- Disallow this and report a warning in the console when it happens.
- File selector operators now report in the global report console.
- Cleared some warnings.
This replaces the screen-aligned bitmap text drawing with wireframe x/y/z as
part of the empty axis openGL code. It's a lot faster in all situations that draw
empty axes to screen - including posing armatures with axes on (5fps vs 40fps
on tracker test file).
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
- Replaced hardcoded nurbcol array with theme colors
- Send notification in duplicate curve operator (this operator could
reset/change active nurb)
- Edge seam color added to the user preferences dialog
Used approach with creating DerivedMesh for curves whet they've got such modifiers.
Available modifiers are: array, edge split, mirror, solidify, subsurf.
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not
work well for offscreen rendering. It would have been possible to make a
fake subwindow for this, but I decided to just remove this extra layer as
it does not seem to have much purpose and has been quite confusing when
trying to fix other bugs. The relevant matrices are already stored in
RegionView3D so there will be no increase in calls to glGetFloat, which may
have been a performance reason to use this system in the past.
- use mirror when the option is enabled in editmode.
- fliped group names are used when they exist.
- only the setting that is edited will be applied to the mirrored verts group.
- copy value is applied to all mirrored verts of the selection.
- normalize normalizes all vgroups and mirrors.
utility functions defvert_sync and defvert_sync_mapped, similar to defvert_copy but does not remove existing groups and optionally creates groups as needed.
defvert_sync_mapped uses a an int array for mapping the flipped values.
particle systems in the 3d view while rendering, this will recompute the particles
in the modifier stack, while these are being manipulated by the render engine
at the same time... a better fix is needed clearly but quite difficult.
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.
Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges
Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
* Fix#19785: curves not drawing with VBO enabled
* Fix#19553: duplicate Window crashes with VBO's
The convention in Blender was to have GL_VERTEX_ARRAY and GL_NORMAL_ARRAY
enabled by default, and other arrays disabled. The VBO drawing code did
not take this into account. I've made these now disabled by default, since
that makes the code clearer in other places too.
* Don't show Apply as Shape for particle modifiers.
* Fix particles disappearing after exiting particle mode.
* Fix free edit not redrawing the 3d view.
* Fix use of uninitialized variable in layers template.
* Make partial update work again for faster editing.
* Draw parents over children again, nicer for editing.
* Fix crash with remove tools & showing child particles.
* Fix children not disappearing always when setting to None.
* Fix wrong normal for last point in child path.
* Fix a python error in the hair dynamics panel.