Age | Commit message (Collapse) | Author |
|
Crash happened in ED_view3d_calc_zfac and happend in cases operator was invoked
from a region different from RGN_TYPE_WINDOW.
For a transformation zfac is only used in convertViewVec in cases region is
RGN_TYPE_WINDOW, so solved by just adding extra check in calculateCenter
for this particular case.
|
|
|
|
have zero total influence
Previously, when evaluating the NLA stack at a particular point in time, if a
channel hadn't been encountered before, influence values were simply ignored
when accumulating the values contributed by each strip to the overall stack.
This behaviour simplified the handling of the problem of what "baseline" to
blend relative to (i.e. influence basically scales the magnitude of a scalar
around 0, but we may not exactly want a property to get it's value set to 0 as
baseline). However, the problem was that this meant that you'd get popping
artifacts when the a lower strip finally reaches influence=0 but your upper
strips haven't fully reached maximum yet ([#35382]). Another problem was that
you'd end up with less ability to scale the influence of all strips (as in
[#35263]).
So, as a stop-gap fix now, we will allow influence scaling to work on these
strips too. This still doesn't fix some of the other problems regarding
baselines/rest-poses and deterministic behaviour when some channels are only
keyed in one strip which isn't set to extend it's influence... Fixing those
issues is a bit more involved, and would require a bit of refactoring of how we
keep track of accumulation channels.
|
|
linked via material
Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.
As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
|
|
this is more of a feature request then a bug, but nicer to use even smoothing offset for loopcut smoothing.
|
|
Ctrl+Click extrude curves now supports snapping to faces as with meshes.
|
|
points with strg+lmb
|
|
been saved.
|
|
- script execution is off by default
- if a blend file attempts to execute a script
this shows a message in the header with the action
that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.
- the file selector will always default to use the trust setting in the user preferences,
but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).
- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.
|
|
|
|
|
|
|
|
by Kevin Mackay (yakca)
Was one of our TODO's from the wiki.
|
|
* CHARTAB: not needed anymore with improved copy/paste support and text input.
* IDPOIN: replaced by SEARCH_MENU.
* ICONROW/ICONTEXTROW: replaced by RNA enums.
* NUMABS: can use min/max limits instead.
* BUT_TOGDUAL, TOG3, TOGR, SLI: not used in 2.5 interface.
|
|
once again, some cleanup of old UI code). It makes the following changes:
* RNA's editor types enum (space_type_items) has been re-ordered, added icons, and removed internal-only SPACE_EMPTY value, so that it matches the menu.
* Two fixes in code drawing enums as dropdown menu:
** All items were taken into account when computing the number of needed columns, now simple separators (void string items) are ignored.
** Simple separators items were drawn as labels, taking far too much space!
And now translators will be free from that ugly, insane menu-string! :P
Thanks to Brecht for the review.
|
|
Was missing linearization of colro came from byte buffer.
|
|
tracks
As a convenience feature for those who are loading in action libraries and using
these to quickly block out things in the NLA editor, it is now possible to add
strips to AnimData blocks without first manually creating empty tracks to add
these strips to. Simply ensure that such empty AnimData blocks are selected
(Hint: click on the action line of the affected AnimData block to do so), and
try to add a strip normally.
|
|
|
|
offsets too (like for location)
This is useful in some cases when Copy Rotation constraints would otherwise be
used for this purpose but cannot be used for various reasons. Basically, this
works in practically the same way that the Copy Rotation offsets work, including
the same weirdness that you'll get when trying to manually rotate these in the
3D viewport using "global" space manipulations ("local/normal" spaces though
still seem to work really nicely).
WARNING: this may potentially break old files with transform constraint setups
involving rotation outputs. Please check whether this causes any problems on old
files, and report back if there are any issues.
|
|
When you convert a grease pencil stroke to a polygon curve and look at the
vertices, the first and last vertex have weight = 0, but all others have a -NaN
value. This was caused by division by zero issues when minmax_weights[0] ==
minmax_weights[1].
|
|
Revision 56883 broke a mechanism where cycles tags itself to be updated later
while it is busy.
|
|
also changed lattice to use this, it used a hard-coded green color which was hard to see over the default background.
|
|
|
|
|
|
* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...
* Also small change for BEVEL modifier UI for more efficient space usage.
|
|
|
|
Comment no longer relevant as UI button exists to create a new directory.
|
|
|
|
Textbuttons: double click now selects entire words (like on file path segements)
Triple click was requested too, but that's not a WM event type yet.
|
|
also reset text styles when resetting to the default theme.
|
|
|
|
|
|
|
|
clipping without the shadow since not-drawing characters because of subtle effect is rather annoying.
|
|
wasn't working for panel text.
|
|
`context` for style vars.
|
|
fly mode with parenting was broken for both locked/unlocked parent mode.
|
|
Hidden faces do not get UvElements generated so essentially this caused
a null point reference on edge lookup.
|
|
|
|
|
|
|
|
|
|
the "shrink" option were not shown in the node editor sidebar. This was because the RNA type for the node was not using
NodeInternal as a base, which is a wrapper to expose the C callbacks as methods in bpy. Now these basic node types are also based on NodeInternal to ensure the full interface is available to py scripts.
In the process removed the unused NodeGroup register function, this doesn't work nicely anyway because it requires multiple inheritance which RNA doesn't support (so py node groups should be done
entirely in python in the future).
|
|
groups. This is no longer necessary since we can now quite safely display linked node trees in general (this check was already
meaningless for material node trees and the like as demonstrated by bug #35640, so rather pointless).
|
|
tree instead of the old one.
|
|
Caused by my recent normal calculation changes, added dependsOnNormals callback which was missing for ocean modifier (it assumed input normals were set).
|
|
critical modification of node trees (create nodes, link, etc.). Transform operators and hide/show type operators are still
allowed, this does not modify actual behavior of the nodes and can be useful for inspecting linked nodes.
|
|
inside material, scene, etc. on lib_link, so that the UI buttons get disabled when editing linked node trees. Thanks to Brecht
van Lommel for suggesting this fix.
|
|
|
|
|