Age | Commit message (Collapse) | Author |
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Problem occured when having more than one weight map available.
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From: https://svn.blender.org/svnroot/bf-blender/branches/meshdata_transfer
Bachelor project at Narvik university collage (Norway).
By Ove M Henriksen (Cyborgmuppet)
Thesis will be published at Cyborgmuppets blender page.
Thanks for letting me participate!
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places as well, but it's quite large change to be done before 'a' release.
For now ignore zoom inverse for 2d view to keep things consistent,
would be re-implemented for all areas after this.
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engines require a limit of 4.
from Kesten Broughton (kestion)
Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.
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Now it uses the same color used for indicating keyframes instead of using
"error" indications.
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In response to some of the feedback, I've taken a second look at the situation
when multiple views are open, and indeed in that situation having it display in
every region and blinking was quite overwhelming (admittedly, I've mainly been
testing on single-view setups). Now it only shows for the region that was used
for initiating the transform.
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*Get rid of the magic numbers for median arrays, use defines instead, should make things a bit more clear and easy to edit (though there are still a bit of "array magic" on median here and there).
*Restore and extend use of RNA prop when a single (control)point of curve or lattice is selected, to allow keyframing (was added by sergey for curve radius in r41494, see [#29122], and reverted by myself in previous refactor r44599).
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*Bezier points' softbody weight was called just "weight", when it is "weight_softbody" for NURBS ones, made it the same!
*Added "weight_softbody" to Lattice points as well.
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by Sebastian Nell (codemanx)
The margin ignored horizontal scrolling.
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* group -> group_parent
* members -> group_children
so its more clear what direction the relationship is.
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from Jay Parker (battery)
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By default, this is enabled, so that newbie users who are most likely to be
caught short by this will get the benefits of this option, while seasoned
animators are likely to know where to go to turn things off (i.e. the scratch-
an-itch urge is quite a powerful motivating force...)
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refactoring
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utf8-character conversion problem)
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Final rendering is clamping tile resolution if it's too small, which was missing for viewport
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returning translated strings, which should never get into data. And it may generates dummy names in some situations (like all new Filter nodes were getting "Soften" as name (default option), better to always get "Filter" in this case!).
(Note for Lockal: also checked fcurves/drivers, but those names are directly taken from RNA prop name, hence they are as UI label, translated in the current language, but not stored in data. So no problem here ;) ).
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then they needed to be.
update to clang_array_check.py - parse function definitions lazily for some speedup.
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There are still a lot more in bmo_bevel.c and bmo_extrude.c, but those don't
seem that easy to fix.
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cleanup)
* Enum tooltips will only be detected in the case that we assign that as the
default property (ot->prop) of the operator. Set all of the offending properties
to get this status, since those operators would be useless without that property
anyway
* Improved the wording/capitalisation of a few of these tooltips and labels
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property
Changes:
This commit adds a second line to the tooltips (below the generic operator
description) showing the appropriate description for each enum option. This
brings it more into line enum properties in Blender which also show this sort of
information.
Rationale:
Operators such as Snap and Mirror in the Action and Graph Editors use an enum to
control their behaviour (respectively, "how to snap" or "what to use as the
mirror line"). In the menus, these options are displayed using a submenu, but
hovering over each of these items for more information from a tooltip only shows
the (relatively unhelpful) generic operator tooltip/description.
Another area where these descriptions are useful is for Keying Sets, where it's
now possible to see the descriptions for what each Keying Set
does/affects/requires. Again, this is more helpful than just the generic
tooltip, which would be something like "Insert keyframes using a Keying Set".
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Thanks Julien DUROURE (julien)
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own regression since 2.63,
The path length for FILE_OT_select_bookmark was too short as well (256 --> FILE_MAXDIR).
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viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.
There should be no functional changes (except maybe a very slight speed improvement).
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check on imbuf),
all other uses of sequencer_imbuf_assign_spaces() check for NULL or assume IMB_allocImBuf() succeeds.
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the Blenderplayer. This keeps the text from being blocked by geometry in the scene.
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var as possibly NULL.
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* new/remove for GPencil frames/strokes/
* add/pop for points
* clear for frame/layer & grease_pencil
* copy for frame
+ fix for free_gpencil_frames() not clearing the active frame
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use the btKinematicCharacterController's setWalkDirection() instead of moving the physics object ourselves. This reduces issues with tunneling (the character going through other objects).
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wm_window_title.
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