Age | Commit message (Collapse) | Author |
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* DopeSheet + Graph Editor - 'Sample Keyframes' option now tags newly created keyframes as being breakdowns. Also moved reduced the code duplication here by moving the core code for this to the animation module.
* Keyframing (Standard/Auto) - Added proper 'replace' option
Keyframes can now be rekeyed non-destructively when the INSERTKEY_REPLACE flag is provided to the keyframing API functions, since this option will make sure that only the values of the handles get altered.
For the Auto-Keyframing 'Replace/Edit Keys' option, this means that it truly works as it describes now, since it will now only replace the values of the keyframes on the current frame, and won't create new keyframes in the process or destroy the tangents already created for those keys.
For things like the sliders in animation editors, keyframes changing the value won't destroy existing tangents.
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It is now possible to tag certain keyframes as being 'breakdowns' in the DopeSheet. Breakdown keyframes are drawn as slightly smaller blue diamonds.
Simply select the relevant keyframes and use the RKEY hotkey (or from the menus, Key->Keyframe Type) to choose between tagging the keyframe as a 'proper' keyframe and a 'breakdown' keyframe.
Notes:
* Please note that this feature does not currently imply anything about breakdowns moving around keyframes or behaving any differently from any other type of keyframe
* In future, if there is any such need, more keyframe types could be added, though this is not really likely at all
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(requested by algorith)
example. bpy.ops.tfm.rotate('INVOKE_REGION_WIN', pivot=(0,1,2), ......)
bpy_array.c - was too strict with types, 0 should be allowed as well as 0.0 in a float array.
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to be set to NULL before calling uiItemFullO() ) - please check if this also compiles on gcc
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would cause crash with linking/appending.
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* Added back multires delete higher levels (new operator + button)
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* Autoside renaming tools in EditMode for armatures now works again. (Wrong property name)
* Action used by NLA Strips can now be chosen/changed to another action
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*****
first commit in a long time, and its great to be back!
commited Select Mirror operator for objects
eg. L.sword->R.sword
added to 3dview select menu aswel
the hotkey is shift-ctrl-m (hope its not taken)
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* Grease Pencil datablocks can now be properly browsed/added/unlinked from the UI panels
* Made Grease Pencil use the brush icon for now. A proper icon for this would be nice ;)
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After talking with Ton and Campbell we agreed that it wouldn't hurt to have blenderplayer again (specially now since BGE is almost 100% working in 2.5).
However in order to make it link, I needed to bring back stubs, a lot of so-called bad calls.
I'm not sure how we should proceed from here, but it looks like people could start to take a look at source/blenderplayer/bad_level_calls_stubs/stubs.c and fix their own modules/functions
** NOTE: I removed the sound calls from BlenderPlayer. In order to fix it look at //XXX ADD SOUND in GPG_Application.cpp and GPC_Engine
*** tested in CMake+MSVC.
- Scons is not building !!! (why does the building systems have to be so different?)
And someone may like to fix make. (take a look at /trunk/source/blender/blenkernel/bad_level_call_stubs/Makefile )
**** it may work better inside /source/gameengine/GamePlayer
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for PyRNA and KX_PySequence types.
mesh1 > mesh2 # will raise an error.
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sneaky f*er could strike any time).
Story time: Once upon a time, in the green valley of fileselect, BLI_end_threads would get called on an empty threadbase, depending on the result of a previous call to readdir(). The function would then gladly decrement thread_level to -1 which would cause all kinds of fun havoc. THE END.
Made sure thread_level is only incremented and decremented when needed. The caller should never have to make sure of that, especially since it already lets you call with a null threadbase.
Please report any further hang (and how to reproduce, if possible).
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had to copy Py_CmpToRich inline grr!, mailed python-dev about this.
* Shift-Click on states in the logic UI works again.
* New Logic Space has all the view options pressed.
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* recent files now just write content of G.recent_files, was adding untitled.blend!
* removed unused and now superfluous code reading the .Bfs file (is done in fsmenu now)
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* Modifiers for Lattices now get shown again
* Auto IK and X-Axis Mirror options are now visible again in Armatures UI. Their placement isn't ideal yet, and they also need some proper poll-based visibility adjustments
* F-Modifiers now correctly update the keyframes view after their settings are modified
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* Added a 'rotOrder' parameter for constraint evaluation objects and constraint targets, which describes the rotation mode used for the matrices there.
Todos:
* Constraint targets default to using XYZ only for now. This will need be be addressed eventually.
