Commit Graph

341 Commits

Author SHA1 Message Date
ac4ff83ca6 added scons option BF_WITH_PYTHON (defined as DISABLE_PYTHON) 2008-10-28 18:47:13 +00:00
0026247ee2 2008-10-22 05:33:45 +00:00
4022186473 * Patch #17729 from Dalai Felinto
Additional sculpt mode hotkeys to toggle Smooth stroke (Shift S) and Anchored brush (Shift A) . Menus are updated with hotkeys too. This is a real last minute one, but it was given the ok previously, and I've just had time to commit this for him.
2008-10-12 06:39:47 +00:00
c9634ce5b4 fix for [#17560] Error in BPY_run_python_script
any path starting with a '.' on win32 would be replaced with C:\ (or the default root)
this was added rev 6568 so the file selector would replace "." with C:\. should be moved to fileselector but for now compare with "." rather then checking the first char.

header_view3d.c - prop edit and render were aligning in curve edit mode.
2008-10-06 08:02:35 +00:00
8fcac6820a KX_PythonInit.cpp - workaround for current sandbox and possible fix. no real change for now but others may want to look into it.
blendef.h - removed some unused defines.
editipo_mods.c - deselect all was selecting instead.
2008-09-22 04:18:17 +00:00
a9988317c9 Added select grouped property (objects with shared property names will be selected)
(updated select group toolbox and header menu)

Added 2 copy property options - Replace All and Merge All, since there was no way to remove all properties, or set all objects game properties to be the same as the active objects.
Added set_ob_property(ob, prop) to property api.

bugfix in python api, copyAllPropertiesTo, it didnt check for duplicates or that it wasnt copying from/to the same object.
2008-09-21 10:12:33 +00:00
36e2004fca Delete Keyframe Tool:
* Changed hotkey to Alt-I. As a result, Remove IK is now Ctrl-Alt-I, though that shouldn't affect many people at all as it appears that hardly anyone uses it.

* Added menu entries for Delete Keyframe
2008-09-17 04:06:59 +00:00
0f1a1a159f == Keyframing - Cleanup of API ==
* Moved all keyframing functions to their own file (keyframing.c)

* Merged all the different keyframing options (needed, visual, fast) into a single API call. The direct benefit of this is that it allows them to be used in conjunction with each other. Also, this means that when using the IKEY, autokeying settings for these are respected too.

* Implemented 'keyingsets' system (instead of directly calling insertkey on relevant channels), which is easier to maintain and cleaner. A keyingset basically defines all the channels that can be keyframed together. This paves the way for custom keyingsets sometime down the track (and also for quick-insert keyframes for previously used keyingset).

Menus for choosing the keying set to use are generated automatically from the definitions.
2008-09-14 04:32:17 +00:00
da474210de Bug #17317
Vertexpaint mode: option "paint mask" (Fkey) missed redraw for buttons
2008-09-08 11:13:34 +00:00
d0b3ce3c48 Draw icons in the layer button to show used layers as well as layer of active object, this is a feature from apricot but used button color instead which was confusing. 2008-09-07 16:37:55 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
b77e130dd6 Grease Pencil:
* Added 'Convert To...' button for easy access to conversion tool. The hotkey has been mentioned in the tooltip. This replaces the 'Del Active Frame' button in 3d view only.

Armature Apply Pose:
* Added menu entry (beside Relax Pose)
* Bone-parented objects now get their parent inverse matrices correctly recalculated
* Changes for 'scale' code in previous commit wasn't correct... reverting
* IPO/anim flush protection is now set on bones to prevent them from being sprawled everywhere after applying
2008-08-29 12:24:07 +00:00
d2750f7bda Snap menu header rewording, to make documentation clearer (there was "mode" and "snap mode").
This can and should be merged for 2.47, as the docs will use those wordings.
2008-08-13 17:38:38 +00:00
2e6a3710bb * Armature hierarchy selection tools
These are for use in pose mode or armature edit mode, to let you quickly traverse up and down a chain of bones. 
It's quite useful for bones that are in hard-to-click places.

The tools are:
*Select parent/child ( [ and ] )
selects the parent or child of the active bone, deselecting the original active bone

* Extend select parent/child (shift [ and shift ] )
selects the parent or child of the active bone, adding to the selection

Thanks to Joshua for reviewing this so promptly!

