Commit Graph

7210 Commits

Author SHA1 Message Date
Ton Roosendaal
e14f6084e5 Fix in outliner code: var declaration on wrong place (gcc won't warn!) 2006-12-07 14:32:38 +00:00
Ton Roosendaal
17231f83f3 Work on RenderLayer and Pass control:
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html

In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
  'restriction collumns'. :)
2006-12-07 14:17:38 +00:00
Joshua Leung
80d1d88ef6 == Auto-Keying - Needed ==
Now bones in target-less ik chains get keyed correctly. Reversing
the part of yesterday's commit regarding bones.
2006-12-07 09:31:51 +00:00
Jacques Beuarain
bd1fe441d4 CMake: Move genrated dna.c and cmake_blender_libs.txt to binary directories to keep source dir pristine. Also flag removed libraries as status and not "error" messages. 2006-12-07 00:18:57 +00:00
Joseph Eagar
4d3bafd17d =IDProperties C-API tiny update=
IDP_GroupIterNext returned void* rather then IDProperty*.
Made it IDProperty*.

BTW, any people out there interested in using IDProperties
from the C side, feel free to email me comments and (especially!)
file bugreports assigned to me in the tracker. :)
2006-12-06 19:20:06 +00:00
Ken Hughes
383f25f3da Tools
-----

Fix typo in Material "TraShadow" tooltip.
2006-12-06 17:56:38 +00:00
Ton Roosendaal
49f1375638 Another fix for pass recode: lamp shadow for lamps not in visible
render-layers or with option "only layer" was still calculated, giving
unnecessary slowdowns.
2006-12-06 15:48:40 +00:00
Ton Roosendaal
bd6db18b81 Bugfix (caused by passes work): the 'default material' needed to become
initialized properly before rendering. Effect was that shadow for Objects
without material looked weird.
2006-12-06 15:40:50 +00:00
Ton Roosendaal
4a5618a06c Bugfix #5356
Outliner: the new 'restriction' options were drawn as buttons, and created
always even when not visible. Gave big slowdowns on large data sets.

Also: help lines were drawn as shorts, should be floats

Cannot fix: button coordinates are short by default still, giant outliner
data sets draw buttons in wrong location.

Did add nice feature though; on several events the outliner now is not
being re-built anymore, but redrawn only. I want to be a bit conservative
with it though... but it happens for:
- LMB drag to select items
- pageup/down, scrollwheel, mmb scroll
- search item
- show active item
- toggle selection
Makes a good difference :)
2006-12-06 14:37:52 +00:00
Ben Batt
c0becb4532 Removed SlowerDraw and FasterDraw buttons in Mesh panel after discussion
with Ton on IRC. This feature was old, something of a hack and didn't really
work well with the modifier stack. To paraphrase Ton: We want to make blender
higher quality, so poorly thought out code should be removed, or replaced
with decent implementations.
2006-12-06 12:34:26 +00:00
Ton Roosendaal
a720296999 Another 3-in-one commit:
- Unitialized variable in new shadow code caused Sun lamp shadow to not
  work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
  cases. Also found an unitialized var in collaps_edgeuvs().
2006-12-06 11:17:34 +00:00
Ton Roosendaal
54e946e839 Three fixes:
- Crash, caused by commit of 1 hour ago to fix 'All Z' render problem
- Bug: yesterday's fix for node material renders caused some issues with
  precalculating correct shadow.
- Composite Translate node: input sockets allowed multiple inputs
2006-12-06 09:56:20 +00:00
Jacques Beuarain
1c54c72eaa Fix Debug build failure with ffmpeg enabled on MSVC 8 2006-12-06 09:48:27 +00:00
Jacques Beuarain
0723372c2b CMake: Errors during generation with verse turned off 2006-12-06 09:24:13 +00:00
Ton Roosendaal
cf1cbbd979 Render error: option "All Z" for render layers crashed. I forgot it uses
face index -1 for it... :)
2006-12-06 08:10:13 +00:00
Matt Ebb
c1bd38f55b * Simple fix for bug #5347, edit mode undo didn't redraw the 3D View header 2006-12-06 06:47:59 +00:00
Joshua Leung
943aeaa443 == Auto-Keyframing 'Needed' ==
A little tweak to the way this works. Now it only tries to insert keyframes
in the ipo curves related to the transform which triggered auto-keying.
2006-12-06 04:41:14 +00:00
Joshua Leung
6210845e82 == NLA Editor ==
Fix for a few alpha problems with icons beside channels when markers are drawn
2006-12-06 03:38:28 +00:00
Joshua Leung
34ea39a48f == Action Editor ==
Fix for a few alpha problems with lock icons when markers are drawn
2006-12-06 03:04:34 +00:00
Joshua Leung
6c138fc6a9 == Action Editor ==
Now it is possible to 'protect' action channels and constraint channels.
* When a channel is 'protected', the only operation possible on keyframes
is selection. All other operations are not able to be performed.
* The padlock to the right of each channel's name toggles the protection
status of that channel. You can only alter the protection status of one
channel at a time.

