and used for transforming around. still need numeric location input but no room left in the image panel.
2007-09-13Selecting faces in editmode did not delimit seams as it does in Face/UV mode.Campbell Barton
added this to editmode, only delimit seams if face selectmode is enabled.
2007-09-12Added UV face rotate and mirror to editmode and re arranged some of the ↵Campbell Barton
editmode keys The WKey menu was way too big and not well organized, re-arranged keys like this. Ctrl+V - Vert Menu (remove doubles, smooth...) Ctrl+E - Edge Menu - left as is Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors) Wkey menu only has subdivide in it now. filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
2007-09-10Changes to "Face Select" modeCampbell Barton
* 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.
2007-09-10UV Editing is now done in editmode rather then UV/Face Select mode.Campbell Barton
Notes * you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name) * going into Face Select mode no longer adds UV's and does not need UV's to work. * The UV Calculation menu is now in editmode (Alt+W) Todo.. * Image replace - partly broken in stable also. * Rotate/Mirror UV/VCol are still only in Face Select mode. * Hide/Reveal is not quite right, (issue with editmode flushing)