PS. I'd like to use these [ and ] keys more widely in blender as consistent 'select next / previous' tools. I can imagine it being very useful for a lot of things like keyframes, nodes, mesh edges, etc.
2008-08-04 11:47:17 +00:00
82d87b2ab9 * patch #17394 by Vilem Novak - add menu item for 'Make Proxy Object'. Thanks! 2008-08-02 06:31:56 +00:00
38aa350173 * (slightly modified) old patch #7471 from Davide Vercelli - menu items for Show All Layers/Show Previous layers in the 3D View. Sorry this took so long! 2008-08-02 06:29:15 +00:00
7f3c27995e Copy Attributes now has option to copy all physical attributes.
There existed two options to copy only the mass, and only the damping, but no option to copy all of the physical attributes.

This patch adds in this option, right under the Mass and Damping listings.
2008-07-29 21:49:59 +00:00
32d10bca2b == Grease Pencil ==
Grease Pencil is a tool which allows you to draw freehand in some views, allowing you to annotate/scribble over the contents of that view in either 2d or 3d. This facilitates many easier communication and planning abilities.

To use, simply enable it from the View menu (choose 'Grease Pencil...' and click 'Use Grease Pencil'). Then, click+drag using the left-mouse button and the shift-key held to draw a stroke.

For more information, check the following page on the wiki:
http://wiki.blender.org/index.php/User:Aligorith/247_Grease_Pencil
2008-07-22 09:53:25 +00:00
22e87792f1 == Select Swap for Armatures (Ctrl I) ==
It is now possible to swap the selection of bones in EditMode and PoseMode using the CTRL IKEY hotkey. 

As a result, the hotkey for adding IK Constraints has now changed to SHIFT IKEY (so that select swap can have a consistent hotkey)
2008-07-08 07:06:42 +00:00
fd1faa5542 Merge from Apricot Revisions 14897, 14913, 14914, 14915, 14929, 15009, 15046
---------------------------------------------------
Snappy stuff

* Align rotation with snapping target: rotate the object, aligning it with the target (object mode only - temporarily) (New icon in the header when snap is turned on)

* Snap to different mesh elements (face, edge, vertice): snapping target slide on faces and edge or use exact position of vertice. When using Align rotation with edge snapping, the normal is interpolated as you slide along.

Snaps correctly to derived mesh (sculpt, modifiers, ...) and duplis. In object and edit mode.

NOTE: The snapping code is now based on faces, so even if you're snapping to vertices or edges, it will not work on meshes without faces. This might change if needed.
2008-06-09 18:41:16 +00:00
b65d4f95fc Missing hotkey in menu for Align to Transform Orientation 2008-05-14 14:53:12 +00:00
7806a44134 Minor particle system fixes:
- Changed some tooltips.
- Refresh with reactors and shared particle settings.
- Copying of child particles.
2008-05-14 13:30:36 +00:00
c56f484da8 == Transform orientation bugfix ==
Fallback to global if the selected orientation doesn't exists.

This only happens when switching between scenes or screens(orientations are per view3d)
2008-05-14 09:30:27 +00:00
50bbc0ff23 More bugfixes for Armature Separation/Joining:
* Move armatures out of posemode before joining/separating, so that bones don't mysteriously disappear after the operation
* Added an undo push and fixed up hotkey access for armature separation
2008-05-11 12:34:56 +00:00
57c1fbe557 remove old particle system.
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-27 18:26:20 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
83c5401896 replace magic numbers with constants for (G.vd->persp), view naming was also using persp as a flag which worked but isnt correct. 2008-04-16 08:48:49 +00:00
6b81045bc3 * Made Armature auto name L/R, Top/Bot, Fr/Bk remove existing, known extensions.
* Added fromDupli MTex setting to python api
* Shift+RMB was setting the active face in the UV view.
* Armature scripts menu was broken
2008-04-13 15:14:32 +00:00
5b73d96fd5 == Armature Tools - Separate (not yet functional) ==
Initial commit of Separate tool for Armatures. Currently, the functionality is hidden behind a temporary patch, as there are still issues to be worked out (crashes under certain conditions and a re-linking issue). It may remain like this for the release if I can't get it to work correctly.