Todos:
* Menus still pop up when trying to do stuff to keyframes even if
all the keyframes selected are from protected channels.
* Shapekey channels shown in action editor should also get locks
2006-12-06 02:37:32 +00:00
Nicholas Bishop
4eb3644286 Shift+Tab should exit sculptmode (same as for other modes) 2006-12-06 02:28:15 +00:00
Nicholas Bishop
ee0dccbf96 Added slider for the Draw brush that modifies the direction vertices are pulled in relation to the view. 2006-12-06 02:10:27 +00:00
Nicholas Bishop
0aeb4c99a5 Correctly propagate selection when switching multires levels on an editmesh. 2006-12-06 01:29:15 +00:00
Jacques Beuarain
2279872921 CMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer as regular binary as with download from blender3d.org 2006-12-06 00:28:13 +00:00
Kent Mein
593d9ae738 added missing -DWITH_FREETYPE2 stuff, provided by Eugene Reilly.
Kent
2006-12-06 00:04:53 +00:00
Nicholas Bishop
12e92b4ae7 Fixed bug #5361, multiple 3d views additional cursors in wrong place 2006-12-05 23:49:58 +00:00
Nicholas Bishop
460db666d3 Another multires triangle fix 2006-12-05 23:36:05 +00:00
Nicholas Bishop
406cc2cce0 Fixed broken triangle handling in multires. 2006-12-05 23:25:45 +00:00
Nicholas Bishop
1b5e0e3def Updated the vertex color and mtface handling in multires.c to work with editmesh.
This is the last of the changes needed to support all the EditMesh data that
previously worked only with the regular Mesh, so this should fix bug #5331,
Various problems with Editmode Undo and Multi-Resolution Meshes.
2006-12-05 23:01:01 +00:00
Ton Roosendaal
09d3d15f45 Node editor: when adding a new node, automatic links are created:
- from all selected nodes
- only connections between highest order socket types; so if there's RGBA
  and Value sockets, only RGBA sockets are connected. This because in
  these cases the Value sockets usually are for user input.
  Example: Mix node.

Thanks Trip for the hint!
2006-12-05 21:33:56 +00:00
Ton Roosendaal
5e52bee5a7 Node shaders bug: using 'shadeless' material inside of node tree, a mode
flag messed up that tried to detect if shadow was needed.
2006-12-05 19:47:45 +00:00
Ton Roosendaal
084179bb39 Bugfix, irc report:
OSA 16 crashed. Wrong sizeof() for memset...
2006-12-05 18:58:58 +00:00
Ton Roosendaal
78d3f7358b Two more fixes for pass composite:
- Blur nodes didn't accept RGB buffers (only RGBA or single channel ones)
- Mix node had maximum for 'mix' on 1.0, for passes edit that could become
  more, made it 5!
2006-12-05 18:27:43 +00:00
Ton Roosendaal
2c816da097 Two fixes:
- Shaded view was black, needed to tell it to use 'combined' pass :)
- Crash when deleting in compositor all nodes with an output.
2006-12-05 18:02:43 +00:00
Ben Batt
4f8079d49c Modifier Stack: Limit calculation to required data.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).

This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.

Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
2006-12-05 17:42:03 +00:00
Ton Roosendaal
869eeadeff Damn! Commit for render passes in wrong dir.... 2006-12-05 16:44:57 +00:00
Ton Roosendaal
3177c4f69f Next stage of RenderPipe refactor: now everything within the pixel was
tackled.

