Revision a9b97dc by Campbell Barton December 4, 2013, 00:57 (GMT) |
User interface: internal change, collect panels to draw before drawing. avoids calling poll twice, in some cases |
Revision 4584caa by Bastien Montagne December 3, 2013, 23:09 (GMT) |
Fix UI bug with 'socket menus' (used e.g. by cycles' Material panels). Also tweaked a bit how nodes with more than one socket available are drawn: * The node entry itself (a label) has no more any icon, so that it is aligned with the other single-socket nodes. * The sub-entries (i.e. node's sockets) are more clearly indented (using a blank icon). Details: Another case of bad internal UI_HAS_ICON flag erasing by brutally assigning an uneeded value to but->flag. Revealed by recent split of some button flags into but->drawflag. Thanks to Thomas Dinge for noting the issue. |
Revision f3d13be by Campbell Barton December 3, 2013, 22:24 (GMT) |
Code Cleanup: correct fabsf/fabs/abs use |
Revision 239f0db by Bastien Montagne December 3, 2013, 21:42 (GMT) |
Usual UI messages fixes & tweaks. |
Revision 46eef60 by Bastien Montagne December 3, 2013, 19:35 (GMT) |
Cleanup: Internal degrees removal. This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: https://developer.blender.org/D59 |
Revision 4627516 by Sergey Sharybin December 3, 2013, 16:14 (GMT) |
Fix T37663: Black matcap when object located on a curve Summary: Issue was caused by GLSL samplers not valid anymore after dupliobject was drawn into OpenGL displist. Solution for now is to not use displist for active object when matcap is used. The same issue exists for regular GLSL viewport draw, and this was solved by disabling diplist if draw_glsl_material returns truth for current dupliobject. Reviewers: brecht Reviewed By: brecht Maniphest Tasks: T37663 Differential Revision: https://developer.blender.org/D70 |
Revision d3f3fb8 by Sergey Sharybin December 3, 2013, 16:13 (GMT) |
Fix T37670: Paint mode + procedural map colours error Summary: Seems to be known TODO in the code, but no idea why it was never solved, especially since tweak is so much easy. It might be arguable that we need to support painting color space, but it's still much better to convert to sRGB space. It's gonna to cover 90% of cases anyway. Reviewers: campbellbarton, brecht Reviewed By: brecht Maniphest Tasks: T37670 Differential Revision: https://developer.blender.org/D65 |
Revision e63d5f2 by Campbell Barton December 3, 2013, 13:40 (GMT) |
Keymap: add walk mode |
Revision f91187d by Campbell Barton December 3, 2013, 12:53 (GMT) |
Code cleanup: replace rectf_scale with BLI_rctf_scale and add area arg to ui_handler_panel_region |
Revision 35d8982 by Campbell Barton December 3, 2013, 12:46 (GMT) |
Code Cleanup: python import formatting |
Revision ab49437 by Dalai Felinto December 3, 2013, 05:14 (GMT) |
View Navigation: Walk and Fly modes This is a addtion to the dynamic fly mode. It behaves as the first person navigation system available in most 3d world games nowadays. You can alternate between the old mode (Fly) and the new mode (Walk) in User Preferences > Inputs Manual: ------- http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Navigation http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes Shortcuts: ---------- WASD (hold) - Move forward/backward and straft left/right QE (hold) - Move up and down Tab - Alternate between Walk and Fly modes Shift (hold) - Speed up movement Alt (hold) - Slow down movement Space or MMB - Teleport V - Jump +/- or mouse wheel - speed increase/decrease speed for this Blender session User Preferences Options: ------------------------- Navigation Mode - fly/walk navigation systems (fly is the old, walk is the new, next options are for walk mode only) Gravity - alternate between free navigation and walk with gravity modes Mouse Sensitivity - sensitivity factor to mouse influence to look around Teleport Duration - how long the teleport lasts Camera Height - camera height to use in gravity mode Jump Height - maximum jump speed in m/s Move Speed - base move speed in m/s Boost Factor - multiplication factor when running or going slow (1/boost) Development Notes: ------------------ * The initial code was based on view3d_fly.c. * The NDoF code was not touched, so it most likely is not working. Pending Issues: --------------- * Draw in the UI the shortcut options, and current values (e.g., Mode: Fly/Walk) (we need a proper API for that) * OSX seems to present issues if we re-center the mouse every time. We implemented a workaround for that, but a real fix would be welcome. Code reviewed and with collaborations from Campbell Barton - @campbellbarton Differential Revision: https://developer.blender.org/D30 |
Revision 2e4601c by Campbell Barton December 3, 2013, 02:37 (GMT) |
Code Cleanup: minor changes fly-mode edits, use copy_v3_fl3, remove comments |
Revision 4fcd8b6 by Campbell Barton December 2, 2013, 22:22 (GMT) |
Code Cleanup: remove redundant/misleading NULL checks |
Revision 1cee3e5 by Campbell Barton December 2, 2013, 22:12 (GMT) |
Code Cleanup: use BLI_strncpy when copying into fixed sized buffers |
Revision a169a10 by Campbell Barton December 2, 2013, 22:10 (GMT) |
User Interface: error in own recent commit, replacing loop with memset |
Revision 93b24b9 by Campbell Barton December 2, 2013, 22:10 (GMT) |
Knife Tool: incorrect sized vector args (harmless but misleading) |
Revision 1782376 by Campbell Barton December 2, 2013, 22:06 (GMT) |
Laplacian Deform Modifier: fix possible NULL pointer dereference. |
Revision a24f838 by Campbell Barton December 2, 2013, 14:48 (GMT) |
Fix for crash pasting text into uilist filter |
December 2, 2013, 14:32 (GMT) |
User Preferences: grey out Mouse Over options if option is unchecked. Reviewed By: brecht Differential Revision: https://developer.blender.org/D64 |
December 2, 2013, 14:32 (GMT) |
3D View: use proper units for viewport lens length, matching the camera property. Reviewed By: brecht Differential Revision: https://developer.blender.org/D63 |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021