Age | Commit message (Collapse) | Author |
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B-Bone resizing was acting more like translation than resizing when using numeric input. Added the flag to set all xyz values to same value when using numeric input
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Just cleaned the code/order here and added comments why this works.
I should have known it... thanks Andrea for quick action!
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copying metaball, lattice and armature datablocks while in editmode could segfault when they were freed, NULL these pointers on copy.
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copying a mesh in editmode didnt NULL the edit_mesh pointer.
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$PREFIX/share/pixmaps/, also move blender icon into 'apps' dir.
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- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
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A change in the poll callback that Available KeyingSet used to use
restricted its use to Object-mode only, while this could also be
useful in Pose Mode (though it would only affect all channels there).
Made this use a custom poll callback now that tests for whether the
active object has an action. This does mean that if you select a bunch
of objects with animation data, but the active object doesn't have it,
then the keyingset will fail to fire, but that's been marked as a todo
in the code.
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also found loading voxel textures wasn't closing files it opened.
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settings
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reproduce, just try to delete default cube.
Temporary hack to prevent crasher, likely caused by rev. 36242.
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node trees (texture and material) only use the need_exec flag to exclude cyclic dependencies, ugly double use of that flag. Oh well, hopefully can replace this altogether one day ;)
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* Explode modifier was flagged as "nonconstructive", so the "apply as shape" option was shown. And yes I know exploding things probably isn't usually considered as very constructive, but.. :P
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Outliner objects showed "active" or "selected" in confusing
ways. Now the display is simply binary, and more in line with
how other items in outliner draw:
- text is white = item is active
- color circle behind icon: shows selection state
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fault since 2.56
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Enter or exit localview changes bitflags (layers) in Objects, and should get an
undo push for that reason.
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loading with files that have many empty groups.
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reported by Michael R
Don't print the error message, as it isn't very useful. If there is no Quicktime in Blender GUI in a build that has support enabled, it means that the user hasn't installed Quicktime.
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Top bar: Add -> Mesh -> UV Sphere + Enter crashed.
It didn't crash with leftmouse, but that was coincidentally working.
Menus were freeing modal handlers in Window, while handlers were still
in use. Fix provides to tag handlers for being freed now.
Will add on my attention list for more elaborate checking work here, for
upcoming 2.57a I rather stick to minimal change in code here.
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without this check the file took 4m, 40sec to load, with the check it takes ~3.3sec.
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This seems to make things look a bit better. What a difference 1px
makes...
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to the RGB color values there is now a small rectangle displaying the actual color under the mouse cursor. In addition to that the HSV and luminance values are also displayed.
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are 0,0,0 it gives NAN values.
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now. There are really many good uses for this anyway.
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This bug was caused by tabs->spaces conversion. Change pate-ing logic to
paste buffer AS-IS (without any conversions).
This commit also fixes undo-ing block deletion which contains tabs when
"Tabs as spaces" is toggled on. Also, markes shouldn't be moved after
pasteing new buffer.
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definition for clip_line_plane().
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Never memset(&ob, 0,sizeof(class)) when there is a constructor, it overrides all memory.
The problem was that the memset(0) was setting the scaling to (0,0,0), the height of the cone became 'infinity'
so GJK would iterate 'MAX_ITER' without converging due to this #NAN value
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offset of attached objects
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active-unselected bone because editmode enabled the selection when toggled.
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BLI_findstring(), no functional changes.
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error in r36222, also move AnimData *adt definitions inline to ensure they don't get mis-used across different ID types.
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copying ID properties assumed each property was allocated separately which isnt the case for IDP_Arrays.
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* Collision modifiers are disabled here by intention, but particles and softbody were copied the wrong way over :)
* On a further note I don't really get this whole "link modifiers" thing as it just copies the modifiers. As modifiers aren't ID blocks there's no sense in calling this linking!
* Secondly I don't think particles, smoke etc should be considered as modifiers here at all, meaning they shouldn't be linked/copied. These "modifiers" only read the mesh data at a certain location of the stack, but don't actually modify the mesh in any way (more info here http://wiki.blender.org/index.php/User:Jhk#Modifier_Stack_proposal).
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edit updates being restricted to the actual node. Edit functions now should use the generic snode_tag_changed, which also updates all instances of the currently edited group.
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tweakmode on NLA Strips
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not match renderoutput.
* Object size was determined from the first and second last cache key by accident, when it should have been first and last cache keys that were used.
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Actions now get tagged with an ID-code, which is used to determine
what ID-blocks they can be assigned to. This ensures that material
actions cannot be assigned to the object-level for example.
* Action lists in general will now show only the actions that can be
set for that particular slot. This prevents selection of invalid
actions, and helps cut down the list of actions.
** An exception here is the Add Action Clip in NLA Editor, which will
show all actions but will only add where appropriate. This is because
it's not easy/possible to tell in advance which blocktypes to filter
for when building this list. (TODO?)
* The "Action Editor" is now strictly for object-level action
editing+setting now. This avoids repeateded confusion by people who
try using this to view their shapekey actions, which should go to the
Shape Key Editor instead!
** A context switcher for the legitimate times where this capability
might come in handy is still being investigated.
* "Floating" actions (i.e. actions in some action_library.blend) are
NOT able to be automatically tagged until they are assigned to some
datablocks (i.e. loaded onto the rig + played back once). It is
possible to write scripts that check for certain RNA-paths and "guess"
what datablocks they work on, but it is recommended that you load up
the Datablocks Viewer, and go through such actions by hand, setting
the "ID Root Type" property as appropriate per action.
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Using search for operators showed ambigious names like "Duplicate" or "Delete".
Default names should give at least a descriptive label. In case operators
are collected in a group name-shortening should be handled separaly.
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+ some errors I noticed.
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corrected these and replaced 'sizeof(((ID *)NULL)->name)-2' with 'MAX_ID_NAME-2'.
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- the frame from the current scene wasn't used - whereas with rendering it is, set the current frame as is done when node rendering.
- camera switching also failed, added a call to it.
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bpy.ops.mesh.dupli_extrude_cursor() )
also found curve click-extrude was always aligning the new points depth to (0,0,0), now work the same as mesh edit - align to the selected point or the cursor if none are seleted.
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length wrong?!
also fix for OBJECT_OT_proxy_make and RENDER_OT_render using incorrect lengths for ID names.
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FFMPEG was reallocating buffers it didn't own and wasn't allowed to. This workaround should work now flawlessly.
Also fixing a bug regarding unpacking sounds, the UI stated unpacking to //audio/filename while it was unpacking to //sounds/filename
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Compositing, lens distortion node: it delivered RGBA out with alpha zero,
making it not draw previews, violates both premul or straight alpha usage.
Now it just sets alpha to 1 for entire output.
Cleaned code readability a bit as well.
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