Resulting features:
- render passes
- new pass: Object Index, for masking
- sub-sample alpha masks

Docs:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
http://www.blender3d.org/cms/Render_Passes.829.0.html
http://www.blender3d.org/cms/New_Render_features.774.0.html

Note that these changes might mean things to not render fully identical...
For the next days a lot of testing is needed!
2006-12-05 16:43:01 +00:00
Joshua Leung
246ab11255 Some more action editor goodies:
* Now it is possible to invert the selection status of keyframes and markers.
These options can only be found in the Select menu in the header.

* It is also possible to select the keyframes that occur within the 2
'extreme' selected markers. Hotkey for this is Ctrl K
2006-12-05 05:25:34 +00:00
Joshua Leung
201df23d54 == Action Editor - Column Select Tools ==
Now it is possible to column select keyframes that occur on the
same frame as selected markers with the hotkey: SHIFT K

More selection goodies to come :-)
2006-12-05 03:48:39 +00:00
Joshua Leung
0f7f11fafc Removed a few unused variables - compiler warnings. 2006-12-05 02:06:51 +00:00
Joshua Leung
d68d2528ac == Action Editor ==
Cleaned-up drawing code of keyframes. Code redundancy has been
reduced, and there should be slight performance gains (less looping,
no sorting of keys needed, possibly less memory usage).
2006-12-05 01:11:51 +00:00
Joshua Leung
9b8258dabc Resolved a few compiler warnings:
* Line 2451: unusued variable 'removed'
* Line 3513: implicit declaration of function freeN. should be MEM_freeN

Hopefully I didn't break anything.
2006-12-04 23:27:53 +00:00
Joshua Leung
6faf0ac816 * Auto-Keyframing Option: 'Needed'
Now, when auto-keyframing, there is the option to have 'cleaner'
ipo curves. This is a user-pref option, and is based on the same
code responsible for the 'Only Needed' keyframing mode.


* Bugfix for Nicholas Bishop's recent sculptmode hotkeys:
When entering text in a text object, hotkeys were not disabled,
eg. type n = floating panel appears press 2 = layer 2 becomes visable.
Was 'if' instead of 'else if'

Reported by mfoxdogg on cvs.
2006-12-04 23:16:55 +00:00
Nicholas Bishop
0bc62f2742 A few more sculptmode hotkeys. NKey for the floating properties panel (also added menu item for that), pageup/pagedown for changing multires level, and alt+HKey for unhiding hidden areas of the sculptmesh. 2006-12-04 21:28:05 +00:00
Nicholas Bishop
76d96a0885 Hotkeys for changing sculptmode properties should redraw the view3d to update the floating panel. 2006-12-04 21:10:15 +00:00
Peter Schlaile
0bb1256bf5 == Sequencer ==
Fixed an off by one error in Speed Controller.
If no IPO is present, enlarging the strip will now "stretch" time.
Shrinking doesn't work right now because of stripdata-handling...
2006-12-04 20:00:17 +00:00
Nathan Letwory
d6e9265895 ==SCons==
* make blender_python understand we're doing a debug build when BF_DEBUG=1. Otherwise
 we get linking errors with scons/mingw
2006-12-04 14:32:07 +00:00
Nicholas Bishop
0cc76d831c Large change to the way sculptmode drawing works. The default is now to draw
using the standard drawing functions. Enabling the "Partial Redraw" item in the
sculpt menu will turn on the optimizations which stores unmodified parts of the
color buffer and only redraws the polygons that are within the modified area(s).

The Partial Redraw option uses the accumulation buffer to store the copy, and
unfortunately this is not accelerated on older cards. There are alternatives,
e.g. drawing to an auxiliary buffer or downloading the data from the graphics
card with glReadPixels, but there's no guarantee that these will run at an
acceptable speed on older graphics cards either. For the cards that do
accelerate the accumulation buffer (for nvidia cards, I would assume that is at
least FX5200 and up, and maybe earlier) it provides a very significant speedup.
2006-12-04 05:36:50 +00:00
Joseph Eagar
c520a2a6b2 =IDProperties Small Update=
BPy conventions were not being followed for PyObject_New;
now they are.  I still doubt the usefullness of doing this,
however its important to maintain module standards.  

