Age | Commit message (Collapse) | Author |
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https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
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* Inserting keyframes now takes into account whether the F-Curve was editable or not.
* Editing keyframes in animation editors now sends proper depsgraph updates instead of just tagging the relevant objects.
Thanks JiriH for reporting these bugs.
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Moving to standards for opening/saving etc was causing uproar in IRC.
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*enable non-2^n textrues for all gfx cards which support it.
* try to enhance the visual quality under linux a bit when gfx card doesn't support it (still errors visible)
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*fixing the fix as usual
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* Bugfix for scaling on non-2^n-textures
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Some operations were described as vertex only when they aren't.
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given
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from Guillaume Lecocq (lguillaume)
[#19247] (2.5) useless WITH_OPENEXR redefinition
from Mauro Toffanin (equilibrium)
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Descriptions for TFM, TEXT, CONSOLE and ED operators.
- Made some minor edits.
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The 'Show Sliders' option for DopeSheet and Graph Editors now works again. When this option is enabled (it is disabled by default), a slider (or combobox) is shown beside the mute/lock toggles for F-Curves. Editing the slider will result in a new keyframe being added on the current frame.
So, for all the (ex)-Maya animators out there, you can now animate in a channelbox-like way. :)
Also in this commit:
* Fixed some warnings in modifier.c from previous commits there
* Fixed some refresh problems with DopeSheet channel list (which were only obvious after adding back the sliders)
* Removed the old/unrestored and nasty slider code used in the past by the Action Editor only.
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or confirmation, and removing redundant starting words in submenus.
Also added notifiers for user prefs, and tweaked wave modifier layout.
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Made toggle buttons less wide, with less extra space around them
Made number widgets wider to allow larger numbers, such as the current frame field in the timeline.
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Patch by Lorenzo Pierfederici (lento). Many thanks!
* Ported some more menus to python (Pose, Particle...)
* Some cleanup and reorganization in the python file to reduce code. :)
* Cleanup of old C buttons code.
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Changed the rounding of action buttons. The round style looked pleasing when they were isolated, viewed by themselves, but looked terrible when grouped, or at small sizes with icons as it was often used. The old Filebrowse or Render This Window buttons were examples of how badly they looked with an icon, and the rounding in the tools area made for some weird visual shapes. When combined in groups of widgets, such as the datablock selectors it looked even weirder, because one side of the group would be square and the other would be round, causing some spatial clashes.
http://www.reynish.com/files/blender25/actionbuttons_new.png
Also tweaked the tools sub-area color which stood out as being much brighter than the rest of the UI. When the tools area was open in the default layout, the overall impression was asymmetrical, non-harmonic.
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* Deleted unused file
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texture. Will re-enable when the modifier situation has been worked out.
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Previously the only way to detect if the mouse moved over a different object was to enable true-level-triggering and have a python script detect the change.
When the Pulse option is set, focusing on a different object pulses true.
Python attribute is focusSensor.usePulseFocus.
This is similar to the collision sensors pulse option where changes in the set of collision objects generates an event too.
Found this functionality missing when trying to make a logic demo that used mouse-over with overlapping objects.
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https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
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This solves one of the last remaining hurdles for
volume rendering. Previously it always used ray
tracing to shade other objects inside or behind the
volume. This meant that said objects would look
aliased, unless you used Full OSA on the volume
(which is slow!). As well as this, it meant that you didn't
get a good alpha channel out of the volume to use for
compositing, similar to ray refracting materials.
This commit enables z transparency for volume
materials. Although it can be potentially less
physically correct, in most situations there's no
difference, and you get the benefit of nice sampling for
other objects and an alpha channel for compositing too.
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a __props__ list in the class, same as for operators.
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from Martin Frances (martinfrances)
Added a scene check when appending objects so you can append data without a scene.
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__rna__ overrides the subtypes.
For now have pyrna_struct_as_srna look in the dict first for __rna__ before using PyDict_GetItemString.
Somehow __rna__ is not calling the pyrna_struct_getattro function, python find it first.
The only relyable way to get the rna from python currently is.
bpy.types.SomeType.__dict__['__rna__']
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prefs. The window header was still getting clipped slightly behind the menu bar.
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Fixed some typos made in previous commit. Hook Modifier should now work correctly again (and also for newly added Hook relationships)
Notes:
* To add a hook, you currently need to perform the following steps
1) add modifier from menu (no operator in EditMode)
2) specify the object (and/or bone to use as the hook target)
3a) in EditMode, select the vertices you wish to be affected by the hook, and press 'Assign'
3b) alternatively, fill in the vertex-group field for the Vertex Group which contains the vertices to be affected
4) press 'Reset' (to make sure hook will behave correctly)
5) optionally, also press 'Recenter' if the hook position isn't right...
* BUG ALERT (Brecht/Ton): it is impossible to clear the vertexgroup/bone fields once you have assigned some value. Doing backspace+enter (or any other variation) will always result in the first item in the search menu being used.
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Moved WeightPaint/VertexPaint toggling hotkeys to the same place that the ones for PoseMode/EditMode are defined. This means that the hotkey for toggling PoseMode works again (instead of being overwritten by WeightPaint).
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* Added operator for filling vertex colors with the brush color
* Pythonized the vertex paint menu
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* Disabled multires subdivide button in editmode (again)
SVN weirdness:
I already did this in r22447. Somehow it got changed back -- but I can't find any log of it getting reverted, either in my email or on p.b.o. This is extremely weird!
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saving, loading.
Saving/Loading:
Save - Ctrl S / Cmd S
Save As - Ctrl+Shift S / Cmd+Shift S
Open - Ctrl O / Cmd O
Open Recent - Ctrl+Shift O / Cmd+Shift O
New File - Ctrl N / Cmd N
Text:
Copy- Ctrl+C / Cmd+C
Cut- Ctrl+C / Cmd+C
Paste- Ctrl+V / Cmd+V
Select text- Ctrl+A / Cmd+A
Misc:
Repeat Last Op - Ctrl+R / Cmd+R
Render - Ctrl+Return / Cmd+Return
Render Animation- Shift+Ctrl+Return / Shift+Cmd+Return
User Preferences - Ctrl+Comma / Cmd+Comma
Changed the important search menu to Space key.
Old hotkeys are still preserved, at least for now.
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* Fixed doing a simple subdivide, rather than Catmull-Clark. Note that the first subdivision will still appear to be CC rather than simple, this is a bug we just have to live with for now.
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* Fixed multires subdivision of a sculpted object. Accidentally broke this when I fixed removing a multires modifier.
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* Made object mode an enum, shows better in the debugger
* Added a toggle mode to the set object mode operator
* Toggling a mode on and off goes back to the previous mode, not just object mode
* Changed the vertex mode and weight mode shortcuts to call the toggle mode operator
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than expected time, even when it could keep up. Changed the WM
timer logic a bit to always target the next frame time exactly,
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define what the default is, just like file compression for saving.
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when passing properties=True as argument.
Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
than multiple different "boolean" arguments, but still exposed as
booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.
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non mesh objects missing initializers
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comment added)
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* Alt-S in Object Mode would crash. Was caused by modal-keymaps for Pose Mode not being cleared when not in Pose Mode.
Also fixed what appears to have been a copy+paste error for Armature Sketching keymaps.
* Active KeyingSet menu in TimeLine header is now properly editable. Was using the wrong type of layout call to do this.
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Made Hook Modifier be able to use bone targets. However, I haven't been able to verify that everything will work perfectly, since just creating a new Hook Modifier and assigning targets doesn't set hmd->indexar correctly.
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gave ugly center area of 100% opacity)
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