Age | Commit message (Collapse) | Author |
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& editors.
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Grab Vertex do crash
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for most cases:
TIMEIT_START(my_test)
....
TIMEIT_END(my_test)
prints time, test name, function name and line number.
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Transform started with button in Toolbar was drawing the helper
line badly.
This needed two fixes:
- helper line now has poll() callback to check for correct region
- event system needs to set 'subwinactive' for modal handlers too
The latter might fix issues with cursor/overlay drawing in other
cases?
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Shift+D in graph editor was an operator calling internally an operator.
Better is to make it a Macro, then Undos and Esc work nicely.
Note for API users: the operator "graph.duplicate" will now just
copy the selection and not run transform. Nicer too :)
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- "need exec" flag was cleared in wrong tree for preview renders
(it should clear it in the copy, i did in original).
This fixes projection paint on images with previews open
- Previews for nodes were copied always, now only for previews
invoked by node editor itself.
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that to keep "slow adaptors" happy ;)
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Py_hash_t, so made hash into such.
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This looks like a simple Copy+Paste typo
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* Render level derived mesh (needed for proper hair rendering) was only calculated before duplication code if the particle object was a level 0 duplicator, so particles creating objects inside a dupligroup didn't work.
* I really don't see the need for the level == 0 check, so I just removed it and after some quick tests can't see any negative effects. If the check is needed for some case though then a more complicated test is needed to handle all cases.
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ImageWindow + 3D view texture paint + texture preview render + texture nodes.
Threading hell! But it works now :)
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Blender crashed on repeatedly pressing "reload image" or "unpack" and
other image options, with a material/texture preview running.
Solved with a signal to stop preview render before doing the action.
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reference axis for moving verts (when mirror comes first)
Do not overwrite coord of vertices in mapped vertex array used for crazyspace
corrections. This should make stuff use position of mesh vertex after
deformation, not possible generated images of this vertices.
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bpy.data.node_groups
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compile time option which enables extra safety checks.
since this is noticeably slower I rather not enable by default yet.
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fix for crash when iterating over a collection which allocates the collection and frees on when finished.
The ability for BPy_StructRNA to hold a reference to other PyObject's was added to support this.
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Previously the api just converted the collection to a list and got the iterator from the list to return.
This has the advantage that it uses minimal memory on large collections where before it would make an array.
Though the main reason for this change is to support a bugfix for collections which free memory when they are done, this currently crashes the python api since once the list is built, the data is freed which is used by the list items in some cases (dynamic enums for eg).
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trackable vars.
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to be called once the fields are filled in.
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run do_versions() on use_rim_material option so Sintel's jacket loads ok.
(request from Bassam)
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use lambda for uv.py (no functional change).
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the old FH setting was blended with the other physics settings (friction and elastic)
Also in the Physics panel it was saying "Use Material Physics" but the button is only for Force Field.
Since I was here I decided to change the Constraint FH ui name from Fh to Force. I don't think users really understand what FH is (I for once don't).
Thanks to Carsten Wartmann for pointing that out.
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making normal transforms get caught too often. I've got a few more
methods that I'll be trialling in the near future
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in dope sheet/ graph editor leads to duplicated keys
The old hack using the transform "undostring" didn't work anymore, as
this wasn't set. Instead, I've added a special mode transform mode for
this that the duplicate operators can set to get this functionality.
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And Controller linked to them
-------------
Given the code perspective this is a hacky solution. However it's self-contained and documented one.
Ended having a talk with Ton and he agreed that this can acceptable in this case.
Zero chances of crashes (I've been using this myself for more than 6 months now).
Give it a shot. Although the code is +- for the user it's a really nice addition.
At the moment it makes more sense to put energy into the future Nodal Logic.
Yet, it's nice to give the current Logic Editor the love it deserves.
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The Logic Bricks that use angles (Radar Sensor and Constraint Actuator) do so in degree.
Reverting for the time being. Ideally we want to make them to use radians internally (that requires at least a doversion and a convert from radians to degree in BGE Converter routine).
If someone feels like helping on that, please go ahead.
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from the list was far too slow.
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vector is needed!
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* The fcurve points changed their order when rotating, but the transform data wasn't updated properly for this change so some curve handle pointers got lost.
* Also found a second bug while fixing this: The fcurve handle type pointers weren't updated at all when the order changed, so some auto handles could turn into aligned handles even if the transform was canceled (no undo possible in this case!).
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ImageWindow: hotkey "P" for Scopes was in conflict with Pinning.
Remapped it to "T" for time being, although it's not a toolbar...
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Group node sockets don't have any specific node they belong to, so no node pointers are found.
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Right Mouse on area edges has menu to Split or Join. Works like 2.4.
Code needed cleanup and upgrade; operators were hardcoded tied to using
the area corner widgets only. In theory this is getting py ready even,
but that might need some additional testing. :)
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one import was missing, another one used twice.
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The "Script" was added in the original rna commit but for no apparent reason the controller was renamed from the original 2.49 name.
Spotted/reverted in time.
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- Added option "Fixed Texture" to the UI. Because of strange reason,
this feature was implemented but hidden from users.
Would be cool, if somebody familiar with 2d texture paiting check.
- Fixed some issues in existing code of fixed texture paiting.
It now handles brush radius and curve correct.
- Also fixed issue with paiting with texture from node tree - it used
to be painted with regular brush color instead of texture.
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