Commit Graph

7256 Commits

Author SHA1 Message Date
dbbf45875b == Scaling Constraints Working in Local-Space ==
* Patch #5442: "Fix Bone SizeLimit" by Heriberto Mendez (gammarayq21)
'Limit Scale' constraint can now work on bone's local scaling too.

* I've also made the 'Copy Scale' constraint able to use the local scaling
of bones too.
2006-12-18 10:17:40 +00:00
019b13b830 Added support for undoing multires actions in sculptmode. 2006-12-18 08:39:11 +00:00
0e6518731f Use degrees instead of radians for rigidbody constraint axis (euler angles). Radians can't specifiy 90-degree angles precisely, the input is only 3 decimals accurate... 2006-12-18 07:51:12 +00:00
abda078196 == NLA Editor ==
Todo Tracker Item: #4754

Now the 'Convert Action to NLA Strip' command (CKEY) is able to
be found in the NLA editor's header in the Strip Menu. It now tries
to add a convert the active action of the active object (so it is no
longer dependant on mouse location).
2006-12-18 05:15:17 +00:00
d1c9de7cd6 == Action Editor ==
When the current action is the active strip in the nla editor and that strip
is scaled, snapping keys to the current frame didn't work correct. Now,
I've added a correction for snapping and mirroring keyframes in action
editor for such cases.
2006-12-18 00:21:47 +00:00
a3468fd0bd == Long Keyframes ==
Removed a check that was not really useful, and seemed to cause
a few problems for some people when duplicating keyframes.
2006-12-17 23:21:24 +00:00
8a5a29ae33 == Transform Limiting Constraints ==
Two tweaks:
* Reduced the amount of empty space at the bottom of these constraints.
* When using the Add Constraint menu (Ctrl Alt C) to add new constraints,
an empty is no longer created when creating a "Limit *" constraint.
2006-12-17 10:02:23 +00:00
Ken Hughes
65eda9e6e1 Missing variable initialization from earlier Object.New() patch. 2006-12-17 06:58:02 +00:00
Ken Hughes
940e625702 Python API
----------
Bugfix #5447: bug in determining whether a Curve was a CurNurb or SurfNurb.
2006-12-17 05:55:56 +00:00
d8aaf73038 prevent crash in case no polygons have collisions assigned 2006-12-17 05:54:45 +00:00
Ken Hughes
8b64628e30 Python API
----------
Fixing various typos (hey guys, it's helpful to proofread the documentation
before you commit it :-) )
2006-12-17 04:24:19 +00:00
e6434898c8 Removed double confirmation for deleting keys in action editor. 2006-12-17 03:03:05 +00:00
1041ad4719 added fakeUser and users to more pytypes 2006-12-17 02:16:29 +00:00
0c5eea3911 =IDProperties Python update=
Updated epydocs for next-to-latest
id properties commit.
2006-12-17 00:58:23 +00:00
Ken Hughes
08a7208aa6 Python API
----------
A more robust attempt to avoid creating non-Empty objects with no data while
maintaining backward compatibility.
2006-12-17 00:21:57 +00:00
3a84791b53 =IDProperties Python update=
Updated id properties interface as per
discussed in python meeting.  Basically,
id properties are now entirely accessed
through the dict-like interface if IDGroupType.
Also, tp_getsetters are used throughout the code
now.

Using the dict interface allowed for a major cleanup
of the wrapping code.  The biggest change is that ID
properties are no longer wrapped in a structure with 
.type .name and .data members; instead when you get
properties from the group it returns the direct value.
Ints, strings and floats return simple python types,
while arrays and groups return special wrappers though.

This means to detect the type of an ID property, you
have to use type().  For string and int types this is
easy; for group and array types (which of course have
their own wrappers) you use type() with Blender.IDGroupType
or Blender.IDArrayType.

Update of epydocs plus a temporary gui script will be
forthcoming; the gui script will be removed before release
as of course by then we'll have a built-in gui for id
properties.
2006-12-16 23:54:45 +00:00
47ee194922 adding ed.key and face.edge_keys
avoids a lot of boiler place code in scripts that need to build connectivity.
2006-12-16 23:46:43 +00:00
a9447e4273 Enable/Disable DupFaces from the Python API.
Fixed a (own) bug in fakeUsers and added fakeUsers to Objects and Materials as well as Mesh.
2006-12-16 22:04:21 +00:00
dfb811d73d fixed issue: rbHalfExtents was accidently named wrongly rbShapeBoundType 2006-12-16 21:14:36 +00:00
711a1f8686 made editmode select grouped work with mixed selections - can show select grouped items for vert/edges/faces all at once.
bad comment in Axiscopy and spelling fix in export_obj
2006-12-16 10:39:08 +00:00
92379ec21f contribution from RCRuiz:
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
2006-12-16 05:50:38 +00:00
3c9a11f24e Sys.c was getting the path seperator out of the python dict and converting it to a char for all path functions.
made DIRSEP a constant and refer to that directly.
Draw.c's PupBlock limit was 24, made 120 to match blenders internal limit.
2006-12-16 03:36:54 +00:00
ca90938826 == Long Keyframes ==
Bugfix for an error reported by Bassam/slikdigit.
Sometimes, long keyframes could still get created where they aren't
supposed to be (only occuring in a few ipo-curves).
2006-12-16 00:07:14 +00:00
0369f08299 made the hax height of the clever_numbers 8 rather then 5, was wrapping on too many scripts.
bvh import was having errors on joints with no animation.
typo in uvcopy from my previous commit.
2006-12-15 20:22:59 +00:00
d78aed0682 CMake: Add scripts copy back into postbuild on Windows after accidentally removing it when adding the plugins 2006-12-15 10:40:37 +00:00
956add11b4 Wasnt initializing a pointer as null, messed up making new object names 2006-12-15 09:58:16 +00:00
c43b064895 == Action Editor - 'Long' Keyframes ==
When animating, it is often useful to be able to visually see where the
'pauses' are between keyframes. Long keyframes do this - linking two
keyframes in the same channel together.

