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2017-03-19Moving classes to separate listing broke panel orderCampbell Barton
Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
2017-03-18PyAPI: remove bpy.utils.register_module()Campbell Barton
In preparation for it being removed, see: T47811
2017-02-16UI: Move 'relations extras' right below 'relations'Aaron Carlisle
Differential Revision: https://developer.blender.org/D2218
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28cleanup: py importsCampbell Barton
2014-09-17Cleanup: pep8Campbell Barton
2014-08-06UI: move button to set dupli-offset into group menuCampbell Barton
2014-08-06Fix T41343, hard to remove group from objects.Antony Riakiotakis
Added a small menu with a few helper oerators next to each group panel: * Remove group from all objects * Select objects in group More could be added possibly in the future. Thanks to Campbell for the advice here.
2014-07-15BGE: TrackTo actuator: increasing up & track axis optionsJorge Bernal
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review. With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis. Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library. The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator). Test file is here: {F97623} I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator: {F91992} {F91990} Reviewers: moguri, dfelinto Reviewed By: moguri CC: Genome36 Differential Revision: https://developer.blender.org/D565
2014-05-13Show the "Maximum Draw Type" for empties and cameras in case they workLukas Tönne
as duplicators. This property was always hidden in the UI for empties and cameras. It doesn't make sense for the objects themselves (they are wires-only), but also gets inherited by duplis. Now show it greyed out if not used, but make it available for duplicators.
2014-04-24Code cleanup: unused python vars & importsCampbell Barton
Use frosted rather then pyflakes
2014-03-13UI: Show edge draw options for duplis, it applied to their instancesCampbell Barton
2014-01-13Code Cleanup: spellingCampbell Barton
2013-12-23Fix T37929: inherit scale for dupli faces was not shown greyed out when it ↵Brecht Van Lommel
should be.
2013-12-18Code cleanup: Game Engine related panels belong into properties_game.py.Thomas Dinges
2013-12-18Style CleanupCampbell Barton
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-11-16The tittle for "Maximum Draw Type" had capitalization inconsistent with the ↵Daniel Salazar
rest of Blender
2013-08-24Followup to r59434 : py UI scripts edits.Bastien Montagne
Notes: * Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it... * Also made some cleanup "on the road"!
2013-07-29UI / Code:Thomas Dinges
Cody style changes for r58692. * First of all, UI code is really simple, especially in such small panels, no need to comment obvious things like left/right column. * "if 1" nested structs for code clarity? That's a really bad thing, especially if you have 3 lines which belong together, but only 2 of them are indented... sub = row.row() sub.active = obj.show_bounds sub.prop(obj, "draw_bounds_type", text="") * Empty line after layout = self.layout declarations, we still follow these Rules. http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts Thanks!
2013-07-28patch [#36296] object->display-properties subpanel layout cleanupCampbell Barton
from David Jeske (jeske), with minor edits of my own.
2013-04-23rna attribute consistency edits, use common prefix for booleans.Campbell Barton
2013-04-07freestyle lineset `tag` attribute was defined but not used, also some code ↵Campbell Barton
cleanup.
2013-04-03fix [#34825] Transparent background of Empty Images clips objects behind ↵Campbell Barton
them away when Empty is not selected allow 'Transparency' option to be used on empty-images.
2013-03-20UI Tweak: "Add to Group" button creates new group if no groups existJoshua Leung
Previously, the "Add to Group" button would show an empty search popup when there were no existing groups. While this does mean that the button behaves differently at different times, this way is more streamlined and should be less confusing than seeing an empty search popup or a greyed out "add to group" button or a "+" button which jumps around in different situations.
2013-01-18move draw all edges into the object settings (object panel), makes more ↵Campbell Barton
sense here since its next to draw extra wire
2013-01-10Depsgraph hack feature - experimentalTon Roosendaal
Many depsgraph failures are because some data in the graph is being recalculated too early (or not at all). Since we better support animators with working renders, here's a hack to allow manual additional updates on frame changes. In Property Editor, Object, Panel "Relations Extra" you now have two buttons: - Extra Object Update - Extra Data Update This will do an extra update of object and/or its data ONLY on frame changes. Update happens as last. Tested on files collected in Wiki todo, several cases now work OK, especially the lags on updates.