Which reminds me, anyone know where I can get that source code
prettier that was used on the api files?  It was kindof
hard following the coding style of bpy with it being so
different from normal blender, and also what with having
to write the IDProperty code from scratch. :)
2006-12-04 04:51:32 +00:00
Erwin Coumans
f22ee3f86f added some 'angularFactor' for character control (to avoid rotation) 2006-12-04 04:31:34 +00:00
Erwin Coumans
2ec5d00da9 fixed some motionstate synchronization issues
nearsensor was not synchronized at the start
wheels not synchronized properly (one frame delay)
2006-12-04 04:13:42 +00:00
Nicholas Bishop
fc691cdb5e Fix for bug #5345, sculpt tool doesn't seems to use correctly the undo setting on the global preferences 2006-12-04 03:26:30 +00:00
Nicholas Bishop
c181c8986f Fix for bug #5351, sculpt doesn't work in xray mode
Moved depth update for sculptmode to after the point where xray/transp objects are drawn
2006-12-04 02:36:04 +00:00
Nicholas Bishop
2bf573dd23 Added numpad hotkeys for sculptmode 2006-12-04 01:04:02 +00:00
Nicholas Bishop
706635d931 Forgot to add middlemouse events for sculptmode. 2006-12-04 00:44:52 +00:00
Nicholas Bishop
9f4df07b68 First pass at setting up better hotkeys for sculptmode.
http://projects.blender.org/pipermail/bf-committers/2006-November/016311.html
As recommended on bf-committers, I created an entirely separate section for
sculptmode hotkeys, so none of the standard hotkeys in space.c carry over.
(However, the standard hotkeys in toets.c are left unchanged.)

There are probably some useful hotkeys that have been disabled with this commit,
and other hotkeys that still need to be added, so this needs review.
2006-12-04 00:11:25 +00:00
Nicholas Bishop
043f3c008c Added a bunch of sculpt options to the Sculpt menu; also removed the PvRot toggle button from the sculpt panel, where it didn't really fit, and put it in the menu instead. 2006-12-03 22:57:28 +00:00
Nicholas Bishop
4300af777c Added saving/loading of multires deformedvert data. Also added a test_index_face check when reading editmode data for multires. 2006-12-03 22:15:50 +00:00
Nicholas Bishop
dde6444d51 Sculptmode should check for existance of undo data before undo/redo in case user loads a file with sculptmode on and presses undo/redo before doing a sculpt action. 2006-12-03 20:35:35 +00:00
Jean-Luc Peurière
d7aaa84dd9 Fix for getting gcc compile GE with Py 2.5
PYobject type has changed

Usual C++ pickyness about implicit casts

debug made with erwin. thanks

Note to python mainteners :

even if it compiles there is a *Huge* list of warnings about deprecated
and incompatible pointers in api2.2. this should be corrected
2006-12-03 20:27:59 +00:00
Nicholas Bishop
13d466fe77 Previous multires+editmode commits broke multires+sculptmode (oops.) 2006-12-03 20:24:55 +00:00
Nicholas Bishop
b4f536c5e5 Modified multires to use CustomData for deformedverts. Deformedverts now load properly from editmesh. 2006-12-03 19:59:18 +00:00
Martin Poirier
f72a56bdfc === Transform ===
Modified version of patch #5281 by Joshua Leung.

It's a two part patch:

	Add a Roll button in the transform properties floating panel with bones selected in edit mode

	Add a Roll transform (Ctrl-R) that can be used to modify the roll of selected bones in edit mode

The transformation modifies the roll of all selected bones incrementally (like a rotation does to the bones' rotation) [that is the part that differs from the patch. The patch would set the same roll value to all bones]


Also, this commit includes some shuffling around of the functions, to keep the previously logical order. :)
2006-12-03 19:54:27 +00:00
Campbell Barton
2d87c36efa Copy vcols wasnt working me->mcol[a] needs to be me->mcol[a*4] 2006-12-03 19:38:32 +00:00
Martin Poirier
cbd84b26f4 === Interface ===
Based on patch #5140 by Juho Vepsäläinen, this commit removes the requirement to type # at the start when you want to use Python expression evaluation when typing a value in a button.

In a nutshell, that means you can now type 3 + 5 in a numbut and see it change to 8.

