Age | Commit message (Collapse) | Author |
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Case Insensitive flag was reversed, making -F act like -f.
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continuous zoom.
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Refactored the constraints reading code to take advantage of the new ID loopers. Now, adding a new constraint type will not require much effort with the file loading code, unless the constraint uses any special direct data which needs to be handled differently.
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Added a system for running a callback on all the ID-blocks referenced by constraints (like for modifiers). Also, added an API function which calls these on the constraints present in the given list.
These could be used for:
- the proxies + action/pyconstraint fix that campbell committed
- simplification of file loading code
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New Actuators done:
* SCENE
* RANDOM
* MESSAGE
* GAME
* VISIBILITY
* TWODFILTER
* PARENT
Actuators to be done:
* OBJECT (aka MOTION)
* SOUND
* PROPERTY
* CONSTRAINT
* EDIT_OBJECT
* ACTION
* SHAPE_ACTION
* STATE
* ARMATURE
Actuators done already:
* IPO
* CAMERA
once again: feedback is appreciated.
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Sensor and Controllers: small fixes and suggestion (comments) for future improvement - mainly to replace text properties to material, text or object datablocks.
Actuators done:
* IPO
* CAMERA
Actuators to be done:
All the others (their structure is in the file)
Adding NC_LOGIC
** If someone want to help on that:
Files used for actuator RNA:
- logic_window.c
- DNA_actuator_types.h
*** my first big RNA operation. critics/suggestions are welcome
**** padded some DNA variables that were not been used.
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- IK-Solver interfaces were still converting units from degrees to radians. Made these all use radians now.
- Tried to fix the DOF limits drawing. This is still not totally functional again yet, but at least there are visible lines now.
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crazy effects for when viewing timecodes.
See http://www.pasteall.org/blend/1769 and switch to timecode displays in the timeline (Ctrl T) to see the effects of this (in an old build).
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- near clipping is not used to clamp minimum zoom level in ortho mode.
- view selected applied to a single point (no bound-box volume) just moves the view rather then zooming in.
for sintels face view selected didnt work well for eg: selecting a face at the mouth and zooming in.
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the triangulated index (always wrong for quads).
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- backbuf colors were ignored with VBO's, disable since to make this work with VBO's it would need to re-bind a color array, then restore the previous one after.
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If you have some bones selected, and then hide their layer, they would stay selected + visible even when you make another selection. Now, they are hidden and are no longer visible when they aren't on visible layers.
Currently, this is only done if the channels are being filtered by visibility, but this could easily be changed to do without this check. Will see how this goes after some production testing. :)
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Active bones are now only highlighted if they are also selected. This reduces confusion over when something will get moved/edited.
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actions were being lost.
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target"
xray objects can overwrite the view's obmat.
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Missing null checks in API functions.
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duplicating the object.
from reading all places dynamic hair is used I think these changes are correct (cloth seems to share pointcache with the psys) but its not obvious.
jahka: please check this is ok.
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cloth modifier was copied but not assigned to the new psys.
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as changed in 2.4x
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- Number of multicuts can now be set (only usable for multicut mode)
- Midpoint cutting is now done using shift-k + drag hotkey mapping
These were just minor properties changes, which shouldn't be too much of a hassle for BMesh merging.
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Only recalculate changes when absolutely necessary (mouse move triggers a soft recalc that will only happen before the next redraw other events trigger hard recalcs). The problem was that mouse moves are reported as lots of events (with small dx,dy) between each redraw which would trigger often heavy recalculations every time while only the last one was really important (the one before the redraw).
This makes snap project (retopo) much more manageable but induces a very small lag equal to one refresh cycle. Confirming transform does a hard refresh, so the final result is always consistent with mouse position.
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disallow unlinking objects if there not in object mode.
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old code was merged chich use the angle degrees.
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image editor
This commit adds a check that should prevent crashes of the kind that were occurring in the report description from happening.
However, I couldn't verify yet whether this really works, since it appears the bug has temporarily disappeared in recent svn. Just in case, I've committed this fix, and we can revert/improve if the bug returns.
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up/down
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for bug #20708
The best workaround for problems with SplineIK applied to a chain of BBones so far is to disable 'Chain Offset'. Hopefully this workaround will soon become irrelevant.
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Only allow dnd' adding objects in object mode.
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editor
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Made the 'Offset Factor' setting use a separate variable from the 'Offset' setting in the DNA stuff. While we could get away with this sort of thing in the past, it turns out that with the Datablocks viewer these days, settings sharing an internal var but with different ranges/behaviour doesn't work well anymore, since later instances override earlier ones.
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Reverting the part of an earlier commit to show the Evaluation time in the Path panel that made the Evaluation Time setting a factor. This setting should not be a factor, since it gets divided by 'Path Length' to normalise it to the 0-1 range needed. When this setting isn't animated, the evaluation time setting is automatically set to the current frame number, so that when divided by Path Length, child objects still follow the curve.
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