Age | Commit message (Collapse) | Author |
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Update fcurves RNA pathes after making changes to curve topology, so
animation will no longer lost after edit and wouldn't lead to crash.
Will be very useful for RotoBezier addon.
Also NodeKeyIndex renamed to CVNodeIndex due to node is an entity from
another module and better not used in others.
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Adding Cone didn't set default 'fill end cap', as tooltip
promised it would be.
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fixed memory corruption after creating new CVs and switching direction
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used for bpy.debug/tempdir/driver_namespace which were previously undocumented.
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cmake_blender_libs.txt file.
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mathutils somehow
- Exceptions from reading vector values in the game engine where not being caught.
- Also wrote specific KX_GameObject exceptions, without these the errors are quite confusing.
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- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2.
- Remove scaling and use do_versions to adjust existing files.
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vertices, even when obscuring faces are hiddden
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move buttons to the header since they only operate on the active layer.
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- Part of this report is a misunderstanding, but there was no access to bold/italic fonts.
- Added rna access and changed the operators to use only rna properties.
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keymap item id for user defined keymaps wasn't defined properly. This is really old, I'm surprised with didn't catch this before.
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image & font and sequence paths were being cleaned but not multires, voxel & sound paths.
- skip fixing file paths on undo.
- simplify bpath alloc and free functions, also pass Main structure so as not to rely on G.main, (needed for file load).
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- loop over sequencer plugin and texture voxel paths.
- fix leak in python bpy.utils.blend_path() and use PyUnicode_DecodeFSDefault() to ensure correct paths with different encodings.
- operators to make paths absolute & relative now redraw the view.
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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Sequencer crash when combining a scene strip with image strip and cross.
Code lacked proper check for byte buffer in scene...
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Emulate numpad option: failed to use zero key to reset color picker.
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restore current scene properly afterwards.
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strlen(str), "surrogateescape"), for converting non utf8 names.
this is needed because some UTF8 names didnt resolve on windows when using surrogateescape'd strings.
This meant you couldn't export to models some directories on windows.
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- Hard-limit for cuts number is set to INT_MAX, soft limit to 10 (same as for meshes)
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* Old boids didn't have all of the necessary data for the new system.
* Changed the particles code so that a check for all necessary data is always done before starting actual dynamics calculations.
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freed even if it's not copied to the filelist
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Adding mesh primitive circle/cone/tube now has first vertex
on top. Looks much nicer on low vertex totals.
Fix provided by Mario G Kishalmi, thanks!
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Issue with Library linking: if you already have libraries linked in,
and you attempt to link more data, using internally already linked
stuff (like a group with group links) the linkage would fail. It did
resolve on save-load though.
There's a long commented history in this code explaining it. I found
out it was because of manual step-by-step linking versus normal file
reads. In the first case, the "lib pointer map" was missing references.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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Crash when deleting Shapekeys, while Graph or Dopesheet was visible.
Caused by RNA collection lookup, which is not checking against index
out of range errors.
Brecht might have to give blessings for this though :)
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incorrect formatting is used the compiler will warn of this.
found & fixed 2x incorrect formatting args.
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enforcing here has the benifit of making sure people are not manipulating blender scene data in a drawing panel for eg.
This is ifdef'd and may be disabled later on, or only enabled in debug mode.
This applies to setting any RNA value that has an ID and is not a screen or window-manager datablock.
Some addons break this rule and need fixing but from my tests blender UI scripts are ok.
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Thanks wiseman!
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Campbell's cleanup commit 33442 today broke axes drawing.
Restored code.
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Curve editmode was missing hotkey for operator "Select Inverse"
Is now added like Mesh, CTRL+I
Thanks lmg!
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Text editor, "Add new" caused zero-user block.
The claim in the code why it should be decreased is dubious.
Thanks wiseman!
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Missing void declarator in init ffmpg (appears to be error now).
Thanks lmg!
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The old blocking "time cursor" wasn't working anymore.
Commit 32798 overlooked that the initialization was
needed.
Now bakes show it again. Note to self: it seems to flash
slightly (like 2.49), need to check on it one day.
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Nurbs edit: 'switch order' crashed when order was higher than amount of
points.
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'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
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- Invalid step was used in curve_applyKeyVertexTilts
- Minor cleanup in editcurve stuff
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Material Node shaders: displaying GLSL + rendering previews crashed.
Reason was non-safe threaded access to material nodes. Now, on a preview
render, a full copy of Material is being made.
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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scale.
* Rendering a scene strip updated all animation data to it's frame, so fcurves were left with the wrong value.
* Now the animation data is recalculated to original frame after rendering each scene strip.
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bpy.data.node_groups.new(name, type)
made some minor changes.
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