2012-10-08style cleanup: pep8Campbell Barton
2012-09-29Dupli layer visibility name can be clearerDaniel Salazar
2012-07-29User Interface Scripts:Thomas Dinges
* Code cleanup, removed unneeded code. * Style cleanup, don't break lines to early (unless marked as pep8-80 or pep8-120 compliant) * Keep 1 line after layout declaration empty.
2012-07-05style cleanupCampbell Barton
2012-07-03More spell and typo fixes (mostly visualise->visualize, grey->gray, ↵Bastien Montagne
normalise->normalize).
2012-07-03fix (actually nasty workaround), for groups incorrectly drawing in the ↵Campbell Barton
object panel when the blend file has naming collisions with library data. also minor style cleanup in bpy_rna.c
2012-06-20style cleanupCampbell Barton
2012-06-06Transform Locks UI:Thomas Dinges
* Some beautifying and cleanup to show X, Y, Z label. This fixes [#31717] Transform Locks panel -> no x,y,z coordinates are displayed
2012-05-15style cleanup: pep8Campbell Barton
2012-05-01Motion Paths GUI CleanupJoshua Leung
This commit refactors the way that the Motion Paths GUI works. The key problems this tries to address are: 1) Mode error - Confusion about whether we're dealing with the Object or Pose level Motion Paths panel 2) Display settings vs Baking Settings In line with the original design intentions for the 2.5/6 Properties Editor, I've now split out the actual baking-related settings away from the Properties Editor: * Now, when clicking "Calculate Paths" from the toolbar, you'll be prompted with a dialog to select the start/end frames (and for bones, whether to bake from heads or tails). This is less confusing than relying on firstly setting the range via the display range settings (and baking using that), since many people apparently only used the "around current" mode, and were confused why things weren't working * Added a display of the frame ranges of the current baked Motion Path on the active Object/Bone. This makes it clearer/easier to debug if the path suddenly starts disappearing after a certain frame. * Replaced Calculate/Clear Paths in the panels with a single "Update" button if there's already a baked Motion Path. Hopefully these changes (in combination with some of the other bugfixes) will make it more obvious how everything works.
2012-04-13Fix own typo in previous commit for dupligroup offsetSergey Sharybin
2012-04-13Move "From Cursor" operator which sets dupli group offset to own operatorSergey Sharybin
Previously it used to use cursor location from time when panel was drawn, which in some cases lead to using previous cursor location instead of current.
2012-04-04replace relative imports with absolute imports so scritps can be executed ↵Campbell Barton
directly (live editing).
2012-03-22Fix [#30614] (some Display settings are uneeded for non-geometry/material ↵Bastien Montagne
object types, and armature have no boundbox). This commit: * Removes the Wire and Color options from the UI for all object types but meshes, curves/surfaces/texts, and metas. * Adds a basic bounding box drawing (and computing) for armatures.
2012-03-19Grmml, dummy typo in previous UI message-fix commit… :/Bastien Montagne
2012-03-17Minor UI messages fixes, and enabling i18n for all modifier_setError() error ↵Bastien Montagne
messages.
2012-01-01use `props` all over for operator properties varsCampbell Barton
2011-11-11pep/style edits & quiet some warningsCampbell Barton
2011-11-08cmake & pep8 tidy up, also some style edits.Campbell Barton
remove unneeded collection length function.
2011-11-06As discussed on the mailing list, removing the non-functional,Joshua Leung
incompatible, and unmaintainable Time Offset cruft. - Slow Parenting lives another day (just), although it now carries appropriate cautionary disclaimers. It's only really for the Game Engine nowadays, as that's the only place where it can possibly work with any reliability. - "Animation Hacks" panel is now "Relations Extras". I could've merged the two panels, though I figured these options weren't that frequently used to justify taking up screen-space by default along with the panel
2011-09-21remove use of gettext: _("...") style translation now its handled by rna.Campbell Barton
2011-09-20pep8 update & some minor cmake edits.Campbell Barton
2011-09-15Fixing issues with i18n stuff:Sergey Sharybin
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.