Age | Commit message (Collapse) | Author |
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export is to be done yet.
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modal operators should return RUNNING_MODAL|PASSTHROUGH for unhandled events to be able to receive clicks correctly (this needs to be fixed for other modal operators).
Maybe it's time to have "handled" flag in event instead.
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- renamed CurvePoint --> SplinePoint
- renamed point.point --> point.co (less stupid, matches vertex.co)
- access point.co was a 3D vector rather then a 4D vector with the Nurbs weight included.
- rename point.weight --> point.weight_softbody, move point.point[3] --> point.weight
- sorted RNA structs (for pedaticness only)
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Here's the doc describing how it works: http://wiki.blender.org/index.php/User:Kazanbas/Collada_Animation_Import
Here's a video showing it at work: http://vimeo.com/7877617
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* Removed hardcoded shortcut keys in 3dview header tooltips
* Removed an unused function
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* Finished fixing the layer UI template. It's now used in the 3dview header rather than the custom layer grid.
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* Bugfix #20136: unclear tool tip for inherit rotation toggle
* Bugfix for Apply Pose as Restpose (Ctrl A in Pose Mode): missing call to free edit-data was causing drawing code to only draw editbones until editmode was entered + toggled
* Added missing notifier for deleting F-Modifiers, so deleting F-Modifiers now updates the view correctly afterwards
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* Durian Report / Own Todo: Action Groups with no F-Curves in them visible were still shown in the animation editors. After several failed attempts in the past, finally got this working by making a little shuffling + a simpler solution.
* Bugfix #20134: Graph Editor Keys -> Transform Menu was using the wrong operators. C+P error from copying menus over from Dopesheet
* Muting Action Groups didn't draw all F-Curves contained in group as being muted too.
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* Moved more of 3dview header to python
* Fixed the layout of the ui layers template to show the correct number of buttons
* Added support for layer icons (active layer, used layers)
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file selector and redo tool panel.
Used for ply export & select pattern.
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note: EM_DO_UNDO wasnt used because EM_FREEDATA wasnt set
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* Started moving buttons out of the C 3dview header template and into the python UI script
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* Removed most of the manual positioning from the 3dview header
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also use memmove rather then a loop for deleting the selected text
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* Added icon to paint mask RNA
* Added v3d->scenelock RNA
* Moved more of the 3dview header to use uiItems
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* Removed retopo paint code from view3d header
* Added icons to 3dview pivot RNA
* Small warning fix
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* Added icons to proportional edit RNA
* Converted proportional edit and snap buttons in 3dview header to uiItems
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out lines that works when the view in the same window as the userprefs, probably needs a new notifier.
- fix for warning
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* Added ND_DRAW flag to particle selection mode update
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* Set default particleedit selection mode in add scene (TODO: not yet changed in the default blend)
* Corrected names for particleedit selection mode in RNA, added icons
* Added occlude geometry flag to view3d RNA
* Converted particleedit buttons to uiItems in view3d header
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qtkit movie creation functions can be started in a worker thread only from OSX 10.5
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in python this gives a map of the ui...
ui_dict = eval(layout.introspect())
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* Convert pose buttons in the 3dview header to uiItems. Fixes the spacing between pose buttons and opengl render buttons.
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modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually).
