python modules bpy.app, bpy.utils are now included in docs.
C defined python module bpy.props has its docstrings extracted and written directly into sphinx docs since the C methods cant be inspected.
added docstrings to bpy.props and improved some in bpy.utils.
will update online docs tomorrow.
Patch by Jonathan Smith
When using numerical input, up and down arrow keys increment and decrement the value by the transform increment amount (grid for grab and so on).
Works correctly with menu, keymap definitions and keymap export/import.
Properties set in the macro definition overwrite those set by the user (there's no way to see that in the UI at this point).
MISSING: Python operator calling code to fill in the properties hierarchy.
Also contains some keymap export changes by Imran Syed (freakabcd on irc): the exported configuration will use the name of the file and the exported script will select the added configuration when ran.
This patch by Guillaume Lecocq (lguillaume) adds user preference settings for setting the playback frame-rate and delay between captured frames for the screencasting feature.
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I've made a few tweaks for a few minor issues
- Made DNA vars for these settings shorts instead of ints, reducing the number of unnecessary extra pad vars
- Added version patching to ensure that these settings are initialised by default
- Made tooltips for the settings more descriptive
replaces another so it can do updates (e.g. dopesheet editor can
sync channel selection).
Also coded a simple optimization for allocating small objects,
based on mempools. It's #ifdef'd out, you can enabled it by
defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to
your compiler flags).
We suffer from a great deal of performance loss from the system allocator
(vgroups, ghash, edgehash, the singly-linked list implementation in blenlib,
editmesh, and likely a great many areas I'm forgetting), and this is the
common solution for handling the many-small-objects problem. It's not
really production-ready yet (it's long-term memory consequencers need to
be profiled first, and the implementation tweaked as necassary), but for
people on systems with slow system allocators it's worth trying.
Note that since this creates a guardedalloc<->blenlib link, the build systems
need to be updated accordingly (I've already done this for scons, though I'm
not sure if the player builds).
Was very quick to do, now re-aquainted with node editor.
http://mke3.net/blender/devel/2.5/hue_correct_node.jpg
Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and
I can help :)
This commit fixes some update issues for some rig setups used for Durian, with proxies not updating correctly during transforms.
The setup involves an armature that has been proxified, which deforms a mesh in the group it came from. One of the bones in this armature is constrained to an empty that was added in the shot file.
When the empty is moved around, the mesh does not deform in response to the armature until the transform is confirmed.
This was because the depsgraph tagging was not comprehensive enough, since only a few cached tags got restored (but not all). For now, full depsgraph tagging is now performed for objects as they are transformed.
out of this was an intentional change or not, but working with two objects
became quite tedious because action would have to be changed manually each
time. Also fixed missing redraw of header.
- In 2.4x, this setting was the lock button in the headers.
- Now, this option can be found in the View menus of all relevant editors
- Basically, this option toggles whether objects (using animation data that's being edited) get updated during animation editor transforms to give realtime feedback on the effects of tweaks.
- By default, this is enabled, since this fits in nicer with 2.5's everything 'live' paradigm. However, it is recommended to disable this on slower computers or when updates for heavy rigs are causing too much workflow lag
- Also, removed some old crufty settings from action editor data
similar to sequence editor.
--> http://mke3.net/blender/devel/2.5/color_balance_node.jpg
Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value.
Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value
components that that widget affects.
Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative),
which causes havoc along the image pipeline. I added a check in the node code to prevent this.
Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
* Current value for drivers didn't get stored, which meant that the debug value never got updated to reflect the current state.
* Min/Max variable types were not working
Feature request for ZanQdo, which shows the intermediate values used in driver calculations (i.e. current value of driver, and current value of variables), allowing drivers expressions to be debugged. This is a per-driver setting...
Multiple background images displaying each on a different axis.
Changes made from the original patch.
- Use an enum rather then multiple booleans.
- Reduced the space taken up by the user interface.
- Made the image template compact display not show fields & premul options.
- Added readfile.c lines so old blendfile images are loaded.
- Option to hide BGpic UI (like modifiers & constraints)
- Use the index rather then a bgpic from the context for the remove operator.
note: could be good to use 1 image for both left+right, for eg, but for this to work as intended we would need to add image flipping depending on the axis so left this commented out for now.
Made preview range be turned on/off using a proper flag instead of just relying on checking for start-frame = 0. It is no longer satisfactory to do that since we can have negative frame numbers, and also having it as a proper flag means that the range can be toggled on/off non-destructively.
Campbell's fix was ok, but just added a few comments as to why the previous way didn't work.
Also, fixed the bug where borderselect would make all F-Curves selected regardless of whether any keyframes on those curves were selected.