Now it is possible to column select keyframes that occur on the
same frame as selected markers with the hotkey: SHIFT K
More selection goodies to come :-)
Cleaned-up drawing code of keyframes. Code redundancy has been
reduced, and there should be slight performance gains (less looping,
no sorting of keys needed, possibly less memory usage).
Now, when auto-keyframing, there is the option to have 'cleaner'
ipo curves. This is a user-pref option, and is based on the same
code responsible for the 'Only Needed' keyframing mode.
* Bugfix for Nicholas Bishop's recent sculptmode hotkeys:
When entering text in a text object, hotkeys were not disabled,
eg. type n = floating panel appears press 2 = layer 2 becomes visable.
Was 'if' instead of 'else if'
Reported by mfoxdogg on cvs.
Fixed an off by one error in Speed Controller.
If no IPO is present, enlarging the strip will now "stretch" time.
Shrinking doesn't work right now because of stripdata-handling...
using the standard drawing functions. Enabling the "Partial Redraw" item in the
sculpt menu will turn on the optimizations which stores unmodified parts of the
color buffer and only redraws the polygons that are within the modified area(s).
The Partial Redraw option uses the accumulation buffer to store the copy, and
unfortunately this is not accelerated on older cards. There are alternatives,
e.g. drawing to an auxiliary buffer or downloading the data from the graphics
card with glReadPixels, but there's no guarantee that these will run at an
acceptable speed on older graphics cards either. For the cards that do
accelerate the accumulation buffer (for nvidia cards, I would assume that is at
least FX5200 and up, and maybe earlier) it provides a very significant speedup.
BPy conventions were not being followed for PyObject_New;
now they are. I still doubt the usefullness of doing this,
however its important to maintain module standards.
Which reminds me, anyone know where I can get that source code
prettier that was used on the api files? It was kindof
hard following the coding style of bpy with it being so
different from normal blender, and also what with having
to write the IDProperty code from scratch. :)
http://projects.blender.org/pipermail/bf-committers/2006-November/016311.html
As recommended on bf-committers, I created an entirely separate section for
sculptmode hotkeys, so none of the standard hotkeys in space.c carry over.
(However, the standard hotkeys in toets.c are left unchanged.)
There are probably some useful hotkeys that have been disabled with this commit,
and other hotkeys that still need to be added, so this needs review.
PYobject type has changed
Usual C++ pickyness about implicit casts
debug made with erwin. thanks
Note to python mainteners :
even if it compiles there is a *Huge* list of warnings about deprecated
and incompatible pointers in api2.2. this should be corrected
Modified version of patch #5281 by Joshua Leung.
It's a two part patch:
Add a Roll button in the transform properties floating panel with bones selected in edit mode
Add a Roll transform (Ctrl-R) that can be used to modify the roll of selected bones in edit mode
The transformation modifies the roll of all selected bones incrementally (like a rotation does to the bones' rotation) [that is the part that differs from the patch. The patch would set the same roll value to all bones]
Also, this commit includes some shuffling around of the functions, to keep the previously logical order. :)
Based on patch #5140 by Juho Vepsäläinen, this commit removes the requirement to type # at the start when you want to use Python expression evaluation when typing a value in a button.
In a nutshell, that means you can now type 3 + 5 in a numbut and see it change to 8.
Word of warning: The normal Python operator logic applies, so if you type in 1 / 3, you'll get 0 and not 0.333. There's no going around that.
Patch by Matthew Plough: This adds an option to the Track To constraint to use the target's Z axis for Up axis reference instead of the global Z axis.
Off by default for backward compat.
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing
Doing NULL pointer paranoia check in time.
It's completely pointless calling the function with null pointer,
but who knows.
At least it does not crash then.
Multires operations now pay attention to vertex flags, so both selection and
hiding are propagated up and down the levels.
Note: only the lowest level of detail for vertex flags is retained when
switching levels. E.g., after selecting vertices at the highest level, then
switching to the lowest level, then back to the highest level, the vertex
selection will have changed. (This is a potentially fixable issue.)
Now it is possible to mirror selected keyframes in the action editor;
either over the current frame or the vertical axis.
Hotkey is: SHIFT M (like in ipo editor).
although it has a lot of noise. Not to mention our bad string code gives
a load of warnings.
I've reviewed specifically:
- file reading/write
- dna and library code
- node system
- entire render module
Done a couple of files in src/ too, seemed to be nice errors.
Actually no real bug, but unfinished work in Composite:
The ZCombine node only accepted images, no value inputs for sockets.
Now only the first (top) input socket should be an image, the other ones
can use constant color or values too. Nice way to split an image in
foreground and background.
Also: added an output socket for the resulting Z value.
Do note that zcombone is aliased, no AA or sample info is available.
That's for another time.
- Outliner now shows hierarchy for Libraries, indicating which Library
files invoked loading another.
- SHIFT+F1 "Append" browser has a Library menu, allowing to directly browse
into all open library files. This will prevent accidents like re-opening
a same .blend via another path.