Long keyframes are only drawn when the two keyframes have the exact
same values. This has to happen for every ipo-curve represented by the
keyframes shown for a long keyframe to be drawn.

I've added two new theme colours for the action editor. They are for
the selected and deselected colours of the long keyframes (currently
defaulted to be the same as the NLA strip selection colours).
2006-12-15 05:51:53 +00:00
0fbecfe936 Bugfix #5434: Animation (alt-a / timeline) will not play if Sta:
frame set higher than End: frame

The end frame should not be allowed to have a value less
than the start frame. This commit sets the minimum allowable
value of the end frame button in the Anim panel and the timeline
to the start frame value.

Ton/Matt - if there is a good reason to not do this, feel free to
revert it back.
2006-12-14 23:38:43 +00:00
1ed773c71c == Add Constraints Menu ==
Now, it is possible to add action constraints to the last selected bone
from the Add Constraint Menu (Ctrl Alt C)
2006-12-14 23:20:47 +00:00
4935f0b231 Constraints on bones working in 'local' mode, now obey the Enforce
value for constraints. Only Copy Rotation used to do so.

Note: only enforce values of 0.0 or 1.0 are useful/totally predictable
2006-12-14 22:58:22 +00:00
4b99060cc3 * reverted and tweaked UV calculation menu after IRC discussion with Cam 2006-12-14 10:43:13 +00:00
c5fba51131 object_apply_def - use new BPy Object API funcs, no error in localview
off_export - minor changes
uv_archimap - cleanup. slightly slower but less duplicate code
uv_from_adjacent - nothing

BPY_menus - renamed py slot UvCalculation to UVCalculation to be consistant
2006-12-14 03:43:02 +00:00
7a216f68fd == Action Editor ==
When the active action in the action editor is the active strip in the
NLA editor, translating (GKEY) the selected keys now shows the
'visual' time instead of the action's local time in the header.
2006-12-14 00:08:49 +00:00
699a3a0c23 Reverting IMAnames_to_pupstring to IDnames_to_pupstring
until Ton changes it to whatever he was thinking ;)

Kent
2006-12-13 15:37:59 +00:00
ae7fcb58bc Armature Proxy bugfix: synchronizing the pose went wrong when the proxy
had new dependencies added internally (like constraints), changing the
evaluation order for pose channels. My optimized code didn't like it, so
now it falls back to a reliable slower method.

Bug showed as totally messed up characters for proxies...

Also: increased range for 3D Window properties clip-start/end, this is
still a bad construct though...
2006-12-13 08:50:11 +00:00
1031caafc1 python multi UV support -
active index was incorrect, removing layers after they had non was crashing blender, now raise an error.
2006-12-13 03:21:14 +00:00
228bebfaa8 name changes from theeths suggestions
totUvLayers -> totalUVLayers
addUvLayers -> addUVLayers
2006-12-13 02:55:49 +00:00
487b147235 Fixed bug #5402, retopo paint lines don't follow zoom level of 3d viewport. Retopo paint is now specific to one view (the first view you click in after activating retopo paint.) 2006-12-13 00:54:16 +00:00
080a5d5664 exposed CustomData_get_active_layer_index in BKE_customdata.h (needed by python to get the active layer)
added python api stuff to deal with Color and UV/Image layers.

me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int

me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()


Variable names may need changing.
2006-12-13 00:50:02 +00:00
655f101ef7 Bugfix: restriction buttons didn't draw correct when outliner view was
'all scenes' or 'groups'. Caused by optizing drawing.
2006-12-12 22:03:09 +00:00
824f391c75 mesh_edges2curves - edge key optimize and made use of scn.objects rather then Object.New()..
Object.py - passIndex mistake
2006-12-12 21:38:04 +00:00
80ee52e444 Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-12 21:29:09 +00:00
47adee414c added ob.passIndex to bpy, changed passIndex tooltip to a better one ton suggested. 2006-12-12 21:01:43 +00:00
dd88a8ca0f Bugfix: usage of 2 unitialized variables (again!). I should set gcc to use
O2 by default... without O2 it doesnt warn me for it.

This should fix errors in Material Node and "Vector Math" node.
2006-12-12 20:24:12 +00:00
12c0fb9312 Bugfix: Object "restrict render" option was missing in vectorblur
Plumiferos request: Made individual duplicated group objects still check on
the restriction flag, *after* the group-duplicator itself was checked for.
So it works both. (Matt; was urgent feature, hope you're OK? These options
showed in outliner for groups anyway :).
2006-12-12 16:47:18 +00:00
925caea404 Argh, bugfix to survive non-existing window types made top bar go
away.
2006-12-12 14:05:44 +00:00
87e67afd9b some fixes in a recent contribution, added return values and check for valid pointer, to avoid crashes. 2006-12-12 13:24:45 +00:00
ed6da1709f CMake: Oops. Fix Info.plist problem from recent changes in bundling steps. 2006-12-12 12:43:02 +00:00
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
97b6a65c74 Added a new Python slot "UvCalculate", moved Archimap and "UVs from adjacent" into it.
Removed 1/2 1/4 1/8 uv mapping options.
made re-evaluating the py-scripts dir use the wait cursor (could take a while at times)
2006-12-12 04:18:45 +00:00