Note:
- Hotkey for separate is Ctrl-Shift-P (it's a bit clumsy, and isn't consistent with P for separate for meshes, but Select Parent(s) is better as P)
2008-03-31 03:40:47 +00:00
09e48b406b == Sculpt ==
Removed Painting Mask button from view3d header when in sculpt mode.
2008-03-27 01:11:48 +00:00
972b0a5218 Fix for bug #8713: edge loop delete did an undo push too much. 2008-03-26 16:46:04 +00:00
dbd64ac751 uv stretch display respect image aspect ratio,
tooltip correction (bug #8660)
ghostwinlay.c was missing string.h include
2008-03-24 09:00:39 +00:00
1d0e1d5406 [#8693] Align view to selected works differently called from menue then from shortcut
The header menu was sending the wrong axis (off by one) to the tool.
2008-03-22 13:27:34 +00:00
32b5138e64 update to trunk r14199 2008-03-21 17:00:40 +00:00
473ba6ac71 corrected minor error of the merge
object center button was duplicated
2008-03-21 15:31:02 +00:00
Nathan Letwory
1a4bbf988c * add notification of new hotkey in object select menu 2008-03-19 22:59:11 +00:00
6a2e538d98 == Align ==
Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand.
2008-03-16 16:00:00 +00:00
f50eb9c0c9 Todo #8511: Lock Transform Channels does not work with Clear Transforms
When transform channels (i.e. LocX, RotY, ScaleZ) are 'locked' in the Transform Properties panel, the Clear Transform Tools (Alt-G/R/S) didn't respect these.

Also fixed typo in 3D-View Menu item.
2008-03-16 03:11:57 +00:00
a68a7f42b0 resolved conflict state with HEAD r14096
blenderbuttons still bad

not let this compile
2008-03-13 23:54:02 +00:00
526d0bec47 final (??) work on NDOF branch
it is now in a state where it can be safely
merged with trunk.

Note: basic icons were provided but I'm not
an icondesigner and working in a 16x15 grid
is way too small for me, so feel free to 
change them.
2008-03-13 15:40:24 +00:00
cbfbe53ebe == Align to Transform Orientation ==
New rotation alignement fonction

Rotates objects/Pose bones to match the selected transform orientation.

Can be used to align to view, active object (normal) and custom transform orientations.

Accessible in the Object -> Transform submenu and through the hotkey Ctrl-Alt-A (which was previously a fall through for Apply but only Ctrl-A and Ctrl-Shift-A did anything special).

Can be eventually made to work in edit mode (not too hard).
2008-03-10 00:27:17 +00:00
6f1b47d6af added snap cursor->active and adjusted snap menu order in toolbox and header menu's 2008-03-08 21:57:15 +00:00
416f918fb8 Split the add_hook function into two parts (user interaction + actual operations) 2008-03-01 03:45:04 +00:00
21299f2325 Going into vertex paint mode without vertex colors, now it doesn't
create vertex colors from shaded mode anymore. Instead there is
function in vertex paint mode to create them.

Also some fixes for previous commits.
2008-02-26 18:30:41 +00:00
e03ab146ae -> Bevel tools and Bmesh kernel
The following is a commit of Levi Schooley's bevel code and 
the bmesh library it depends on. The current editmode bevel has 
been replaced with a new per edge bevel function. Vertex beveling is 
also availible.

To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges 
or vertices.

Recursive beveling is turned of for the time being.
2008-02-23 22:11:16 +00:00
71ca81019d autoThread was inverted at rendertime (forgot to change), added tooltips 2008-02-21 21:28:54 +00:00
75d2729fce Following on from the commits yesterday for "Action Channel Settings" quick-toggle tools, bones now have this functionality too.
Use Shift-W to toggle, Ctrl-Shift-W to enable, and Alt-W to disable one of the bone's settings.
2008-02-21 11:14:21 +00:00
1597ba0770 automerge and multires cant coexist, added note in the menu to say this and stopped automerge from running and popping up an annoying error when multires is enabled. 2008-02-15 22:13:44 +00:00
9276a6f9fa Added single user ipos option - useful when you make linked duplicates with many objects and want them a unique ipo. 2008-02-03 21:24:48 +00:00
9d9ba57038 == Sculpt ==
Added a new brush option, "Anchored". When enabled, the brush doesn't move with the mouse, but rather stays in it's initial location and grows larger or smaller to follow the mouse. Good for brushing alphas on to the mesh. (Note that this option isn't available for the grab brush, and ignores the smooth stroke option.)
2008-02-01 19:45:11 +00:00