Word of warning: The normal Python operator logic applies, so if you type in 1 / 3, you'll get 0 and not 0.333. There's no going around that.
2006-12-03 18:59:13 +00:00
Martin Poirier
4a2eceff20 === [ #5094 ] TrackTo Constraint with an animatable "up" direction ===
Patch by Matthew Plough: This adds an option to the Track To constraint to use the target's Z axis for Up axis reference instead of the global Z axis.

Off by default for backward compat.
2006-12-03 18:38:51 +00:00
Martin Poirier
953cd28b67 Klocwork pointer sanity checks in transform. 2006-12-03 18:30:34 +00:00
Erwin Coumans
869a9e4881 more work on Bullet 2.x 2006-12-03 01:16:17 +00:00
Erwin Coumans
1f4ac018ff different Bullet/graphics synchronization 2006-12-03 00:36:51 +00:00
Nicholas Bishop
472c3677fb Better integration of multires with editmode. Setting/adding levels no longer exits editmode, and undo should now work as expected. Still to come is loading customdata from the editmesh. 2006-12-02 23:37:52 +00:00
Erwin Coumans
76616f2a3b gameengine: reverted some timing experiment 2006-12-02 23:27:23 +00:00
Erwin Coumans
438d114f1a - GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting out the #define WAIT_FOR_VSYNC 1
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing
2006-12-02 22:25:47 +00:00
Jens Ole Wund
08ef0d3466 Klocwork warning fix
Doing NULL pointer paranoia check in time.
It's completely pointless calling the function with null pointer,
but who knows.
At least it does not crash then.
2006-12-02 18:42:20 +00:00
Simon Clitherow
8b65afe877 Added define for atanf to get VC7.1 linking again. 2006-12-02 09:11:32 +00:00
Nicholas Bishop
539130346f Removed exit/enter editmode from multires_make; this is step 1 of the fix for bug #5331 2006-12-02 09:04:12 +00:00
Nicholas Bishop
4823cac212 Fix for bug #5319, multiresolution mesh - inconsistent hide behavior
Multires operations now pay attention to vertex flags, so both selection and
hiding are propagated up and down the levels.

Note: only the lowest level of detail for vertex flags is retained when
switching levels. E.g., after selecting vertices at the highest level, then
switching to the lowest level, then back to the highest level, the vertex
selection will have changed. (This is a potentially fixable issue.)
2006-12-02 07:58:53 +00:00
Joshua Leung
ac43fe5afd == Action Editor ==
Now it is possible to mirror selected keyframes in the action editor;
either over the current frame or the vertical axis.

Hotkey is: SHIFT M       (like in ipo editor).
2006-12-02 06:00:31 +00:00
Erwin Coumans
28bbf2d616 - added support for generic 6DOF constraint
- only 6DOF constraint shows buttons for limits
- added python support for rigidbody constraint (untested, but required for COLLADA Physics support)
2006-12-02 03:48:36 +00:00
Nicholas Bishop
bcb3aec646 Added stub for multires_copy 2006-12-01 23:06:07 +00:00
Nicholas Bishop
451cb25e4e Added warning in the multires panel to alert user if they have a modifier that changes mesh topology enabled, the render level will not have any effect. 2006-12-01 22:44:27 +00:00
Nicholas Bishop
662ce4a368 Small interface update for multires; adding a new level should increment the render level as well, unless the render level has been set to something other than the max level. Also removed some unneeded code. 2006-12-01 22:05:40 +00:00
Nicholas Bishop
b4b6dd2654 Simplified/fixed code for rendering with multires+modifiers, no more unfree memory warnings 2006-12-01 21:35:27 +00:00
Ken Hughes
e906417a3a Python API
==========

Bugfix: using del operator on me.verts would cause a crash.
2006-12-01 21:20:40 +00:00
Ton Roosendaal
20ac94e8f0 Two hours of fixing details based on Klocwork source review. Useful report,
although it has a lot of noise. Not to mention our bad string code gives
a load of warnings.

