Commit Graph

2191 Commits

Author SHA1 Message Date
bd1363a898 fix for divide by zero on vertex dirt script, show from the vertex paint menu 2010-04-21 16:22:37 +00:00
f7717b2e80 option to use curve point weights to influence particle effectors. 2010-04-21 11:59:47 +00:00
6a5c036304 py api. bpy.utils.relpath() function. 2010-04-21 09:27:36 +00:00
24eedb2175 vertex group option for lattice, needed for applying a lattice to a beard/moustache without moving the roots about. 2010-04-20 21:38:55 +00:00
13e0d584c0 Python API fix: Add COMPAT_ENGINES to properties_data_camera 2010-04-19 11:24:22 +00:00
fb0291523a After handling demohero's keymaps to a beta tester it became apparent
that going for the full hotkey translation is actually counter
productive. Now using a more conservative keymap by Michael W that
focuses on general navigation, selection and other details
2010-04-19 06:20:16 +00:00
aaa6b7f165 Fix [#22058] Presets system not setting some input options.
Added a few more input properties to store in interaction presets
2010-04-19 01:50:30 +00:00
6bc2eb1949 Python API fix: Make properties_texture compatible with COMPAT_ENGINES, also a little enhancement for data_mesh (thanks to Matt) 2010-04-19 00:39:46 +00:00
97d90fad43 New and much improved Maya Interaction Preset by demohero 2010-04-19 00:29:50 +00:00
6cdf29e1c9 Python API: Make properties_data_mesh compatible with COMPAT_ENGINES. (supervised by Matt ;) 2010-04-18 23:52:37 +00:00
cf4d63c09d == sequencer ==
* new icon for split view (at least temporary)
* icon buttons in header rather than popup menus for better efficiency (can easily be changed in python UI script again)
2010-04-18 18:46:16 +00:00
cf1953bb7e Brought back secondary input filtering, thereby
fixing 
[#21014] SEQUENCER: Can no longer apply colour balance filter to colour effect strip.

Also: reordered some UI elements so that
geometry, time and color modifications are grouped together.
2010-04-18 13:05:17 +00:00
5e186d3de0 Updating operator_simple template with new register functions and
missing bpy import
2010-04-18 05:13:58 +00:00
4cf697de89 - for BGE mouse and keyboard events use tuples rather then lists
- pep8 corrections
2010-04-17 19:05:53 +00:00
7eb4eebe22 add the modules directory from the user scripts path (if it exists) 2010-04-16 09:31:58 +00:00
4ad2b51d64 'Fix' [#21119] volumetric material always casts shadows
Revealed hidden 'options' panel for volumes too.
2010-04-16 04:24:29 +00:00
1f87dbbbbc rna api, when linking objects to an inactive scene, dont change its layer, removed NULL object data check since this isnt allowed from the api side. 2010-04-14 08:52:22 +00:00
2eddf083e1 avoid using exec() 2010-04-14 07:58:33 +00:00
94102b7017 Missed this file too 2010-04-14 07:09:01 +00:00
f24573720c Forgot to add new files 2010-04-14 06:45:22 +00:00
486796ce31 * Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.

It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform 
manipulator keys, not much more than that.

To save an interaction preset, open the user preferences Input section, and press the 
[ + ] button next to the presets menu. It will save out a .py file containing any edited key 
maps and navigation preferences to the presets/interaction folder in your scripts folder.

---

Part of this commit changes the way that key maps are exported/displayed in 
preferences - now partial key configs are allowed. Previously it would export/import the 
entire key configuration, regardless of whether individual key maps were edited or not 
(which would make them more susceptible to conflicts in unexpected areas).

(note, in blender terminology, a key map is a category of key items, such as 
'Object Mode' or 'View 2d'.)

Now, the export and the UI display work in a similar way to how key maps are 
processed internally - Locally edited key maps (after pressing the 'Edit' button) are 
processed first, falling back to other key maps in the current key config, and then falling 
back to the default key config. So it's possible for a key config to only include a few 
key maps, and the rest just gets pulled from the default key config. The preferences 
UI display works like this too behind the scenes in deciding what to show users, 
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
bc4d93cc16 Adding 'running jobs' button in node header. 2010-04-13 17:11:53 +00:00
919565f196 Subframe calculations for particles, original patch by Raul Fernandez Hernandez
* Increasing subframe count increases stability for SPH fluid and Newtonian particles
* Also small tweaks into physics ui panel to better fit new subframes value
* This commit also fixes the moving fluid emitter problem as described by Raul in the mailinglist
2010-04-12 17:34:06 +00:00
Dalai Felinto
7135edb75d BGE: TexFace panel (from patch #21780 from Mitchell Stokes + some changes)
the patch exposes a rna property to get the active edit mode face. This is a hack.
However it's a small patch (a.k.a. easy to revert later if needed).

