Age | Commit message (Collapse) | Author |
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Basically I moved -funsigned-char -fno-strict-aliasing
from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS
Kent
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Can people *please* not commit tools with only hotkeys to access them?
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Submitted by: David Bryant
This patch adds 2 new drawtypes for empties (circle draws a 2d-circle on the x-z plane, and cube draws a regular cube), and allows empties to be used as custom bone shapes.
I've modified the patch a bit to fix up weird formatting, optimising the circle-drawing method, but the cube-drawing function has been maintained. In the process, I also moved the mesh-specific code in draw_object_instance to draw_object_mesh_instance so that empties can be used by whatever else might use draw_object_instance too.
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Submitted by Davide Vercelli (unclezeiv)
removes the restriction of using the screw tool only in front view.
Kent
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little nicer for everyone.
Patch provied by gsrb3d
bug tracker #7061
Kent
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- In textured drawmode it now draws the texture, with solid mode lighting.
- UVs and vertex colors for subsurf are not computed incremental yet, so
editing in textured drawmode then may not be as fast as the other modes.
Implementation Notes:
- Added textured drawing functions to the editmesh and subsurf derivedmeshes.
- Removed some unused, legacy subsurf code that directly used Mesh.
- Restructured texture drawing a bit to make it more clear and allow for
editmode drawing.
(Peach feature request)
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The "Strands" settings is a BlockBut and never return B_MATPRV like the others buttons, because of this,
never call BIF_preview_changed.
It's posible two fix for this:
1) make all the buttons into the "Strands" panel return B_MATPRV (this modify the "work mode" of the panel)
2) Add a call to BIF_preview_changed to the end of strands_menu function (as do_matbuts).
The problem with the first options, is that the panel "close" when you press/release some of the buttons, so
to preserve the current "work mode" of the panel, i choose the second option.
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Noticed by mjordan.
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* Grouped Up/Down buttons in constraint panel headers, and fixed their tooltips
* Removed unused variable from action editor code
* Minor formatting in constraint.c
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Added a new API method for ShapeKeys, which is useful for finding a certain KeyBlock from a Key.
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The menu entries for changing Interpolation and Extrapolation modes in the Action Editor weren't working properly (at all).
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This commit adds autocompletion and "red alert" feature to text input
fields (UV and VCol) of the Geometry material input node. The functionality
is similar to one found in UV part of the "Map Input" panel found in Material
buttons context of the Buttons Window.
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Just a quickie feature I needed here at work- the previous linear
interpolation of tilt in curves can give nasty pinching problems
when trying to do flowing curves like a ribbon. This commit lets
you choose the interpolation type, between Linear, Cardinal, and
BSpline. The code was already set up for it pretty easily, mainly
needed to make the choice visible to the user.
Example:
http://mke3.net/blender/devel/etc/tilt_interp_types.png
Works on selected curve 'lines', menu in 'curve tools' panel in
edit mode.
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- Numpad dot is shortcut key, same as in other windows.
(Peach feature request)
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here for a while and it's been fine - I'm pretty sure it's safe, as
long as you've got enough RAM :)
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Previously, the implementation of this was quite awkward, with
the preference swapping mouse buttons globally, rather than just
selection, as is advertised on the pref. This had the effect of
changing the painting in sculpt/texture paint/weight paint/etc to
the left mouse button. This was totally silly, since when using a
tablet, left mouse select is the sane way to go, but it meant
that every time you wanted to sculpt or paint, you had to switch
the mouse buttons around so you could actually use the tablet as
normal.
This commit fixes that, and makes the preference do just what it
says, use left mouse for selection (i.e. in object/edit mode) and
only that.
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Tooltip getStringSize and getBoundingBox correction
Not really any user-visible changes here, but a nice clean-up of
internal font drawing functions, in this case used in tooltips.
Thanks!
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This converts the Ipo editor and Timeline windows to use the BIF_
API for drawing international/antialiased text, following the user
preference or being drawn in Bitmap/Pixmap/Texture mode.
Thanks James!
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Added a new event code (B_WORLDPRV2) that forces an update of the world buttons-window preview AND the 3d-view, instead of having only one of the two getting updated (with REDRAWVIEW3D or REDRAWBUTSSHADING)
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This commit restores a few useful borderselect tools:
* When borderselect is activated while the mouse cursor is in the horizontal scrollbar, all the keyframes in that occur in the range of frames encompassed by the border get selected.
* When borderselect is activated while the mouse cursor is in the vertical scrollbar, all the keyframes, that occur in the channels that are within the border get selected.
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* Insert Key (IKEY) menu was inserting keyframes on all channels when menu was dismissed, instead of not doing anything
* Clean IPO and Insert Key now only work on selected channels (when asked to). Was a missing line of code.
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It is now possible to use the geometry of Meshes and/or Lattices as the target of a constraint. All you need to do, is to create a new Vertex-Group and assign all the points that you wish to use as the target, then type that name into the VG: field for the relevant constraints.
