Blender Git Commits

Blender Git "master" branch commits.

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Revision 9325f35 by Janne Karhu
July 24, 2009, 19:36 (GMT)
ParticleSettings animdata wasn't shown in graph editor, dope sheet and nla editor.

Tiny bug fix too: Had forgotten particle child length setting from do_versions so old files with child hair showed all hair with zero length.
Revision 431a388 by Kent Mein
July 24, 2009, 17:17 (GMT)
This is patch# 19017 16bit SGI image loading
submitted by Albertas Vyšniauskas (thezbyg)

Improves SGI image support.

Kent
July 24, 2009, 16:41 (GMT)
2.5: Various Fixes

* Fix crash loading particle AnimData. This crashed many BBB
files. If you have a .blend file that crashes when loading
it in 2.5, please mail me, I'd like to know.

* Image window zoom ratio did not work correct with py 2.x.
* Other minor fixes for image window RNA.

* Buttons window now remembers the tab that was last clicked
by the user, even if that tab is no longer available due
to context, and then enable the tab again if the context
for it is back.
* Cleaned up buttons space DNA a bit, removing unused vars.

* Armature bone rename outside edit mode did not call right
function yet.
* Armature layers are now editable even if lib linked. This
is useful for proxies. For this purpose a PROP_LIB_EXCEPTION
flag was added. Need to think over proxy / RNA a bit though,
not sure what the requirements are yet.
* Parent to Armature Deform now has options to create vertex
groups, instead of always creating them.

July 24, 2009, 15:27 (GMT)
Forgot to add rna_image_api.c.
July 24, 2009, 14:30 (GMT)
Resized the preferences window to 800 px. This makes proper space for the header button text. Merged File Paths and Autosave preference tabs to one 'File' item. This makes the number of items inside the tabs more even and makes text in the tabs easier to read when the window is narrower.
Also added weight paint ramp.
July 24, 2009, 14:26 (GMT)
- added operator for OBJ importer plus some python 3 conversions
Revision ef6cbc2 by Joshua Leung
July 24, 2009, 13:41 (GMT)
Buttons for next/prev keyframes in timeline now work again
Revision 4158913 by Joshua Leung
July 24, 2009, 13:34 (GMT)
2.5 - Adding Jump to Next/Prev Keyframe Operator

This is implemented at the Screen-level, and only considers scene and active-object keyframes (like the timeline).

TODO:
* Need to update the timeline header buttons to use this operator. One limitation is that I can't get the buttons there to take an arg...
July 24, 2009, 13:25 (GMT)
tiny change to menu header text. It was almost identical with the menu items themselves, making it impossible to tell them apart.
July 24, 2009, 13:17 (GMT)
2.5

Temp window now clips correctly on left side.
Also increased top offset for OSX to show window header.

Revision fbad147 by Joshua Leung
July 24, 2009, 13:02 (GMT)
2.5 - Restored 'AutoSide Name' and 'Flip Names' operators for both PoseMode and Edit Mode (Armatures).

Only the PoseMode menus work for now (since these use operators)
July 24, 2009, 12:45 (GMT)
2.5

Related to previous commit:
- new file menu option "user prefs"
- removed 'save user pref' confirmation menu

July 24, 2009, 12:43 (GMT)
2.5

New feature: allowing to open temporarily windows for output.
Implemented for:

- Render output (use output menu "new window" option).
- User Preferences (alt+U, plus added in 'File' menu)

Currently the window opens where your mouse is. The Render window
works as usual, with ESC or F11 moving it to back or front again.
That allows the window position to remain where you moved it on
new renders.
If you close a render window when it renders, the render thread
will be killed.

User prefs show 'info window' now... i thought we'd use outliner?
Anyhoo, I've made the 'save settings' to close the 2nd window as
well.

Opening a secondary file window for save I'll check on later,
this has to be checked with the current event system still.

the WM_window_open_temp() api call for this maintains currently
a *single* temp window. If you have a render window open, and call
for the preferences, the render window will be used for it. And
the other way around.

On closing the blender window, the temp windows close automatically
when there's no regular window open, and blender quits.

Revision 1844fc7 by Joshua Leung
July 24, 2009, 12:27 (GMT)
2.5 - Restored Bone Paths Operators

* A number-counter cursor is now used while sampling the curve
* Fixed some of the drawing errors with the paths. Unfortunately, when the armature is rotated, the path text is drawn in the wrong places still...
Revision ff76c33 by Joseph Eagar
July 24, 2009, 11:56 (GMT)
border and circle select fixes.
July 24, 2009, 11:48 (GMT)
UI

Added cursor location to the view panel in 3D view.

Removed the Shade Smooth/Flat buttons from mesh data for two reasons:

These kinds of tools are more appropriate in the tools area, and the context would not always match the selected datablock, if you have multiple objects selected, or if you're viewing the mesh data tab in 'pinned' mode.
The shade smooth/flat buttons are in the edit mode tools area now.
Revision 84c8992 by Joshua Leung
July 24, 2009, 11:24 (GMT)
RNA Wrapping Fixes:

* Changed update callbacks for several armature properties to do proper depsgraph flushing instead of sending redraw notifiers

* Wrapped preview-range settings for Scene

* Fixed bug with 'parent-type' enum menu for Object parent-type. The problem here was that PARSKEL was used and is still used for both Armatures and Lattices, but the lattice entry would always override armatures entry. Now, when dynamically building the list to display, the function to add these is given the specific item to use, and has been made to stop after the first match has been added. Hopefully this doesn't break anything else...
July 24, 2009, 11:14 (GMT)
Toolbar

Improved the brush tools UI and added a bunch of brush controls. There seems to be some RNA magic missing for texture paint to work, so that's empty for now. Added tablet pressure buttons, which needs a new icon.

Added a bunch of tools in a categorized fashion for all edit modes. Need to figure out what to do for vert/edge/face specific tools - perhaps it could detect the mode setting and show most appropriate tools for each mode.
Revision 62a847d by Joseph Eagar
July 24, 2009, 10:43 (GMT)
uv texture (though not glsl) works now. also fixed some bugs. still some issues left, and for some reason textured objs aren't displaying properly in object mode.
Revision b260653 by Joshua Leung
July 24, 2009, 08:05 (GMT)
2.5 - Timeline window now displays keyframe lines again

* Keyframes for scene-linked animdata is drawn first (if 'Only Selected Data Keys' is off)
* Keyframes are also drawn for the active object
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