Age | Commit message (Collapse) | Author |
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also removed some unused function definitons.
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to replace an existing one.
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This option isn't supported because it behaves strangely in 50% of cases and
hopefully disabled x-mirror will stop users be confused by this.
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don't store operator instances and operator functions have access to the context if they need the current screen.
also add some more py api file descriptions.
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Small type cleanup, use `GPU_Buffers *' rather than `void *'. Should
be no functional changes.
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- remove 'path' pointer, wasnt used anywhere.
- remove comments about what each game flag 'bit' does, these are defines now.
- reduce the size of DupliObject 8 bytes.
also commented some of the struct members.
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physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
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- remove recently added sphinx reference workaround.
- tested doxygen, correct some warnings, set tab width and added pymathutils group.
- added convenience target 'make doc_doxy'
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navmesh
or no collision did not clear flag properly, causing soft body to still be
partially applied.
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selection mode.
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state.
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to reduce the amount of nodes needed to set up a simple texture.
These are currently editable in the texture properties tab, still need to make
them available in the node editor. Projection and color modification options will
be added later, they're not implemented yet but allocated already to avoid
version patches later.
Also an issue with the XYZ mapping is that when you set one to None, texture and
material draw mode doesn't draw the image texture well, OpenGL doesn't seem to
like the degenerate texture matrix?
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Separate DNA properties for bounding box used for bounding box display
in 3d viewport and bounding box used for collision detection in game engine.
Bumped subversion for proper updating old files to new system, but it
need more complex testing.
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Check for unique name when setting name for logic bricks.
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Use del key to reset values in widgets like color selection and histogram.
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object_camera_matrix(...) for x and y args, looks like an accident
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- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
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Added tree node id browser to Active Node panel so name of nodetree editing in
group node can be easily changed now.
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the console, useful for debugging and understanding the relations.
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by an object on a hidden layer. Dependency was set in the wrong direction.
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(in most cases it needed to do extra tweaks to values which was annoying).
Patch by Sebastian König.
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Operator sued to check incorrect property to check initialization.
Patch by Kalle-Samuli Riihikoski, thanks!
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block was written before 2.60 release, so it should be safe to move it into
if'ed block checking version number.
This patch should also fix bug #29147 which was caused by old->new particle
rotation mode switch.
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strings (better change then the one I made recently).
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* Renamed one of the two "File is Saved" entries, as having two
entries with the same name in the Datablocks viewer was confusing
* Edited the tooltip text for "speed" option for dupliframes to
clarify what it does (or what it's supposed to do)
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Due to changes with the way that dupliframes were being evaluated (one
of those being that the animation for the object being animated would
get reevaluated for every frame sample for dupliframes) to get them
working properly again sometime during the 2.5 series, the dupliframe-
sampling loop would be prematurely terminated on the first frame in
this example.
That is because after the first step of the loop, the ob->dupend
property would have changed its value as it was being animated,
leading to the loop terminating, and only the a single dupli getting
added.
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- correct error in own last commit for BKE_screen_find_big_area()
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(eg. colour pickers). Tilting the ndof device up and down and rolling it left and
right will move the 'colour cursor' in screen x and y, and twisting the ndof device
will rotate the cursor around the colour wheel (hue). Now you can turn off the
lights and pretend you have a fancy DI deck!
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was being done with static functions that were copied about.
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Show overall progress when doing sequence rendering. Nice for cases when
you're using sequencer to combine video strips only, without rendering
scenes and so. If scene strips are used in sequencer, per-frame rendering
would be used (because of scene rendering sets per-frame progress).
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* Move scene_update_pre callback before depsgraph flusing so it works better
when you do modifications on objects then.
* Fix missing update after making modifications in frame_change_pre, recalc
flags were not being flushed.
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This commit updates curve datablock to respect curve dimension flag
when setting datablock for curve.
Not ideal but this makes behavior quite expected, avoids big changes in
curves core stuff which depends on object type and prevents restrictions
on changing data datablock which works in general cases.
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- use _PyUnicode_AsStringAndSize where possible
- use %R for PyErr_Format(...) rather then running repr on the object explicitly
- use const char
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Transform Radius field in 3D Viewport
If there's only one control point selected, show radius property for this point, not for medium value.
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incorrectly
"Follow Path" constraint was applying subframe offsets to the curve-
path evaltime value for non-fixed case. However, it turns out that
when doing old-style mblur, this results in the offset getting applied
twice, resulting in incorrect values (i.e. by the time the constraint
gets ctime, this already has had subframe offset applied, and so too
has curve evaltime).
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updated on frame change.
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decorator style, eg:
# --------
import bpy
from bpy.app.handlers import persistent
@persistent
def my_func(scene):
pass
bpy.app.handlers.frame_change_pre.append(my_func)
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are loaded.
this works by tagging functions, eg:
def my_func(scene):
pass
bpy.app.handlers.permanent_tag(my_func, True) # <-- important bit
bpy.app.handlers.frame_change_pre.append(my_func)
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