Age | Commit message (Collapse) | Author |
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them get closed.
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Did a lot of cleaning Object operator poll functions to check if the object's linked
or not. For this, added the function ED_operator_object_active_editable() as
opposed to ED_operator_object_active()
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pressing X
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in 3dview immediately
Enabled 'update automatically' (lock) in image editors by default
Also enabled transform manipulators by default, unfortunately missed for alpha 0 release.
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* Fix for time cursor getting 'stuck' after baking point caches
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This commit fixes #19908 and #20239. Deleting keyframes will now delete the F-Curves they came from too, if the F-Curves don't have any more keyframes and/or F-Modifiers providing any further motion info.
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editbone.align(vector), to align the bones z axis to a localspace direction.
finished leg rig pose mode data
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from screen.
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can use RMB to cancel joining areas, same as splitting
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changed default quad view shortcut to Ctrl Alt Q
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This enables baking in background mode (instead of just crashing).
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Also replace ObData by Geometry and Object Geometry after talk with Matt.
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every instance of an BPyStructRNA to have its own dictionary, set the tp_dictoffset to 0. attempted to use __slots__ but this doesnt work for some reason.
- made bone.length writable
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management
was missing include
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Shift-Tab toggles the global toolsetting snap settings (both in and out of transform).
Holding down Ctrl inverts the snap setting in transform (turns it on when global snap is off and vice versa).
Ctrl-Shift-Tab to select snap mode (only outside of transform for now).
For old (pre 2.5) behavior, just keep global snap off and use Ctrl.
NOTE: transform modal events for snap have change a bit, saved keymap might not work anymore.
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* Multithread parts of multires and subsurf. Only loops working on
face grid data and do no memory allocation have been multithreaded,
others would be more complicated.
* Force some CCGSubsurf functions to be inlined, gives a small overall
speedup in subsurf code.
* Fix sculpting not working correct with transformed objects.
* Fix a few cases of "spikes" on lower level multires levels. There's
still cases where it happens, usually on boundary cornders. The
problem is that in such cases the limit surfaces can be very different
from the low res surface, so the tangent space is very different too..
* Fix crash deleting multires higher levels with level set to 0.
* Fix crashes that happened sometimes when adding faces in editmode.
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new values correctly
- Modifying groups did not flush status to channels below
- Objects were always toggled. Still need to figure out why this didn't work right...
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AnimData was not getting written to files for Node Trees.
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Made scaling selected joints using SKEY work in the same way as in 2.4x
However, it'd probably be nice to be able to have separate hotkeys for this at a later stage.
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Other SDK versions do not handle correctly QTKit movie creation in a background thread.
Carbon quicktime should be used for the 32bit builds (USE_QTKIT = 0)
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Added missing "View All" (HomeKey) operator for TimeLine
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Plisson, thanks!
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Also: big purge of old 3d view header menus and old unused code
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Thanks Alan Taylor for the initial patch
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Also:
Added extend select option to select random (off by default)
Tweaked 'Select Axis' to use an enum for axes
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Thanks for mcreamsurfer for reporting and Farsthary for the patch!
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Align needs to be call with region context.
Also added checks to prevent this from crashing if not called properly.
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Caused crashes with window type selector and a slew of other unwanted behaviors.
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* False greying out.
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- rigify testnig function, creates all example metarigs, processes and generates graphs for before and after.
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quicktime standard dialog
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Don't use passes anymore for indirect lighting, people were using this
probably thinking it would do bounces, but that's not the intention of
this feature, it is to reduce problems with light bleeding. I want to
remove this option for AO as well, but will leave it in for now until
there is a better alternative.
Added bounces option for indirect, could be implemented much better,
but perhaps useful for testing now. Existing files need to set this to
1 to get the same results again.
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instead of a proxy value
Quicktime codecType data is a 32 bit value (4 chars coded).
Implemented RNA set/get functions for codecType enum to cope with RNA enum values 24bit precision limitation
Implemented dynamic codecType enum list creation
Carbon quicktime now stores codec settings in "clear" in the QuicktimeCodecSettings dna struct (in addition to the closed atom container in QuicktimeCodecData) to be compatible with the QTKit version
+fixed some warnings
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armature_matrix --> matrix_local
armature_head --> head_local
armature_tail --> tail_local
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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This means added operators in the keymap editor will now show options correctly (maybe not for old .B25.blend)
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Continuous Grab and Drag And Drop
This nice patch by Matt D. (matd in #blendercoders) adds three nice features that can be seen already in the other supported OSes:
* minimum window size: to prevent some bugs with the window manager of Blender, system windows cannot be resized smaller than the minimum size.
* Continuous Grab is finally in Windows! Default settings since alpha 0 already have the feature enabled by default, so grab a new build and enjoy :)
* GHOST support for drag and drop added. This prepares Blender for drag and drop from OS -> Blender. Currently not very useful, since wm needs to be readied for that. But it does work (do BF_GHOST_DEBUG=1 build and drag a file onto a Blender window).
Thanks Matt D.!
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Misc fixes.
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actually a metaball
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needed to fix jpg error handling to not return control to the library from jpg_error used as error exit. Needed to add structured exception handling (setjmp/longjmp) - not very nice but needed in this case. (Also recommended in example.c from libjpg and used in gimp ;) )
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undo push
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middle of three faces, ...
A to add the current snapping point to the list
Alt-A to remove the last one
The resulting snapping point is the average of all snap points in the list (and the one under the mouse pointer, if valid).
Snapping between two verts is a matter of moving over the first, pressing A, moving over the other, confirming transform.
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- the scripts path set in the user preferences or ~/.blender/scripts/ui (io, op, io etc..) will be used to load scripts.
- the default home dir part probably only works in *nix os's
- Added a missing sync callback to vector.toTuple()
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