Age | Commit message (Collapse) | Author |
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* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
between multiple node trees.
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of the main reasons for passing along context, while actually
they don't need much context at all. Might be removed again,
but would like to have this especially for RNA API functions.
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- ungrab can restore the position of the mouse clamped to the window bounds (much nicer for transform)
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was selected as user orientation (frankly, I don't like it much to have an exception for that, but backward compatibility is ok, unless someone else has a strong argument against).
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of materials to other selected objects, (like Ctrl+L, Materials in 2.4x)
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* Make Ctrl+M key work for mirror in 3D view.
* Fix mirror along global axis, was mirroring around all axes when
the object was rotated, due to wrong matrix order, was also not
working in 2.4.
* Pressing e.g. X twice still doesn't go to local mode, would fix
but don't know how the code is intended to work.
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material.
Keep the editmesh material and active material in sync
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* Fixes for texture and material nodes.
* Texture node previews now work more like materials.
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(ob==scene->obedit)
Was trying to fix a hard to redo crash with custom bone shapes in editmode but cant redo. still, will help with future multi-editmode.
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empty driver)
- added TexMesh access ([#19505] Missing option : TexMesh)
- Ctrl+Tab works again, not-so-nice workaround, disallow switching to paint modes from editmode, but would be nicer to manage this with keymaps.
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Grab" in the user-prefs.
- Useful for dragging buttons to the far right when theyd otherwise hit the screen edge.
- Useful for transform though probably NOT what you want when using the transform manipulator (should make an option).
- When enabled, number buttons use this as well as a different conversion of mouse movement
float numbuts: mouse 1px == 1-clickstep
int numbuts: 2px == 1 (tried 1:1 but its too jitter prone)
details...
- access as an option to GHOST_SetCursorGrab(grab, warp)
- Currently all operators that grab use this, could be made an operator flag
- only Ghost/X11 supported currently
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scene active camera too, plus better notifier.
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The makefile is a copy of the source one, not tuned, just to unbreak build.
This raises some questions: why separate dirs? why each build system takes
a different approach (different libs vs all source files into one)?
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(Mostly for very early testers)
Cocoa uses coordinates with y=0 at bottom : updated wm_window.c and wm_event_system.c for COCOA build to avoid double conversions in response to mouse move events and GHOST_getCursorPosition
Known limitations:
No fullscreen support
Font issue in preference panel
libSDL uses some Carbon functions
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Selecting a material in the node tree sets this as the active material and the buttons view redraws.
Added rna prop material.active_node_material
Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings.
We'll probably need to split the panels up to do this properly.
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style wherever one pleases (before first usage).
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This calls a registered menu as a popup so we can reuse header menus , currently used for Node editor and Sequencer add menu (Shift+A), can be used for toolbox too.
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This time it works! (gcc and mingw can handle compile and link)
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In the Outliner, it is now possible to toggle per bone the selectability of the bone in the viewport, as for Objects using the restriction columns. This can also be set using the RNA-api.
I've tested all commonly used tools IMO, but there may still be a few which I've missed. Please report those cases.
PS. For some reason, the define was already there, but not connected up to anything. Can't remember why anymore, but here it is...
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instead check if its the last displayed modifier
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*Disabled ray counter (can be enabled on render/extern/include/RE_raytrace.h by commenting out the define)
*marked bvh_node_merge() as static inline (hopping it now compiles on gcc and mingw)
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* Made bvh_node_merge() in svbvh.h static (fix suggested by jaguarandi). This makes mingw link again.
* Also, patched my previous fix for ... = {}; since mingw didn't like the other fix (which was for msvc).
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* Replaced ... = {}; with ... = {0};
* Solved problem with logf(), where msvc couldn't figure out which version of log() to call (solved by casting the int argument to a float, but could also have been to double)...
* The cflags and cxxflags for scons when compiling the rendering module were only valid for gcc compiles. These will still need to get added for msvc sometime, but for now, there are no more warnings about unknown options...
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* mingw almost compiles again cleanly, except for a linking error when linking blender http://www.pasteall.org/8297
* win64 should compile again too to a similar degree?
* silenced warnings about no newlines...
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* Code for generating 'Object' summary of Keyframes for DopeSheet (which is also used by the TimeLine for getting keyframes to draw) now considers materials, object data, and particles too.
* Rearranged the way that keyframing-related settings were presented in the User Preferences. The way the settings were grouped was plain confusing, and based on biased views from the old system. For the record, 'needed'+'visual' are always considered when inserting keyframes, 'always' is for autokeyframing, and default interpolation is only used for newly created F-Curves.
* Fixed bug #19472 - Scroll wheel scrolls in the wrong direction for enum-menus that were flipped (i.e. window type menu and 3d-view mode selector).
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from branch [1] at rev 23647
[0] - http://wiki.blender.org/index.php/User:Jaguarandi/SummerOfCode2009/
[1] - https://svn.blender.org/svnroot/bf-blender/branches/soc-2009-jaguarandi
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3D View: View -> Cameras -> Set Object as Camera (Ctrl Numpad 0)
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Save back proportional editing size to toolsettings after transform.
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Correct spacing with snapping buttons in 3d view header.
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* Disable use of EditMeshDerivedMesh for VBO drawing in editmode.
This is crashed when using e.g. subsurf in editmode, as the DM
is not an EditMeshDerivedMesh.
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* Fix slowdown/freeze entering editmode on a high poly mesh,
dm->getNumFaces can be slow, don't call it in a loop.
* Fix 64bit pointer casting warnings.
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