The official plan is to wait for BMesh before tackling it properly. Nevertheless TexFace panel is really important for BGE.

Missing: operators to copy the current parameters to other selected faces.

* note: what I changed from the original patch is the UI script. The pool wasn't defined and it was using tabs.
2010-04-12 03:06:49 +00:00
e5a01c66a3 Fix external image editor (needs to be a list, otherwise extends adds each character as a list item).
Note: The default value ("start") on windows doesn't work. Start is not a real program.
2010-04-12 02:43:17 +00:00
978609aa44 == Sequencer ==
Made custom proxy files a lot more sensible to select
(upgraded to filepath get/setters)

Changed semantics, since custom files don't make much
sense without custom directories...
2010-04-11 19:26:46 +00:00
a6b8ac5452 == Sequencer ==
Proxy render size settings is now back. (Maybe still in need of some sensible
icons, though...)

Also: waveform color seperation works in N-keys dialog again.
2010-04-11 18:37:49 +00:00
56b1c4e47f Specific operator for Push/Pull (no need to go through the generic operator and it makes it available in the operator search) 2010-04-11 16:04:11 +00:00
67cfc427ee PyAPI
- added new mathutils.Color() type, use with rna so we can do for eg:
 material.diffuse_color.r = 1.0
 # also has hsv access
 material.diffuse_color.s = 0.6

 - made Mathutils and Geometry module names lowercase.
2010-04-11 14:22:27 +00:00
fe9a22a018 py api file rename
- prefix mathutils api.
- 2 blf.c files (annoying for debugging)
- py api docs ignore keying sets as with operators.
2010-04-11 12:05:27 +00:00
6e3920e8fa rna/py/reference doc improvements..
- vectors now respect min/max settings.
- keyframing and adding drivers raises an error in an index is set on a non array, keyframing raises an error if it fails.

reference docs...
- added docstrings for remaining python bpy_struct functions
- added fake class for docs, bpy_struct, which is the base class of everything in bpy.types
- improved inherictance references for struct classes, include bpy_struct members.
2010-04-10 18:35:50 +00:00
c939331a6c QTKit (OSX 64bit): Add audio export to Quicktime
Supports default OSX codecs : Linear PCM, Apple Lossless and AAC

Note that AAC codec doesn't support sample rates above 48kHz. If a python/rna guru knows how to easily enforce this limit, he is welcome!

Enjoy making Quicktime movies now with audio!
2010-04-10 09:31:41 +00:00
c3ab6bc509 rna reference docs, list inherited properties and functions at the bottom of each type. 2010-04-09 20:43:58 +00:00
c169c5ddfe dont document parent classes funcs and properties 2010-04-09 20:04:37 +00:00
b2330d44d2 * Texture Mapping Panel could raise an error, missed check for an active texture slot. 2010-04-07 18:08:30 +00:00
54b12df3bc Added tongue and neck rigs. The neck rig is quite solid, I think, and is working well in production on Durian. The tongue rig is a bit hacky, but I'm adding it for now since we're using it in Durian.
Also added pupil dilation to the eye rig type, and made the finger rig type work with two-digit fingers.
2010-04-07 14:46:06 +00:00
9acba540db Fix [#21756] Texture paint "quick edit" sending wrong path on unsaved scenes
* Made it use the temp directory in user preferences when the .blend file hasn't been saved yet
* Made bmain->name (wrapped as bpy.data.filename) contain an empty string when 
there's no .B25.blend and no file saved, rather than "<memory2>".

