When auto-keyframing AND 'around selected' were both activated, extra keyframes were being added when the view was moved.
This was because the transform code was being used for special center calculations (using TFM_DUMMY), so auto-keying is not skipped for that mode.
B-Bones already deformed the mesh in the armature rest position, which is
unconvenient. For backwards compatibility existing .blend files still have
a button for the old behavior enabled.
(peach feature request)
Grab/Extend from frame - similar to a feature thats know as ripple editing in other applications. this is a fast way to add or remove frames
from
clips. to use.
Select all, drag the playbak head to the area you want to extend and press Ekey, the clips will be extended on the side the playhead that
the mouse is on.
Also did more cleanups to sequencer transform code.
Now MMB-constraint select should now work better than it did after the refactor. I've made some changes to setNearestAxis so that it is now an entrypoint from which spacetype (currently divided into 3D or 2D) specific methods can be used. The old code for this (IPO MMB-constraint) has effectively been restored.
When transforming on one axis in a 2d-editor, it no longer mentions 'global' in the header print.
Un-related note: the mmb constraint selection in 2d-editors is currently quite wonky, as the current code for this only suits the 3d-view.
Trackball transform did not work correctly for "individual centers" pivot mode in face-select mode. It was missing a case that would allow this happen.
changed teh way single images operate,
* they dont act like a sequence of 1 image - so you can drag and resize without the trouble of having teh center image.
* they draw without the single frame in them. and no 'gutter?' strip drawing.
* the start frame is always set to be where the handles start.
This is done in the transform and draw areas of the sequencer. added 2 functions,
fix_single_image_seq - moves the seq start without any visible change - so it will load in older blend's
check_single_image_seq - quick way to check for single image.
rewrote the part that deals with moving the strips on the X axis - only user visible functionality is that you can move the seq bounds in one step now.
internally added macro's to make dealing with sequence's less touble.
by Fahrezal Effendi (exavolt)
This adds an additional preference to the view and controls section, which uses the mouse's position as the centre of the zoom when zooming in the 3D View with Ctrl-MMB or the mouse wheel. It's very nice for big scenes, thanks Fahrezal!
A nice todo would be to add this for 2D views as well.
Pasting values into/onto sliders in the Action Editor didn't insert new keyframes for the related channels.
I've added a one-liner to the interface/buttons code which calls the button callback upon pasting values, thus fixing this bug and perhaps some others in the future. This shouldn't cause any problems in general (I haven't seen any yet!).
Thanks to venomgfx (Pablo Vazquez) for reporting this.
* editaction.c - merged the functions for channel properties (renaming, slider limits, protect/mute, etc.)
* blenlib
- added a new function BLI_findindex which finds the index position of a given item in a list. It will return -1 if it can't find the item
- tidied up code formatting so that (the bits I have checked) have a single formatting style instead of a few different ones
- added a few paranoia checks for NULL in one of the listbase-related functions
- removed some half-dutch variable names still lurking around
- culled a few compiler warnings... there are still two in util.c related to (const char *) and (char *) type things
Added an option to only display keyframes of the selected action-channels and/or the active material. This is should offer some speedups on really heavy datasets. Use the (View)->(Only Selected Data Keys) option to turn this on.
In future, more filtering options could be added here too...
This commit adds a few quick tools for riggers. In Editmode for Armatures, I've added the popups that show up in PoseMode when Shift-MKEY and MKEY are used. This should speed up the workflow a bit, by requiring less trips between the 3d-view and the buttons panel, as well as providing a 'batch' move-bones-to-layer functionality.
Usage Notes:
* MKEY - move selected bones to layer(s)
* SHIFT-MKEY - change the currently visible armature layers
* CTRL-MKEY - mirror selected bones
Added include compiler switches for windows to make pthread.h accessible
and reverted Joshua's patch.
(Joshua: the prefetch buffering has _nothing_ to do with FFMPEG!)
If this still does not fix the problem, please send an email to me!
I also fixed
source\blender\src\sequence.c(1405) : error C2275: 'PrefetchThread'
GCC is way to gracefully in latest versions... :)
The patch submitter found a case where freed memory was being accessed again later. Fortunately (or unfortunately), this bug has not shown itself so far, and has therefore been easy to miss. In fact, somehow, everything still manages to work correctly without it.
Fixed a few bugs with the Alt-S transform tool when the armature drawtype is set to B-Bone:
* Transform constraints seem to have been turned off for this sometime in the past few weeks. Re-enabled this.
* Numeric input for this tool was not working correctly. You could only set the value of the x-axis width only. Also, giblish was being displayed for the other channels
* The char array used in the BoneSize function was smaller than the one used in the headerBoneSize (new function added for this transform mode instead of reusing some old one).
Also, I've added some menu entries for both Alt-S tools in editmode, which did not exist in the past. How were the users supposed to figure this out???
- activated image browser for texture databrowse (texture buttons)
- activated image browser for brush texture databrowse (+small fix of callback function)
- activated image browser for image databrowse in UV/image editor
- fixed: filter didn't work with databrowse and append/link.
- filter buttons in header now don't appear when doing databrowse or append/link
- loading previews for textures added when linking/appending.
The Action Editor slider callbacks were missing depsgraph update calls, so the 3d-view wasn't correctly updated after using to sliders to add keyframes
When compiling Blender without FMMPEG here, compiling broke on this file after the prefetch buffering commit. I've added some #ifdefs to fix this in the meantime, but Peter should check.
* Rotation/Scaling now use the correct center-point. The helpline is now drawn correctly too for this
* For Rotation in UV/IPO editors, constraints are now disabled as they didn't make sense
This patch adds prefetch buffering to the sequencer
(see the tracker for additional details:
https://projects.blender.org/tracker/?func=detail&aid=7307&group_id=9&atid=127
)
We create seperate render threads (currently one, because of the fact,
that sequence rendering modifies global structures...), that
render up to the defined userpref value "Prefetch frames" in advance.
(Pressing Alt-A will _first_ fill the buffer and then start playing.)
Bassam and I did some extensive testing, so it should work.
If you don't configure your number of prefetch frames, prefetching is disabled!
(Sane defaults... :)
Also: if the machine is definitely too slow and runs out of the prefetch
area, prefetching is disabled automatically and we are back to good old
frame skipping mode.
My Dual Athlon is able to handle 4 parallel DV streams at once (sometimes
a little bit choppy, but prefetching is never disabled!)
I fixed also a long standing bug in the audio code, that made playback run
backwards at the beginning...
As with the Action and NLA editors, I've refactored the transform code for the IPO editor to get rid of the special (and clunky) transform loop that had been created. The approach this time is closer to the one taken for the UV/Image editor.
What's New/Will-be-possible-in-the-future:
* Numeric input now works for the IPO editor
* Proportional Edit support for the IPO editor will eventually be added.
* Rotation (hopefully), once some hotkeys have been remapped
Known Problems:
* If a keyframe moves past neighbouring keyframes and the transform gets cancelled, it doesn't get restored correctly. This problem is quite icky to resolve (I've got a large hack for this, but that currently segfaults randomly).
* When scaling, the dashed-line (helpline) is drawn from the wrong starting co-ordinates. This does not affect the actual scaling though
* Trying to scale BezTriples with autohandles still doesn't work if either of the handles haven't been transformed yet. This behaviour was already present prior to this commit.
work for same results.
- UV Stitch with the V key was not working (as stated in the menu)
- Rotate UV's and Colors now have an option for CCW (was in the menu
but not implimented)
- Draw face dot in UV when in face mode
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.
It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).
I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.
It's great to have another GE coder on the team!