Age | Commit message (Collapse) | Author |
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- Unselected handles shouldn't have TH_LASTSEL_POINT color even if
control point is active
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Tchatcharantcharan ...
Three new operators:
bpy.ops.logic.sensor_move
bpy.ops.logic.controller_move
bpy.ops.logic.actuator_move
direction is a parameter (UP,DOWN)
Moved some interface code to sca.c instead of logic_window.c. (and changed accordingly).
One note: as in 2.49, the move up/down button is only available in non-expanded mode. However instead of one button with two options we have 2 buttons (as we had originally in 2.50).
That also means the s/c/a header is getting more clunky. Design, thoughts, ideas are appreciated. For the time been functionality back is still the priority (mine at least ;)
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* filebrowser now should respect User Preference for using relative paths
* Also set remap_relative default to 'True' for saving .blend file
(With 'hide dot files' set and 'relative paths' set in the User Preferences this should now behave as in the suggestion made by brecht - in the future we could remove the user preference and just use the default.)
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This is because problem reported by venomgfx on the irc.
If you have a render of 2k with a render size of 25% (and this
problem is for any resolution/size) and you try to use a image
of 1k in the compo, the first thing you do is put a scale node.
Here come the problem, if you set the option "Scene Size" in the
node scale, the buffer output is not the same size that the render.
This is because the "Scene size" work with the image size and
not the render size, so in this case is the 25% of 1k.. not
the 25% 2k.
So this new option "Render Size" scale the output buffer to the
render resolution, taking into account the render size (percentage) too.
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The texture node was not taking into account the precentage of the
render when create the output buffer.
Reported by venomgfx at irc.
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sequencer.
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the set scene, otherwise can have wrong current frame and render settings,
in particular this give issues with particle object instancing.
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- python change, dont import 'bpy' by default, initially I thaught this would make scripting easier but it ends up being annoying when you want to register a script or if you want to import it. (more trouble then its worth to save 1 line, also not very pythonic).
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time to help compare for color grading.
- Okey sets the border in the display.
- Okey resets the frame offset in the sequencer timeline.
- ghost icon in the header can enable/disable.
- frame offset can be relative or absolute (lock icon)
Not very happy that this commit adds a call to BKE_animsys_evaluate_animdata(scene, ...) in do_build_seq_array_recursively()
without this the offset frames dont have fcurves applied.
Though we will need something like this for prefetch frames to work too.
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works with the move logic bricks operator to be committed)
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and Rigid Body (reported by Mal Duffin (malCanDo) over email)
Originally (2.49) we were testing for ob->game_flag to see if the object is dynamic.
That could work here (it would require a new rna prop for the object (a read-only is_dynamic) or similar.
However using ob.game.physics_type is more explicit, therefore may be more interesting. I have no strong opinions on that...
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Pose proxy synchronization happened after drivers were already evaluated,
now moved to start of object_handle_update.
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* Tooltips for the Blur Node
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weight paint mode clicking the Levels option
* Add a `return 0' to ED_vgroup_give_parray to avoid falling through from mesh to lattice
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were not created when objects on visible layers depended on them, now
it uses the flushed layer to determine if the object data should be
recalculated.
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in compositor).
for optimized builds this gave crazy colors.
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renders with compositing and slots.
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* Some code cleaning.
* Removed icon and emboss for the "enabled" bool, use default checkbox now.
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Also fix the header file no reinclusion macro name
Thanks to Jens Verwiebe for the patch
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This was the old Ctrl + FKEY in object mode, now it's in
edit mode and is part of the Ctrl + FKEY menu (Faces).
I also assing this to the Ctrl + Alt + FKEY, but Matt please
check this and feel free to change (or tell me and I will change).
Still there is no "reverse" function, but I commit now to finish
in my home.
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context
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small fixes adnm tentative new keywords
those discussed by campbell and brecht are still there, but commented
with these keywords I'm happy how booleans went, committing to discuss with cambpell
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Fix #22051: crash when scaling parent metaball. Keep the constant resolution
for any motherball's scale.
This avoids running out of memory when scaling the metaball down, but there's
a reason it depends on this scaling, for example for instancing it's more
useful to have this. It also doesn't really solve the problem but only moves it,
it's still possible to run out of memory with different setups/scales.
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- In my changes lift was acting like a second gamma.
- In blender 2.4x it was being added which gave ugly clipping.
- in Magic Bullet Looks it scales the color about 1.0: (col - 1 * (2-lift)) + 1
Did more testing and made sure the order of applying lift/gamma/gain works the same as MagicBulletLooks (tested on Collin's mac laptop).
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* simplify the NSIS file creation (and add those files back).
NOTE: The installer is still pretty much WIP, tomorrow more improvements.
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it stores it and sets it later when the double click event is handled.
Decided to not reuse prevx but made prevclickx, because there may be
multiple mousemoves between the two clicks, and prevx is already used
for some other tricky things.
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has just 20 and the local view layers are added afterwards.
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white, enable for color balance.
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changes from sequencer applied to compositor mostly noticable is how the lift works.
Before & After,
http://www.graphicall.org/ftp/ideasman42/color_balance_before_after.png
even with lower values these kinds of errors can be seen.
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not allowed, so disable mode on append and don't enable it on load.
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bug #20091 in revision 24989, crash when rendering in metaball editmode.
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should not do multires reshape in this case, but just regular apply.
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Actually a depsgraph issue, transforming objects was incorrectly
tagging their data for recalculation.
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