One of the cases where this is beneficial is when you need to copy the location of a vertex. Now you don't need to make extra vertex-parents for that.
Additional Notes:
* The code takes the average of the locations of the nominated vertices, and puts that in world-space for constraint solving (and regular space-conversion stuff).
* Currently, rotation and scaling of points is not taken into account. The rotation/scaling used is from the object's matrix. Hopefully, this will only be a temporary problem (will be fixed soon)
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This commit fixes several issues related to using the Action Editor with Shapekeys. I've known about most of them for a while, so now's the time to fix that.
1) When the shapekey anim data for an object comes from an Action (key's IPO block is linked to the "Shape" action-channel), the names of the individual shapekeys is now shown. They will only do so if the Action Editor is not pinned though.
2) Slider limits for the case described above should now be sane again
3) "Add New" option from the popup menu in the Action Editor header will now convert shapekey animation data from IPO to Action if the action editor is displaying Shapekey data at the time. Many users have often found the old way of having to toggle the "running man" in the IPO-editor header, too clumsy and confusing.
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Now 'Set Inverse' works correctly for PoseChannels in all cases. Previously, it was still using a temporary hack that failed when 'parent' bone had any transforms.
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This fixes the following compiler warning -
source/blender/src/outliner.c:2242: warning: the address of 'name' will always evaluate as 'true'
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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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Previously when deleting a scene, no checks were made to see if
any render layer nodes in other scenes were referencing them,
leaving them pointing to bad memory. Now, this checks all other
scenes' nodetrees and sets pointers to the to-be-deleted scene to
NULL, which gets taken care of elsewhere.
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Similar" menu (Shift G). Also did some tweaking in there to make
the menu a bit more sensible.
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Partial fix for bug #7013, adding multires removes all vertex color layers
* Added a warning when adding multires levels to a mesh with more than one vcol layer. The user can choose to allow multires to delete the non-active layer(s), or cancel.
Note that this is a temporary fix; a better solution will be to make multiple vcol layers work with multires.
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support joining and when there is no active object
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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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This is the only thing that made software GL unuseable, and would even hang blender when using some debugging tools.
The lag was noticibel on some cheap graphics cards also.
There is a problem with blenders events that means the mouse movement events are sent while the mouse button release event isnt for some time. This could make resizing a border take a fairly long time... 4-10sec.
even though this is a workaround, only redrawing when the mouse is moved is logical.
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* I've replaced the long lists of #defines in header_action.c with enums, which should make that easier to maintain/add new items as needed.
* Added a few comments also
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didn't seem to be working at the time.
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Multiple selected bones are now able to be parented to the active bone in EditMode. Previously, only one selected bone could be parented to another at a time.
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Part 2 of work from yesterday. Now tools in Action Editor are aware of (work well) with time display in seconds as well.
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The Action Editor can now display timing in seconds too. By default, it still displays timing in frames, but it is possible to switch the time display to seconds.
The hotkey to toggle this is Ctrl T.
Notes:
- Many of the Action Editor's tools have yet to be made aware of this. Therefore, they will still work as though frames are used. Only Transform, Snap, and Mirror should really be affected. This will be fixed when I wake up.
- Nothing *should* be broken, but I might have missed something.
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Made inserting new keyframes use a coarser threshold for determining when to replace existing keyframes with new ones. Now, it shouldn't create so many keyframes stacked on top of each other, but yet still keep some bizzare cases working.
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- Removing evil InitTransModeFlags (I would always forget to update that when adding new stuff). It's properly done in the per transform init now.
- Add toggleable mode for Shear (with MMB) for horizontal or vertical shear. Toggle shear mode also changes the input mode from vertical to horizontal and vice versa (it's intuitiver that way). (This was suggested in a really old patch but never implemented because I disliked adding transform specific handling in the main event switch).
- Add custom event handlers per transform (currently only used for Shear)
- Add custom data pointer and freeing flag (only (a)bused by Shear).
NOTE to Levi Schooley: Some stuff in there might be useful for you.
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After complaints from wavez, Snap Cursor to Selected for Bones in EditMode now results in the cursor being snapped to the midpoint of the selected joint(s) like it did before my no zero-length bones commit.
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This problem was resulted from the handles on keyframes not being mirrored as well. I thought that the handle resetting function would solve that, but obviously it didn't.
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I've finally come to the conclusion that the old code used to clean up IPO-curves was utterly unsafe/unstable. It used to have a lot of memory-related bugs early on, which I had resolved, but still I found a file where this broke quite badly (thanks Cessen).
Now the code should be saner, as it does away with that evil memory copying that seems to be at fault. It would be advisable to have this properly tested for a few days before considering it for inclusion in 2.45 (stable) branch.
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Preview Range could get set with frame numbers less than 1. This caused problems with playback in a few cases, and also gave gibblish in the counter-cursor thing.
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Drawing float images with the tiles option crashed.
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Texture painting location was not accurate in perspective mode.
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