Age | Commit message (Collapse) | Author |
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from Dalai Felinto (dfelinto)
cutting kinks now works the same as in the node editor.
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from Sergey Sharybin (nazgul)
- added own minor changes.
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- scale min -1 to 1 rather then -100 to 100
- default precision for float props to 2.
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Campbell, as far as I can see, this should be fine, but you might want to doublecheck.
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in file selector.
This selects+opens the file under the mouse pointer, can be customised.
This somewhat fixes [#20727] MMB don't load .blend from the file browser
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taken into
account in Preview Render anymore?
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* Clean up some remaining code
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* Added a generic 'histogram' ui control, currently available in new image editor
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.
It's a baby step in unifying the functionality and code from the sequence editor,
so eventually we can migrate the sequence preview to the image editor too,
like compositor.
Still a couple of rough edges to tweak, regarding when it updates. Also would
be very nice to have this region as a partially transparent overlapping region...
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written from scratch by Daniel Salazar (zanqdo). added own modifications.
New property type
bpy.props.FloatVectorProperty(), only difference with float is it takes a 'size' argument and optional 'default' sequence of floats.
moved bpy.props.* functions out of bpy_rna.c into their own C file.
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When 'Only Selected' is ON, or the Active Object is in PoseMode, only the keyframes for the active Object are drawn (*).
Otherwise, the keyframes for the scene (sequence+nodes+world), and the selected Objects (including the Active Object) are drawn.
(*) I've also made some changes here to try and get only the selected bones showing here, but some further changes are still needed for that to be able to work.
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Also, fixed bug in makesrna caused by missing newlines for error prints. This resulted in all error-output from makesrna appearing on a single line.
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for that transformation).
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- selected bones on hidden layers would be selected for weight painting (confusing to the user). use the 'active' bone instead.
- when no weight group was set, the index used for the bone group was off by 1.
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pait mode in some cases.
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without and have it block until its done.
- timeline rna camera access.
- new textblocks have tabs as spaces enabled by default since this is blenders default.
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of the movie was shown.
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Tweaked the padding around sockets when dragging connections.
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Button wasn't getting freed correctly after exiting immediately after text selection
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Own bug in previous fix here..
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NC_WINDOW notifier as well as NC_SCREEN, since both have changed.
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Scaling behaviour relative to mouse movement was inverted. Made the this transform tool now use the standard input mechanism for scaling inputs so that the behaviour is now correct.
Martin: In my tests, the responsiveness of the scale tool is now not sensitive enough though. If you have some time, could you look into whether this can be made to work a bit freer?
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Hopefully this time I've finally found the proper fix for this. At least in the mini test-suite I made for this, the new inverse process seemed stable enough.
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Also, tweaked the keyframe drawing code so that it doesn't convert the handles too when performing NLA mapping. This should provide some minor speed boosts when drawing keyframes under these conditions...
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from Camera objects.
(if you want to mark your camera objects create a property manually ;)
That way object.getPropertyNames() works consistently across all object types.
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- arguments, return values indentation means they get correctly interpreted by sphinx
- functions with no return values were displaying return as ()
- return values were getting the '(optional)' added in some cases.
Example:
http://www.blender.org/documentation/250PythonDoc/bpy.ops.object.html
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blender supports type changing for textures in a way that python doesnt.
add a new general function.
Example usage:
tex = bpy.data.textures.new("Foo")
tex.type = 'IMAGE'
tex = tex.recast_type()
Macro to give the number of users accounting for fake user.
ID_REAL_USERS(id)
Use this so you can remove a datablock if it has a fake users as well as apply transformations to it in the 3D view.
Move api function bpy.data.add_texture() --> bpy.data.textures.new()/remove()
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previously changing one rna_*.c file would rebuild them all making it slow to test small changes on the rna api.
also made errors in rna and dna generated give C defined #error's and line numbers that cause them.
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(text->flags & TXT_TABSTOSPACES).
Code-wise it looks now (again) that tab is the default. I hope that'ok. For bitwise operation it's cleaner IMO if the check is for positive values on them.
* TXT_TABSIZE is still harcoded to 4 spaces *
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This means a large scene will make blender resize the border between the timeline and the graph editor slow since it redraws the 3d view for each update.
edited the operators to only redraw whats needed. since tons away IFDEF'd this incse it needs to be reverted.
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is broken.
Before fixing this I'd like to clean BPY a bit.
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could make selection very slow in some cases
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- fix for all of them being able to be disabled at once.
- 3D header now uses the rna buttons.
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fix for freeing the undo buffer from a copied text block. (the copy had the old undo pointer)
since I only got an error, not a segfault Im not sure this is the real cause of the crash.
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MESH_OT_select_by_number_vertices neither
for the MESH_OT_select_... ENUM text fix (s/Triangles/Quads) and invoke added (WM_menu_invoke).
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flipped name for every vertex for every weight.
the vertex flip mapping only needs to be made once.
warning fixes too.
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property if it wasnt found.
this is too arbitrary and could break if roperty order is changed.
store the property in the operator type that is to be used for menu and enum search func's.
python function for searching operator enums on invoke. (just need dynamic python enums now)
wm.invoke_search_popup(self)
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- particle set weight operator (Shift + K) and from the menu.
- mirror vertex groups operator can also flip weight group names.
a number of utility functions for weight groups added
int *get_defgroup_flip_map(struct Object *ob);
void flip_vertexgroup_name (char *name_r, const char *name, int strip_number); // moved from modifier.c
void copy_defvert (struct MDeformVert *dvert_r, const struct MDeformVert *dvert);
void flip_defvert (struct MDeformVert *dvert, int *flip_map);
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