Added a basic multiple bone group paint feature "Multi-Paint" and its corresponding checkbox next to "Auto Normalize," but I need to access the ToolSettings for it in armature to make bone selection function/draw correctly
When you multi-paint, it paints on selected bones while keeping the weight ratios on a vertex of the selected groups the same. You can't currently multi-paint on a vertex with a locked deform group.
added 'INTERNAL' operator flag so operators which are only meant to be called by other operators or internal use are not displayed to the user.
Currently only use this flag for the operator search toolbox, is ignored in debug mode.
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Added option to baked named "Bake From Multires" which is avaliable for
normals baking and displacement baking.
If this option is enabled, then no additional hi-res meshes and render
structures would be created . This saves plenty of memory and meshes
with millions of faces could be successfully baked in few minutes.
Baking happens from highest level against viewport subdivision level,
so workflow is following:
- Set viewport level to level at which texture would be applied
during final rendering.
- Choose Displacement/Normals baking.
- Enable "Bake From Multires" option.
- You're ready to bake.
Displacement baker had aditional option named "Low Resolution Mesh".
This option is used to set if you want texture for realtime (games)
usage.
Internally it does the following:
- If it's disabled, displacement is calculated from subdivided
viewport level, so texture looks "smooth" (it's how default
baked works).
- If it's enabled, dispalcement is calculated against unsubdivided
viewport levels. This leads to "scales". This isn;t useful for
offline renders much, but very useful for creating game textures.
Special thanks to Morten Mikkelsen (aka sparky) for all mathematics
and other work he've done fr this patch!
- fix: user pref, window title was reset to 'Blender' on tab usage
- Undo history menu back:
- name "Undo History"
- hotkey alt+ctrl+z (alt+apple+z for mac)
- works like 2.4x, only for global undo, editmode and particle edit.
- Menu scroll
- for small windows or screens, popup menus now allow to display
all items, using internal scrolling
- works with a timer, scrolling 10 items per second when mouse
is over the top or bottom arrow
- if menu is too big to display, it now draws to top or bottom,
based on largest available space.
- also works for hotkey driven pop up menus.
- User pref "DPI" follows widget/layout size
- widgets & headers now become bigger and smaller, to match
'dpi' font sizes. Works well to match UI to monitor size.
- note that icons can get fuzzy, we need better mipmaps for it
file
This is just a more formalised version of a local hack I've been
running locally for the past year now. It's especially useful when you
want to maintain your own set of recently opened test files (or
perhaps current project files), but then be able to quickly open some
.blend files downloaded from the web (i.e. checking out some bug
report, or how someone else sets up some node setup) without
loosing/polluting your existing recent files list as a result of doing
so, and having to either resort to some nasty methods to get it back.
Of course, this is still really hacky, as for instance, it means that
the currently opened file will not show up in the recent files list
for quick reload. However, that's why this is a userpref :)
Made my 3 new buttons only appear in weight paint mode when there are vertex groups present
in properties_data_mesh.py
I took the now redundant check box out of properties_data_mesh.py
I took out unnecessary code (resulting from copy/paste) from my lock all, unlock all, and invert all functions of object/object_vgroup.c
(and I got rid of a new line in paint_vertex.c :) )
.blend file.
* From operator search, find "Clear Useless Actions"
* "Action library" actions are preserved by this operator. It targets
actions without any F-Curves
* By default, only actions which are single-user (where that user is a
Fake user) will be targeted. This can be changed to have it target any
"dangling" action that doesn't have any F-Curves
* A save/reload cycle is still required to fully remove such Actions
from the current file. Though at least now it's a simpler process to
have these semi-automatically removed ;)
Copy unifont..ttf.gz from source tree to target datafile path( now ONLY works with cmake );
Set the locale the same with system's setting;
If need unicode font, unzip and load unifont when init ui styles;
Apply gettext() to labels in space_info.py, who are the main menu items.
Each of these should have been commit one by one. As they work well according to my tests, so I just lazily send a long list.
* Windows installer not working for non-admin users and multiple users
* Addon scripts not installing next to user configuration
* Portable install not being taken into account in all places
The main problem was the windows installer was installing system scripts in
AppData next to the user configuration directory, which is not shared between
users. Now these are installed in ProgramFiles, and only addon scripts added
by the users go to AppData.
On all platforms, addon scripts were sometimes getting installed between
system scripts, because the scripts folder in the executable directory was
given precedence over the user configuration folder, that is no longer done
now. So addons now behave like user configuration, they are preserved even
if you download a newer build of the same blender version.
If you have an installation of 2.57 on windows, the addon install location
will not change until we do the version bump to 2.58, to avoid conflicts with
the existing the installed 2.57 version.
The old behavior of giving precedence to the local folder was done to support
portable install, where all configuration is written to the local folder. This
is now implemented differently: if and only if a "config" folder exists in the
local folder, portable install will be assumed, and files will only be written
to that local folder.