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* Added icons for the 3d manipulator RNA
* Fixed the snap RNA icon (was off by one)
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last, ACT_OT_* --> ACTION_OT_*)
ACT_OT_clean --> ACTION_OT_clean
ACT_OT_clickselect --> ACTION_OT_clickselect
ACT_OT_copy --> ACTION_OT_copy
ACT_OT_delete --> ACTION_OT_delete
ACT_OT_duplicate --> ACTION_OT_duplicate
ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type
ACT_OT_frame_jump --> ACTION_OT_frame_jump
ACT_OT_handle_type --> ACTION_OT_handle_type
ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe
ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert
ACT_OT_interpolation_type --> ACTION_OT_interpolation_type
ACT_OT_keyframe_type --> ACTION_OT_keyframe_type
ACT_OT_mirror --> ACTION_OT_mirror
ACT_OT_new --> ACTION_OT_new
ACT_OT_paste --> ACTION_OT_paste
ACT_OT_previewrange_set --> ACTION_OT_previewrange_set
ACT_OT_properties --> ACTION_OT_properties
ACT_OT_sample --> ACTION_OT_sample
ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle
ACT_OT_select_border --> ACTION_OT_select_border
ACT_OT_select_column --> ACTION_OT_select_column
ACT_OT_snap --> ACTION_OT_snap
ACT_OT_test --> ACTION_OT_test
ACT_OT_unlink --> ACTION_OT_unlink
ACT_OT_view_all --> ACTION_OT_view_all
ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add
ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add
ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete
ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button
ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d
ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert
ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button
ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu
ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove
ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove
FILE_OT_add_bookmark --> FILE_OT_bookmark_add
GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert
NLA_OT_add_actionclip --> NLA_OT_actionclip_add
NLA_OT_add_meta --> NLA_OT_meta_add
NLA_OT_add_tracks --> NLA_OT_tracks_add
NLA_OT_add_transition --> NLA_OT_transition_add
NLA_OT_remove_meta --> NLA_OT_meta_remove
PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove
PTCACHE_OT_add_new --> PTCACHE_OT_add
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- object.modifiers.add()/remove()
- armature.edit_bones.active wasnt named correctly
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* Now support a Surface mode next to the existing Volume mode. This binds
the mesh to the cage mesh surface rather than it's volume.
* Implemented reusing the bone heat weighting code.
* Advantage is that it works for cage meshes that are not volumes and that
binding is much faster.
* Weak point is that disconnected components of a mesh are not guaranteed
to stick together (same problem exists with bone heat weighting).
* Bind weights could still be compressed better to use less memory.
Example file:
http://download.blender.org/ftp/incoming/cloth_mdef_surface.blend
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* swap v2/v3
* multiply-and-add (madd) v3
* inline v3 short/float conversion
* mul_v3_m3v3
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etc popup menu much easier to understand.
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Was using wrong pointer to action/keyframe data for shapekey expander channels causing crash
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* Dolly zoom Vertical/Horizontal switch
Changes between using vertical or horizontal mouse movement for zooming
* Invert Zoom Direction
Inverts the vertical or horizontal mouse movement for dolly zoom
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Available in object mode (Object -> Join as Shapes), only works for meshes at
the present. Will merge all selected objects as shape keys on the active object,
if the vertex count is the same.
This does not keep references to the external objects like in some applications,
rather it's a quick way to update the shapes on the active object (perhaps after
importing new versions from external applications).
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* Increased the number of Armature and Bone Layers from 16 to 32. Please note that older versions of Blender may not correctly resolve the layers that bones are on when loading new files.
* Newly added objects are now made by default to allow locking of 4-component rotations using 4 separate locks (i.e. one by component) instead of requiring the obscure 'W' toggle (renamed '4L' now) to be enabled first. The objects in the default scene need modifying manually though.
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types. Added to RNA and changed UI check.
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TODO: a better keymap for specifying zoom in or out mapped to LMB and RMB respectively for zoom to border is required. The current behaviour only allows zoom in...
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more stubs update from Mitchell Stokes (Moguri)
(+ a fix in a logic_window.c comment)
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This is used to force snap on and off when needed.
Also, when transform is not run modal, it will use default values for PET and snap properties (False) instead of scene settings. No need to force them off when calling transform with Exec.
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arm rig
linked text would not run
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Recent click event changes moved variable up one level too far.
Also fixes use of timer event for fly operator, it should always check for
which timer it is, not really related to this bug.
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menu.
I've had to add a special operator for this, since the generic region-flip operator doesn't seem to be getting the right region from RNA. This operator explicitly searches for an appropriate header region before beginning. I suspect by default, operators get the main region set as being context target...
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Renaming "Sync Audio" to "Realtime Playback" to make it clearer about its purpose. Internally, it's still called "sync_audio" since that's strictly what it represents, but that could be changed later if there is a need.
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This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
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