only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
When using Material Nodes, there was no indication in Material
Property window which node was active. The context/channel widget
now shows this.
Better would be to be able to browse nodes in this list, and
to have option to preview only this material (not node tree
result). Enough todo for future :)
* Keyframing operators now use the reports system for displaying all its error messages.
- The benefit of this is that users no longer need to check the console for error messages if keyframing fails.
- Unfortunately, reports are not currently viewable in any space/view in Blender, so...
* Added a temporary operator (UI_OT_reports_to_textblock), which can be accessed in the UI from the button which appears in place of the icon when more than one report exists. This dumps the current list of reports to a textblock "Recent Reports", from which they can be viewed.
This isn't really nice, but at least we now have a way to view these again, which makes debugging some things a pain.
* Bugfix #24606 - when trying to add keyframes to F-Curves with F-Modifiers already which alter the curve significantly enough that the keyframes will have no effect, there are now warnings which aim to alleviate any confusion.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
- remove brush array for each Paint struct, just use a single brush pointer.
- removed rna function based template filtering.
- filter brushes using a flag on the brush and the pointer poll function.
- set the brushes using a new operator WM_OT_context_set_id().
TODO
- remake startup.blend, currently brush groupings are lost.
- rewrite WM_OT_context_set_id() to use rna introspection.
from Dan Eicher (dna)
elem = color_ramp.elements.new(position=0.3)
color_ramp.elements.remove(elem)
- Modified the patch to make generic functions for adding and removing (inline code was in 3 different places)
Fixed by adding a 'slope' parameter to curvemap_reset() to mirror curve presets around Y axis.
Also removed curve preset with 'random' icon, wasn't doing what it looked like it should,
this was intended only for hue correct node anyway.
These are not animated and are best not change names like this too late in the release.
ActionGroup.selected -> select: boolean Action Group is selected
BezierSplinePoint.hidden -> hide: boolean Visibility status
BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
Bone.restrict_select -> hide_select: boolean Bone is able to be selected
Bone.selected -> select: boolean
CurveMapPoint.selected -> select: boolean Selection state of the curve point
EditBone.restrict_select -> hide_select: boolean Bone is able to be selected
EditBone.selected -> select: boolean
EditBone.selected_head -> select_head: boolean
EditBone.selected_tail -> select_tail: boolean
EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> mute: boolean F-Curve is not evaluated
FCurve.selected -> select: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select: boolean Selection status
GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
Keyframe.selected -> select: boolean Control point selection status
Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
MeshEdge.selected -> select: boolean
MeshEdge.hidden -> hide: boolean
MeshFace.hidden -> hide: boolean
MeshFace.selected -> select: boolean
MeshVertex.hidden -> hide: boolean
MeshVertex.selected -> select: boolean
MotionPathVert.selected -> select: boolean Path point is selected for editing
NlaStrip.selected -> select: boolean NLA Strip is selected
NlaTrack.locked -> lock: boolean NLA Track is locked
NlaTrack.muted -> mute: boolean NLA Track is not evaluated
NlaTrack.selected -> select: boolean NLA Track is selected
Object.restrict_render -> hide_render: boolean Restrict renderability
Object.restrict_select -> hide_select: boolean Restrict selection in the viewport
Object.restrict_view -> hide: boolean Restrict visibility in the viewport
Object.selected -> select: boolean Object selection state
ObjectBase.selected -> select: boolean Object base selection state
PoseBone.selected -> select: boolean
Sequence.right_handle_selected -> select_right_handle: boolean
Sequence.selected -> select: boolean
SplinePoint.selected -> select_control_point: boolean Selection status
TimelineMarker.selected -> select: boolean Marker selection state
Sequence.left_handle_selected -> select_left_handle: boolean
ActionGroup.locked -> lock: boolean Action Group is locked
Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
SplinePoint.hidden -> hide: boolean Visibility status
FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated
note: rebaned uv_select to select_uv
- use a flag rather then a2 for locking color.
- remove float from button added for color wheel size, use a2 instead.
- holding shift on the color wheel gives higher precission.
Added new filtering option for animation editors (indicated as the 'ghost' toggle beside the 'select'(-ed only) toggle), which will include objects/bones that aren't visible (i.e. are hidden or on a hidden layer).
This should make it possible to edit such types of animation, and also prevent flickering as these channels come in/out of view.
Fairly closely match some mac application colin has called 'Looks', to give better results.
- lift is now applied non linear (was being added to the color)
- change the color wheel to preserve the luminance of the gamma and gain values, this stops the color from being set too dark (option for the color wheel template).
- sub-pixel precission for the color wheel since the white area at the center can make a lot of difference with a very small change.
This change will make existing node and sequencer setups lift render slighly differently however discussed this with Ton and he's ok with it.