* Copy Rotation constraint currently cannot use the new rotation order code for the target matrix. What's surprising is that even though it's just using XYZ as the old code did, it doesn't work, and yet everything else works nicely. Silly constraint! (it is almost impossible to improve this constraint further without breaking a rig out there)
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changes.
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ignore_deprecation_warnings etc work again.
space_set_commmandline_options from space.c as game_set_commmandline_options
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* All tools where rotation order matters for armature bones have now been adjusted to use the new code
* Transform now uses the new code for bones too. However, there are some jumping issues here that I'm not too sure how to solve yet. Help fixing this is welcome.
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* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
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Note, missing r22897, schlaile
source/blender/src/hddaudio.c
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Bugfix: new ALT+LMB pan in 2d windows hanged eternally; the modal keymaps
didnt support this yet. Is on todo; but fix is easy for now.
Also don't know if this is the right way to do it... systems with MMB can
also get it as macro (like action mouse, select mouse).
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Background picture used bad scissor/viewport code, causing bad drawing
on tool region.
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- python pedantry
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quite terrible as it isn't even resolution independent - the edge width should be relative to the image dimensions.
Adjusted layout for sound in sequencer and a few other minor tweaks.
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This commit is the start of an implementation of (euler) rotation orders for Bones (later to be extended to Objects too).
Technical details and references can be found at:
http://wiki.blender.org/index.php/User:Aligorith/EulerRotationOrder
In short, I've added a new set of Euler conversion functions (EulO... and ...EulO), coexisting with the old functions for now, which can handle different rotation orders.
Changes have only been made to the basic evaluation code. However, the following places will still need modifications:
* Transform code - needs to be made to use functions which take rotation order into account instead of using XYZ only
* Rotation constraints - same story
* Other rotation editing tools for armatures also need a check up, since there might have been some missing code when I ported eulers earlier
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* Moved all the euler-rotation functions so that they were near each other in the file.
* Tagged all functions relevant to axis-angle rotations
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This is problematic for a few reasons...
* I'd often save a blendfile only so it would appier in the open recent menu.
* Saving files (when you dont need to) makes access times less useful.
* binary diff's in SVN dont give any useful info. Sometimes I wasnt sure if I actually edited or saves for fast re-opening.
* Testing 2.4x files with animation data in 2.5 can loose info.
* Its not logical and other apps dont work this way.
Also made the recent file list in the file browser display the most recent item first (like the open recent menu).
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frame. Maybe this should be a user preference setting?
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We now should freeze and tag!
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* Disabled temporary debugging prints, since event handling now seems stable
* Modified the initgrabz() code so that when the cursor is behind the viewplane, the z-factor is calculated as if the cursor was on the other side of the view plane. This seems to work well, and doesn't seem to have any negative side-effects (yet).
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using .getVertexIndex() and .v1, .v2, etc.
Surprising this wasn't noticed before. Any mix of quads/tris caused the face verts of either quads/tries (whichever comes last).
Tested by exporting the KX_MeshProxy and re-importing as an OBJ.
This fix assumes there are only 2 m_darray's per face array which is currently true, but wont be if edge support is added back.
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* Convert operator - can currently be used to convert active Grease Pencil layer to curves. I had a look at making this part of a special "curve sketching" macro, though it seems that we cannot have modal operators coming first in a macro (and also cannot specify operator calling modes)
* Delete Active Frame operator - does what its name say it does. It deletes the active frame for the active layer of Grease Pencil sketches.
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Fixed hddaudio for sample formats other than 16 bit (8 bit e.g.)
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Changing Mist values didn't update the mist camera drawing in 3D View, when enabled.
Bug reported by Julian|H. Thanks!
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* Updated UserDef RNA so that only compiled in audio drivers are displayed. (Missing definitions in Makefiles, someone fix please!)
* Fixed libsndfile and ffmpeg building with CMake with msvc.
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* Grease Pencil works again from Image Editor now. For now, the GPencil datablock is linked to the Image Editor space, but this can be changed if need be.
* Made Grease Pencil hotkeys into a separate Grease Pencil keymap, which can get included automagically like for frames/ui/v2d/etc. by supplying ED_KEYMAP_GPENCIL as part of st->keymapflag
* Temporarily restored the nasty hack to make View2D-aligned sketches in Image Editor to use OpenGL lines only. I still dunno why this doesn't work normally.
(Probably related is that strokes are not visible when there's no image visible atm).
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* Restored option to have strokes aligned to screen space. By default, this is not enabled (the setting for view-space is the default instead).
* Fixed bugs related to drawing/erasing in screen space.
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