This is a good candidate for consistent file path api, retrieving temp dirs / project-
specific temp dirs / etc...
2010-04-07 09:07:06 +00:00
58a38bfc08 Fix [#21760] Snap to Origin doesn't work
Removed the 'Snap selected to origin' operator, it was dysfunctional and other operators 
contain better functionality to do the same things.
2010-04-07 00:43:06 +00:00
2275b69ff8 Quick fix to NLA-Baking for Beorn:
Group baked F-Curves by bones instead of by transform type.
2010-04-06 10:07:24 +00:00
f1ac9b559e "Fix" for [#21591] Explode modifier bug
* The new default particle size is quite small, so exploded pieces didn't match the original pieces
* There's now an option to use the particle size (useful for some effects), but it isn't used by default
* This commit will change how some old files look (explode modifier and not 1.0 particle size), but the exact old behavior is achieved with the new "size" option
2010-04-06 08:43:52 +00:00
bad41fcff5 - new docstrings for bpy.type.Struct methods & some corrections.
- struct.path_to_id() --> path_from_id().
2010-04-06 07:49:10 +00:00
b9d60f2010 Fix [#21440] Bug or loose feature? Texture painting brushes
Removed extra brush features that aren't applicable in some painting modes from the UI.
Would be great to have this properly cleaned up and made consistent.

Also tweak to startup blend, hiding brush tools panel.
2010-04-06 05:52:52 +00:00
56b67d41aa Bugfix #21916: Baking NLA strips doesn't group transforms
- Added an optional string arg to struct.keyframe_insert() and struct.keyframe_delete() for the name of the group to add the keyframes to (for newly created F-Curves), instead of doing this as post process.

- Added error prints to the RNA function for setting an F-Curve's group. The old way of setting the groups afterwards couldn't be used anymore, since there was no way to find the action the F-Curve belonged to. This is necessary if the F-Curve list is to be kept in a valid state, since adding to any random group that may not be in the same Action does not work well. There were other issues with the list being iterated over changing while it was still being iterated over too...

TODO: 
Find a way to allow the iterator there to still work ok?
2010-04-06 04:25:48 +00:00
825c162167 Fix [#21678] Crease color cannot be adjusted
Gave edge crease a unique theme colour.
2010-04-06 02:36:37 +00:00
bfe248b3d6 Patch [#21750] Add luma waveform and vectorscope to image view
by Xavier Thomas

This adds the waveform monitor and vectorscope to the image editor 'scopes' 
region, bringing it inline (plus a bit more) with sequence editor functionality,
and a big step closer to the end goal of unifying the display code for image/
comp/sequence editor. It's non-intrusive, using the same code paths as 
the histogram.

There's still room for more tweaks - I modified the original patch, changing 
the openGL immediate mode drawing of the waveform display to vertex arrays for 
speed optimisation. Xavier can look at doing this for the vectorscope now too.

Thanks very much Xavier!
2010-04-06 02:05:54 +00:00
9498121463 Object API changes so these functions now require a scene as first argument:
create_mesh, create_dupli_list, make_display_list and is_visible.

This is done in order to make these context independent as the RNA API should
be as much as possible, and to fix #21297 and #21719, where there was an
assumption from these functions that there is a scene in the context, which
does not work for external render engines exporting in a separate thread.

Also avoided using context in a number of other functions, ideally only UI/WM
type functions should use context.

I've updated the scripts in trunk, but the addons and external ones in
development will need updates too.
2010-04-06 01:28:39 +00:00
93cc8eea45 Fix #21383: appending a group would also instance it by default, which
will give duplicate objects since the actual object are appended already,
so only enable this option by default for linking now.
2010-04-06 01:16:39 +00:00
f525312721 Animation Editors: Select Linked Operator
This operator selects all the keyframes in the same F-Curve as a selected keyframe.
2010-04-05 11:47:55 +00:00
5478384761 Fix [#21886] OBJ export crashes if attempted while in edit mode
Didn't crash for me, but did export incorrectly since editmode changes weren't flushed.
Fixed this by setting all exporters to go back to object mode before exporting.

Also cleaned up some naming in exporter creator strings, it's "Blender" not "Blender3D".
2010-04-05 06:45:44 +00:00
76e483edef Durian Feature Request for Graph Editor: Border Select (optionally) considers handles
Early when implementing the Graph Editor in 2.5, a key complaint that was levelled at the old 'IPO Editor' was that it was a constant annoyance that adjacent handles were getting selected in addition to the keyframes, when only the keyframes were intended. I solved this by making this default to only selecting keyframes and ignoring the handles, but this means that it isn't possible to batch move several handles at once. 

I've now improved this situation by adding an option to the border select operator (involved using Ctrl-B instead of B) which makes the handles get treated separately (as if they were separate verts, as in 2.4x). The default is still to only select keyframes, to have consistency with the DopeSheet...

Also performed some more renaming work in the code...
2010-04-05 03:37:28 +00:00