Age | Commit message (Collapse) | Author |
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Use in marker move operator.
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Examples.
euler = Euler(1, 2, 3)
euler.order = 'ZXY'
euler = matrix.to_euler('XZY')
Still missing rna support. this still wont give the right order, defaulting to XYZ.
eul = object.rotation_euler
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was doing an extra lookup for the functions property, as well as using the property iterator.
(every button & menu item draws does one of these for every redraw).
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So constrainted bones can have their transform applied to their loc/scale/rot, then remove the constraints
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BKE_animsys_evaluate_all_animation() for each set.
gain some speedup by only calling once.
minor printf changes to readfile.c, no functional change.
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or AV-sync.
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Moved some of the generic code used to determine the F-Curves linked to PoseChannel transforms (as used by the Pose Sliding tools) into a separate file, in preparation for migration of PoseLib tools to this system too. This should make it easier to add some useful new functionality to the PoseLib browsing system (pending in a later commit).
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point matches the frame.
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we can provide some sample files for testing.
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pose channels that have constraints.
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and once from the constraint panel callback)
comment the update call in the panel function.
also avoid one bone lookup which was taking a fair bit of CPU when profiling.
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object_data_is_libdata assumed proxy didnt have linked data.
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use sizeof() with other instances of BLI_uniquename too
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* Added a user-preference setting which disallows setting the current frame number to a negative number. This setting only applies when setting the current frame by scrubbing the time cursor in a timeline view, or by typing a value into the current frame number field.
* Made the minimum frame number for the start frame to be 0, which should make setting keyframes by a regular step size less confusing. Also changed the MINFRAME define to 0 for consistency. Hopefully this doesn't cause any problems with any output formats.
* Fixed some missing channel selection cases in animation editors.
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keep var declaration up in .c files
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data
support for vertex group sorting in editmode
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the same properties were being registered many times with built in structs.
blender memory at least is not leaking, but it seems python is still not freeing some memory.
For the moment dont allow existing properties to be registered again, will need to have a way to unregister rna properties.
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- correct errors with non-mirrored meshes
- mirror weight paint on asymmetrical meshes
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eg: bpy.props.BoolProperty()
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Anyone who finds these incorrect feel free to change or make me notice.
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out auto key options that were still in use.
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missing undo push in file selector.
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Added a new option to filter the out Object-level (i.e. transforms, object visibility/settings, and also bone animation) animation data from the channels list. As most of these settings are transforms, I've used the transform manipulator icon and named the RNA setting display_transforms.
This is useful when trying to filter out only material animation data for example, as requested by Colin.
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1) Decreased the alpha value for unselected F-Curves in the Graph Editor, making them more invisible to help make the selected ones stand out more.
2) Removed various outdated settings from pose bone RNA
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Texture animation is now shown in the animation editors. Texture stacks are shown for each Material/Lamp/World block that uses them.
There is currently still a bit of a bug with this which means that unless the owner of the texture stack is animated too, the animation data for the textures won't show up. This will get rectified soon though.
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it myself, there will still be render slots just old implementation.
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* function must return value!
* missing _USE_MATH_DEFINES for M_PI
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--> "A.B.002" rather then "A.001"
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now uniqute names are ensured with recursive name checking on the scene
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from Sean Bartell (wtachi)
added own changes bpy_props.c
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from Banlu Kemiyatorn (suchness), modified with more error messages.
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image code, this should be clearer and makes reusing the Render struct later
on easier.
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* Remove the manual OSA method but rather pass on derivatives to the
textures. This means that at the moment e.g. the bricks node is not
antialiased, but that image textures are now using mipmaps. Doing
oversampling on the whole nodetree is convenient but it is really
the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
did not support 2d mapping, now it's passing along shadeinput to
make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
the texture nodes.
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