Revision f417989 by Campbell Barton January 20, 2008, 17:53 (GMT) |
Made it so locked strips inside metastrips are transformed. Removed FTYPE from render output panel - was some old format that did index colors, and wasn't even used anywhere. Added 2 options to the render output panel that can be used for a really basic local renderfarm (even artists can use it!), "NoOverwrite" and "Touch" When both are enabled, rendering 1 scene between many pc's on a fast network will populate the directory with frames. Also useful to delete frames that have errors and re-render (without manually re-rendering each frame) |
Revision 518d3b2 by Ton Roosendaal January 20, 2008, 14:50 (GMT) |
Two fixes for yesterday commit, new Mist pass: - non OSA case didn't work - ztransp adding was accidentally using an incorrect alpha value NOTE: allmost all pass types rendered in OSA with a filter (not box!) were incorrectly added on solid layers. Like diffuse, AO, etc. |
Revision 8ded57d by Campbell Barton January 20, 2008, 13:52 (GMT) |
Cant use WHILE_SEQ when drawing, drawing strips was setting the depth that would then incorrectly overlap when used with metastrips. - so metastrisp would grow when moved - showed up in peach animatic. Now metastrips draw display differently- only immediate children are shown on the strip. Also disabled overlap checking during transform for non zero depth strips since its not needed. |
Revision 223b413 by Peter Schlaile January 20, 2008, 08:59 (GMT) |
== Sequencer == Fixed crash with metastrips where ibufs where null... |
Revision 54cf47a by Joshua Leung January 20, 2008, 05:10 (GMT) |
== Action Editor - Copy/Paste Improvements == Changed the way the offsetting of pasted keys relative to the current time works. Now, all pasted frames are offset by the same amount. This is calculated as the difference in the times of the current frame and the 'first keyframe' (i.e. the earliest one in all channels to be pasted). The 'first keyframe' is found when doing the copying. |
Revision a2074a1 by Diego Borghetti January 20, 2008, 04:39 (GMT) |
Changes to the "join area" operator. This is a patch by Michael Fox (mfoxdogg) that make more easy join two are, just RMB+Alt in the "origin" area, drag the mouse to the "target" area and release the mouse. Note that this is not a "final mouse-bind" for the join operator, just an easy and simple option for test in this early stage of 2.5. Other note: maybe it's a good idea add azones here ? |
Revision 10d8b25 by Joshua Leung January 20, 2008, 04:27 (GMT) |
Action Editor - More Bugfixes for Action-Groups: * Wrong selection functions were being used for borderselect when handling groups. This resulted in all of the keyframes for a group getting selected * Select row was not working for groups either, as there was missing code there... |
Revision 721e5b1 by Joshua Leung January 20, 2008, 03:16 (GMT) |
Bugfix for Action-Groups: The way the end of a group's channels was being detected was wrong in many places, resulting in the group's last channel often being skipped. |
Revision cd137f2 by Joshua Leung January 20, 2008, 02:55 (GMT) |
== Bone Groups == I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). Anyway, in this commit, the following things for "bone groups" have been done: * Bone groups are stored per armature (internally, this is per bPose block) * Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib. * Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there. Some stuff I'd been originally planning to do before committing: * When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. * New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it) * There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet. |
Revision 0db1aed by Diego Borghetti January 19, 2008, 21:54 (GMT) |
More change to the gesture manager. After check this a little more I make some changes to the API and now work on the following form: WM_gesture_init(C, type); while() { /* handler event, etc */ /* if something change. */ if(need_update) { /* update the gesture data and notify about it. */ WM_gesture_update(C, data); WM_event_add_notifier (.. WM_NOTE_GESTURE_CHANGE ..); } } WM_gesture_end(C, type); Another of the change is that now the gesture data is a link list in the window struct, so we can have multiples "gestures" (but of different type) at the same time. Also take care that the "gesture data" is reusable, that mean that only alloc it 1 time and use in all the place, that is why don't support multiple gesture of the same type, but of course that can be change. |
Revision e3b202d by Campbell Barton January 19, 2008, 21:52 (GMT) |
minor changes to address bugs [#8109] Incorrect header information in exported X3D Files [#8110] Illegal characters in exported X3D files |
Revision 231840a by Brecht Van Lommel January 19, 2008, 19:33 (GMT) |
Bugfix for crash in approximate AO pixel cache. |
Revision 2fa4ff4 by Campbell Barton January 19, 2008, 19:01 (GMT) |
missing header from editipo.c |
Revision 5a4fc7a by Campbell Barton January 19, 2008, 18:52 (GMT) |
made BINRELOC disabled by default with scons, only enable for linux |
Revision b80049a by Diego Borghetti January 19, 2008, 17:54 (GMT) |
New "Gesture Manager" system. This is a first implementation of the "gesture manager" system, the idea is put the WM in a automatic draw mode so we can implement different "Gesture types" to draw different class of data (lasso, bound box, etc). The gesture data is passed through the data field of the notifiers, i think that we can change this to something like: WM_gesture_init(C, data); /* put the data in the context. */ while() { /* send WM_NOTE_GESTURE_CHANGED to update screen */ } /* send event and free the data in the context. */ WM_gesture_end(C); Also i add a new operator and event to test the gesture manager. The new operator is the "border select" function, just press BKEY in the window and LMB or ESCKEY to exit. In the case of LMB you can see a print in the console about the BORDERSELECT event. All this still need a lot of work, comment are welcome. |
Revision d450dbe by Campbell Barton January 19, 2008, 16:32 (GMT) |
add the option to add the parents time offset value. |
Revision 7b6c884 by Campbell Barton January 19, 2008, 15:13 (GMT) |
find_group would only return the first group, this let to the assumption that an object was only in 1 group, made it easy to loop through all groups an object is in. group = NULL; while( (group = find_group(base->object, group)) ) { ... } |
Revision c8841a7 by Ton Roosendaal January 19, 2008, 11:17 (GMT) |
Added new render pass: "Mist". This is actually just the alpha value as currently being calculated by the mist code. It is in many cases not very useful to have this as alpha in shading result, also for postprocess and composite. Note: this pass also works with "Mist" not set in World, of course. |
Revision e293eed by Joshua Leung January 19, 2008, 03:24 (GMT) |
Added "WITH_BF_BINRELOC = 'false'" for msvc+scons too |
Revision 31f1486 by Campbell Barton January 18, 2008, 23:31 (GMT) |
don't display relative paths button when loading files. this was silly anyway since it always gave an error. |
|