Age | Commit message (Collapse) | Author |
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See mailing list for additional information.
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* Added toolbar UI for setting "anchored" mode
* Added a "persistent" mode for the layer brush; basically you can keep sculpting on the same layer between strokes when this is on. There's a button to reset the base so you can add another layer on top of that, and so on.
This feature was suggested by Blenderer on BA, thanks!
Note, I think these options could use better names in the UI, but I couldn't really think of anything very descriptive, suggestions welcome
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- added better error feedback when registering operators fails.
- added some python benchmark timers (prints on exit), times number of times py scripts run, average time and total % of time running py scripts.
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* WITH_BF_FFTW3 flag --> fftw3 scons + cmake settings refined.
* Disabled by default since mac + win32 libs missing. Works already on win64 + linux (with installed fftw3 libs)
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- minor cleanup for Py/C api functions that define rna properties from python.
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option in place for cmake, scons yet uncommited
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- thanks to nudelZ for reporting
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Brush Panel:
* Separated the code for different modes, easier to maintain.
* Only settings which are used in the current paint mode are shown now.
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Thanks to the new render API system these options don't clutter up the layout when you're not doing games.
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were not always called causing bugs).
fix for a leak when trying to run a text with a syntax error too.
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- Bugfix: a bit too fast ;-) Better do it right too (problem with res > 150)
- fixing high res view button which disappeared sometimes
- fixing tooltip
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value)
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Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
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* Sun lamp type export (known as parallel lights in povray)
* Native support for blenders metaballs, currently exports
- ball and ellipsoid types
- radius, stiffness
- ellipsoid xyz scale
- negative elements
- single material (like blender)
Renamed rna props.
elem.sizex -> size_x
mball.last_selected_element -> mball.active_element
minor changes to UI scripts.
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* Added RNA for Mesh Draw Options.
* Added "Draw" Options into the Mesh Data Tab, needs check for Edit Mode.
* Fixed a typo in DNA.
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- add media option for povray
- remove unintentional line from modifier script
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from Calvin Loncaric (marvinx03)
[#18965] Blender Load and Run need fully qualified specs
[#18966] getMaterials not used
from Roger Wickes (roger)
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from Ivo Grigull (loolarge)
Removed redraw calls from the python function, added epydocs.
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As Joe point on a previous mail, glBitmap don't work nice
on all cards and also some of the things that we can do
with texture are hard (or need that blender check the font mode)
to implement.
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-Deleted old Buttons C code for RIGIDBODYJOINT constraint.
-"Realtime" Icon for Modifer was different in Template and RNA, i changed the Icon in RNA to match the template version, which is an eye instead of a cube.
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another obstacle problem
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Moved the Smoke Buttons into the Physic Tab.
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- SOFTBODY -> SOFT_BODY
- Use getattr() with enum value to get the modifier function rather then a lot of elif's
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- ghost data wasn't being freed (added wm_ghost_exit() call to wm_init_exit.c)
- GHOST_EventManager wasn't freeing GHOST_IEventConsumer's
- ghost/X11 wasnt calling XCloseDisplay(), some junk from X11 wasnt being freed
- ghost/X11 XAllocNamedColor wasn't freeing the colors when done making a custom cursor.
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When there were no strips but some empty tracks, the active action should be evaluated normally. This is not an optimal solution (more user testing + suggestions regarding the best way to do this is welcome).
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- allow appending with a NULL scene (only used to add object bases into the current scene)
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Call to RNA_def_property_update with a invalid pointer cause a segfault.
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for curves in editmode. If someone knows how to get this to work for object mode too, that'd be great.
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* That also means you can't really change them and save it before we actually do a do_version.
* Marking the old variables in DNA_world_types.h to be removed.
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* Added callback function for some metaball properties:
When some properties (wiresize, threshold, update flags) of metaball are changed, then these properties are copied to all metaballs in the group (all metaballs with same base name). This is important to "share" some properties between metaballs, because polygonisation of metaball is influenced only by properties of base metaball and base metaball can be changed.
* Improved drawing of selected Metaball objects
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Multires > Multiresolution
The term 'Subsurf' was really confusing, because of the similar term Subsurface Scattering, meaning something completely different. Additionally, the prefix 'sub' (meaning 'lower' or 'under'), as well as the word 'surf' (meaning water foam / a water sport) really mean completely different things on their own, making 'subsurf' a terrible abbreviation.
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* Drivers are now copied across and relinked as appropriate
* Drawtype is also copied now (especially useful for rigs)
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Now it uses strings instead of pointers. Maybe the properties could still get some tweaks, but they work well enough for now.
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-Removed shadows from most UI items. The shadow settings are unfortunately not really useful, because you can't set them for individual items. There was a lot of black text with black shadows, which really only makes the text look fuzzy. For shadows to improve clarity, they should be the opposite color of the text label, not the same color.
-Tweaked material layout, with clearer grouping in Ray Mirror and Ray Transparency panels.
-Added icons in the texture type menu to signify which textures are procedural and which ones are images, and plugins.
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* implicit declaration of getenv in glutil.c
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properly using built-in keyingsets (i.e. the IKEY menu in 3D-View)
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a) fixing domain boundaries
b) fixing flow gui (no more velocity there - taken from particles)
c) Outflow available (deletes smoke from scene)
d) deactivating other noise options for now
e) base for render/preview settings
f) fixing collisions to be working again
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This brings back sequencer rendering, moving do_render_seq() into the
pipeline where it belongs.
Things to fix: SCENE-strip rendering and memory cleanup for
SCENE-strips.
Otherwise: enjoy :)
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* Tools such as set handle type, etc. were not being called correctly from the menus. There were missing operator-context calls to make sure that the invoke methods would get skipped.
* Hack for loading old files - buttons region for Graph Editor now gets added. Dunno why this didn't work automatically as for NLA despite the two having the same code.
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