I've reviewed specifically:
- file reading/write
- dna and library code
- node system
- entire render module

Done a couple of files in src/ too, seemed to be nice errors.
2006-12-01 19:52:04 +00:00
Nicholas Bishop
ef389028b9 Added a copy function for multires; duplicating a mesh with multires now works properly. 2006-12-01 18:41:25 +00:00
Stephen Swaney
e3b72755cc clean up some warnings. no executable changes. 2006-12-01 17:53:04 +00:00
Ton Roosendaal
db5d58aaa2 Bugfix #5333
Actually no real bug, but unfinished work in Composite:
The ZCombine node only accepted images, no value inputs for sockets.
Now only the first (top) input socket should be an image, the other ones
can use constant color or values too. Nice way to split an image in
foreground and background.

Also: added an output socket for the resulting Z value.

Do note that zcombone is aliased, no AA or sample info is available.
That's for another time.
2006-12-01 10:52:36 +00:00
Ton Roosendaal
f1a217c5f9 Library manegement features:
- Outliner now shows hierarchy for Libraries, indicating which Library
  files invoked loading another.
- SHIFT+F1 "Append" browser has a Library menu, allowing to directly browse
  into all open library files. This will prevent accidents like re-opening
  a same .blend via another path.
2006-12-01 10:12:41 +00:00
Erwin Coumans
610026765b some Bullet compound shape fix 2006-12-01 03:29:20 +00:00
Joseph Eagar
71da111613 =IDProperties bugfix=
Another bug from the tracker, reported by Mike Stramba.
A duplicated Py_XDECREF in the wrong place made assigning
arrays from Vector objects not work.

Also, fixed nasty bug in C API of idproperties (the function
to look up a property from a group was broken).  Fixed a memory
leak too.

In addition, made "del group['property']" delete properties
from group; previously this would just crash (or at least it
should have).  Added a small addition to the example in the
epydocs for IDGroup.
2006-12-01 03:04:36 +00:00
Nicholas Bishop
b36b940807 Changed sculptmode drawing to pay better attention to materials.
This fixes bug #5274, changing from uvmode to sculpt changes lighting model
2006-12-01 01:40:53 +00:00
Erwin Coumans
4941107f92 - enabled compound collision objects, requires 'clear parent inverse'
- fixed some issues with kinematic objects, introduced during Bullet 2.x upgrade
2006-12-01 01:04:27 +00:00
Ton Roosendaal
51ce503cb2 Armature Proxy bugfix: when adding constraints or bones, the proxy sync
didn't keep in mind the pose channels could change order...

Note the disabled code in readfile.c; will be finished later. It's for
debugging library dependencies.
2006-11-30 21:40:11 +00:00
Erwin Coumans
74915ee439 removed (int) cast, should fix 64bit issue in recent commit 2006-11-30 19:01:17 +00:00
Ton Roosendaal
e565bbd298 Two bugfixes, irc report:
- WeightPaint used 'max vertices' as 'max faces' for paint, so some faces
  could not be painted on. (bug introduced last week, with global undo)

- Bake Render: when no Image window open, baking crashed.
2006-11-30 18:20:14 +00:00
Ton Roosendaal
94da40a3d8 Bugfix;
More referenced library issues: if an Object loses the Armature (because
for example the linked file removed it) the Object still had the Pose and
posemode flag set, crashing Blender.
2006-11-30 16:44:34 +00:00
Ton Roosendaal
342c900220 Proxy Objects revisited!
The first incarnation assumed that proxies were local objects per
definition. Unfortunately that makes it impossible to - for example -
reference-link an entire Scene with proxies, to be used as a special
character set.

This commit makes the proxy implementation also a bit more clear.

Related work: the scene-sets were not executed fully or correctly for
the dependency graph. That happens now (in 3d view) as well.
2006-11-30 15:54:21 +00:00
Nicholas Bishop
7ac6c38f5b Removed unneeded glEnd 2006-11-30 10:19:35 +00:00
Joshua Leung
4f83caab94 I've made the hotkeys for marker editing more consistant now.
Check the menu headers for the correct set of hotkeys to use.
2006-11-30 05:29:05 +00:00
Joshua Leung
5656d68aa3 Removed the other ugly global used in action editor. Now the
ACTWIDTH is a macro that tries to get actwidth from the active
SpaceAction (G.saction->actwidth). This should solve any potential
problems with having two action editors open editing shapekey
actions.

Also, I've fixed a compiler warning caused by erwin's constraint
commit. Wrong ui call for button.
2006-11-30 02:47:28 +00:00