Age | Commit message (Collapse) | Author |
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merging was commented out
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* Removed obsolete comment
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- Shift+F2 was Export DXF, made Logic Editor
- Shift+F4 was data browser, made console
- Shift+F11 was fullscreen in 2.5, changed fullscreen to Alt+F11
added Area.type so RNA can switch the type.
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* Fix crash removing all particles.
* Brush added particles did not get correct coordinates.
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- Reuse proportional edit enums between rna scene and transform operator
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It's still not possible to snap TO a curve, but at least curves control points can be snapped (or projected) to mesh geometry.
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operators for adjusting single values which also need duplicate notifiers.
wm.context_set(path="scene.tool_settings.someattr", somevalue)
wm.context_toggle(path="scene.tool_settings.somebool")
wm.context_toggle_values(path="scene.tool_settings.some_enum", value_1="somevalue", value_2="othervalue") # switch between 2 values
wm.context_cycle_enum(path="scene.tool_settings.some_enum", reverse=False)
the path value is taken from the context so the full path is
context.scene.tool_settings...
This means in keymaps you can cycle draw modes, change PET- anything with rna access.
If its not so nice to map keys to operators like wm.context_set we could use macro's to wrap it and have its own name
Use this for PET and setting pivot options
- Made userpref key shortcut Ctrl+Alt+U since its not used in 2.4x
- added pivot_point_align (Alt+Comma)
- added PET wasnt rna wrapped correctly.
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I noticed that armature drawing seemed to be using the wrong colours for ghosting in some situations (in particular, Cessen's biped rig for 2.5). Commented out what appears to be the offending code for now.
Not totally sure why this broke yet, but as possible bonus of this, we sometimes get coloured ghosted controls (if bone groups were in use).
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The filtering buttons for datatypes will now only be shown if there is data of that type present in the current file. They will still be shown in the same order, but by hiding the ones that won't be of any relevance, the presentation of the views should be cleaner (I hope ;)
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Added a summary channel that appears as the first channel in the DopeSheet. For now, this is disabled by default, but can be enabled using the 'Summary' toggle in the header between the mode selector and the standard filtering options. This has been done, since there is a possibility that it will make the DopeSheet run a bit slower.
In this channel you can do everything that you can normally do with DopeSheet channels (i.e. select, transform, edit, etc). It might be worth noting though that care probably needs to be taken when trying to use Copy/Paste, since that is still a bit fidgety...
In the process, I've fixed a few bugs, mostly with selection:
- Selecting keyframes in scene summaries wouldn't work
- Border select only worked in F-Curve and Group channels
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(some bugs may show on other places if some of the code isnt prepared to handle non-normalized is->vec)
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Ctrl+Alt+F
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* Changing hotkey in text editor for 'jumping' to a particular line to Ctrl-G, since this appears to be more standard (and is easier to hit).
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* Reverting some changes I made to try and get Action Groups with no viewable F-Curves, but were collapsed to get hidden. These were causing buggy behaviour
* Move bones to armature layers, and change armature layer operators now use the new automatic properties drawing invoke callback. This allows changing the buttons there immediately affect the bones in the viewport
* #19581: Text Editor: "Jump To" (go to line) not working
Made this use the automatic operator props invoke callback, and fixed an RNA properties bug for this (the default value and range values were swapped).
* PoseLib rename pose operator now works again. Once again, this uses the auto-props popup. Also, improved the code here while I was at it.
* Disabled non-functional/old entry in Select Linked operator ("IPO's")
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updating in realtime afterwards again.
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This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise).
Not sure if making it available as a snap option is sensible, this is up for discussion.
NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping.
This will need an icon too.
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Since the deep shadow buffer summer of code project is not actively under
development anymore, I decided to build my own DSM implementation from
scratch, based on reusing as much existing shadow buffer code as possible.
It's not very advanced, but implements the basic algorithm. Just enough so
we can do shading tests with it, optimizations and other improvements can
be done later.
Supported:
* Classical shadow buffer options: filter, soft, bias, ..
* Multiple sample buffers, merged into one.
* Halfway trick to support lower bias.
* Compression with user defined threshold.
* Non-textured alpha transparency, using Casting Alpha value.
* Strand render.
Not Supported:
* Tiling disk cache, so can use a lot of memory.
* Per part rendering for lower memory usage during creation.
* Colored shadow.
* Textured color/alpha shadow.
* Mipmaps for faster filtering.
* Volume shadows.
Usage Hints:
* Use sample buffers + smaller size rather than large size.
* For example 512 size x 9 sample buffers instead of 2048 x 1.
* Compression threshold 0.05 works, but is on the conservative side.
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eg.
for v in me.verts: print(v.index)
added calc_edges as an option eg.
mesh.update(calc_edges=True)
This is needed when adding faces to an existing mesh which create new edges.
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*Use same icons for reordering in constraints, modifiers.
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Transform saves back tool settings only when they weren't set as operator argument (and only when running modal).
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when using node materials.
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changed extrude, rip and duplicate to disable proportional editing however this gives a different problem now.
Commented in transform.c
// XXX If modal, save settings back in scene
this changes disables the option whenever the macro used used.
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Channels too
* Only F-Curves and Drivers that affect selected bones will be visible when this happens.
* Moved the function to grab text within a pair of "" following some prefix to blenlib.
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Thanks to Masahito Takahashi (mato) for the report and patch to fix this!
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objects which dont use the object matrix normally.
moved functions outside *_foreachScreen' funcs into their callers (mainly selection tools)
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view3d_project_short_clip/noclip being used by selecton code outside of object drawing (which isnt supposed to happen according to view3d_project_short_* comments).
Deal with this by adding ED_view3d_init_mats_rv3d(ob, r3d) which initialized the region mat's and is used in mesh_foreachScreenVert, mesh_foreachScreenEdge etc.
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the set-scene not work right.
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glMapBufferARB to return an invalid array, however setDrawOptions was (incorrectly) disabling VBO's in almost all cases so it didnt crash except for entering editmode on an object used as a custom bone shape.
Changed to allow setDrawOptions (since it works fine), but only to use VBO's when its enabled in the userprefs.
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I'm still not exactly sure which commit did this evil deed, but at least it's fixed now...
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bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
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Added missing callbacks. Was leading to crashs when the raytree was empty.
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Orientations enum in view3d. Full list of custom orientation (RNAified) in scene.
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OPTYPE_BLOCKING flag for that.
It will check if either the operator or operator type flags are set on top of the user preference before grabbing the pointer.
I've set that flag for 3d view navigation operators, others should be set too (no transform, I'll deal with that one).
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