Age | Commit message (Collapse) | Author |
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Made texture/texture slot context a bit less flaky when dealing with active material and
texture nodes inside a node material in the node editor. Now if the active material has
nodes enabled, and there are no active material/texture nodes inside it, nothing will be
shown in the texture properties (similar to 2.49).
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Previously all modifier operators relied on the buttons layout data context pointer to
decide which modifier to work on. This meant that these operators would only work
from from the properties panel, and not from scripting/macros or for operator redo.
This commit makes all modifier operators take the modifier name as an operator
property, so the operators can be re-done or executed outside of the modifier panel.
When invoking the operators from the modifier panel, they automatically fill in the
operator property from context.
This isn't a perfect API design, but it does bring these operators in line with the design
of being able to access all UI functionality via other means like scripts.
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Too many times we have images in blend files that are just saved renders.
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work, r28290 win32
* Forgot to move keymap back from KM_PRESS to KM_CLICK (was testing code). KM_PRESS doesn't play nicely with double click
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from Dan Eicher (dna)
there are many of these in blender however this case could happen quite easily.
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found by Dan Eicher (dna)
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Made the loop cut confirmation (when finding an edge ring to cut) happen on
mouse press, rather than release.
This has a nice side effect when using the 'release confirm' option, combining
the two steps into one - with this on you can click once to immediately place the
cut in the center, or click+drag to move the cut line where you want it to.
See: http://mke3.net/blender/devel/2.5/loopcut_releaseconfirm.mov
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(nice)
Added dither support to in-progress render float->byte conversions.
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beard/moustache without moving the roots about.
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PhysicsConstraints module documented by Jean-François (Ninja Goliath) based on GameKit 2nd ed.
Thanks for the initiative and the great help!
General advice for anyone helping with EpyDocs:
* use :: instead of : to keep the indentation correct,
* use B{} for clarity when needed (e.g. createConstraints)
Adding F13 to F19 to complement Matt's recent commit
* There are other (not so important) functions in PhysicsConstraints module that are not exposed in the documentation right now.
The generated page is temporarily here, if someone want to review it:
http://blenderecia.orgfree.com/blender/tmp/PhysicsConstraints-module.html
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these can be used for Python scripts.
Note that this is not the patch by dfelinto on the mailing list, since that fix would cause compiler warnings. Also, the invoke() (with the extra wmEvent* arg) is superfluous here, so there shouldn't be any problems with making this exec() only instead.
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GHOST is already collecting up to F24, but I've only got up to F19 on this
keyboard so I've just committed what I could test here.
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Select from last selection. This new setting allows to select all files from the last selected to the current. (Works like SHIFT+SELECT in Windows file browser)
Keymap is LEFTMOUSE+ALT for now since LEFTMOUSE+CTRL is already used for renaming (like in outliner)
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Operator can't call itself! Just call the actual exec function instead.
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eg:
scene.visible_layers[:] = obj.layers
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frameMap cache was not set to NULL on load.
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would convert from quat to matrix and back if the bone had any constraint,
but did not normalize the quat first as done in other places, giving a
sudden jump when starting transform on some bones with constraints. Two
changes:
* Normalize quaternion first.
* Only do this conversion on bones with limit rotation constraints,
instead of all bones with any constraint.
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image, but not a valid buffer.
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makes it inline with curve Shrink Fatten and is a nicer regular use
hotkey
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* new icon for split view (at least temporary)
* icon buttons in header rather than popup menus for better efficiency (can easily be changed in python UI script again)
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right location for mouseclicks.
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that preview can show final result from inside a meta strip again.
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really help, if they are non-existent...)
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Removed seqrectx and seqrecty global variables.
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Bone would get a '.' added even when there was no extension.
(center limit would still be useful)
- name flipping function used sizeof() incorrectly.
- ED_lorem should be extern.
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[#21390] Sequencer: Shifted frames on Time Flip/Flip Backwards
thanks to Koen Ribus(kori) for the patch.
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fixing
[#21014] SEQUENCER: Can no longer apply colour balance filter to colour effect strip.
Also: reordered some UI elements so that
geometry, time and color modifications are grouped together.
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to the sequencer timeline works properly.
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124-126 but isnt used by any build systems now.
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- collada export would run MEM_freeN on an un-initialized pointer in some cases.
- makesrna was missing a call to close a file.
- text cursor update function was missing a NULL check for st->text.
- possible (unlikely) un-initialized return value for bge python lamp.type, set error instead.
- possible (unlikely) missing NULL terminator with strncpy for ffmpeg.
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rather then fixed values.
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- pep8 corrections
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- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
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