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2011-03-21move script directories for internal blender scripts.Campbell Barton
ui/ --> startup/bl_ui op/ --> startup/bl_operators scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too. ~/.blender/2.56/scripts/startup works for auto-loading scripts too.
2011-03-15pep8 edits and remove commented code from last commit.Campbell Barton
2011-03-11(no commit message)Ervin Weber
2011-03-08Bugfix & Feature fix: Only Shadow Material optionsTon Roosendaal
Patch from Miika Hämäläinen. The old Material "Only Shadow" used an ancient 'best guess' formula using Lamp Distance and some averaging for converting shadow values to alpha. A couple of bug reporters already complained about the not very predictable renders. Miika fixed this by adding two new options, to only give the true shadow factor exclusively, or to give a result including light intensity values. More info: http://projects.blender.org/tracker/index.php?func=detail&aid=26413&group_id=9&atid=127
2011-03-07use set's, since pythons 3.2's optimizer converts these to frozensets, ↵Campbell Barton
lookups are also faster then tuples (though this isn't a bottleneck).
2011-03-03BGE: Material Force Field renaming + reorganizationDalai Felinto
the old FH setting was blended with the other physics settings (friction and elastic) Also in the Physics panel it was saying "Use Material Physics" but the button is only for Force Field. Since I was here I decided to change the Constraint FH ui name from Fh to Force. I don't think users really understand what FH is (I for once don't). Thanks to Carsten Wartmann for pointing that out.
2011-02-26clean whitespaceCampbell Barton
2011-02-262.5 UI Scripts:Thomas Dinges
* More code cleanup. When removing the narrow_ui feature, a lot of split functions were kept. Changed them to rows, which are more easily readable. Check out properties_data_lattice.py for a good example.
2011-02-25pep8 cleanupCampbell Barton
2011-02-22Material UI, patch by Ervin Weber (lusque). Thanks!Thomas Dinges
Now we have the old UI again, as suggested by several developers on the Mailing List. At least for simple materials. For Node Materials we keep the new Pipeline panel. This should make both sides happy. :)
2011-02-18python api docs & examples for registrable Menu/Panel/Operator/PropertyGroup ↵Campbell Barton
classes.
2011-02-17pep8 cleanup and remove unused vars/importsCampbell Barton
2011-02-16Material UI: Code cleanup.Thomas Dinges
Please, don't use a split function if you just have 2 properties in one line, a row is all you need here. ;-)
2011-02-16Commit patch [#25939] material panel proposal by Ervin Weber (lusque). Thanks!Thomas Dinges
From the patch description: "A new panel is proposed to bring togheter all the properties of a material that belong to the render pipeline level. Such properties are currently not mixable with node materials, as nodes operate on a shader level." Commiting this patch as approved in the sundy meeting.
2011-02-11patch [#25809] Auto-Registration as utility function.Campbell Barton
This removes auto-registration, committed by Martin r30961. Realize this is a contentious topic but Brecht and myself both would rather opt-in registration. TODO: - addons need updating. - class list will be modified to use weakrefs (should have been done for existing system too). - will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
2010-12-17bugfix [#25240] Custom properties panel on pinned data fail.Campbell Barton
2010-12-08UI Cleanup: Halo materials and texturesJanne Karhu
* Textures applied to halo materials showed influence option for normal particles. This was really confusing, and with the cleanup I revealed a couple of hidden features too! ** Particles actually allow for textures to change halo size and hardness, but my guess is that nobody knew since the names were wrong in the ui! ** I also added the option to change the "add" value with a texture, since it was just silly not to have it. * Halo material properties are also a bit cleaner now.
2010-11-19"Fix" for [#24743] Strand Shading: Distance slider gives different results ↵Janne Karhu
even when greyed out * The actual flag was set at render time, was not supposed to be editable manually.
2010-09-14button to remove presets.Campbell Barton
note: this is an option to the add preset operator which is a bit odd but easiest since these classes have all the info needed for removal as well.
2010-09-07ran through pep8 checkerCampbell Barton
2010-08-30Patch [#23524] UI cleanup for commit 31587 by Filiciss Muhgue (filiciss).Thomas Dinges
Thanks!
2010-08-26rna api - replace panel properties bl_default_closed and bl_show_header with ↵Campbell Barton
bl_options which has 2 flags: 'DEFAULT_CLOSED' and 'HIDE_HEADER'. this matches operators which also uses bl_options like this
2010-08-23rename UI functionCampbell Barton
layout.prop_object() --> prop_search(). The internal name is uiItemPointerR, in python this can translate into into an Object, however this is misleading. It can be confused with a blender Object and uiItemPointerR can also be used for strings.
2010-08-21rna renaming (manual edits)Campbell Barton
2010-08-20rna data path names which are more likely to break animations.Campbell Barton
Added an operator "Update Animation Data", access from the search menu to update drivers and fcurves.
2010-08-20rna remaining that negates valuesCampbell Barton
2010-08-18rna renaming, still only adjusting properties that wont be animated (at ↵Campbell Barton
least its very unlikely).
2010-08-122.5 User Interface / UI ScriptsThomas Dinges
* Fixed some panel ordering after recent register changes. * Placed "Custom Props" to the bottom again, where possible This fixes [#23171] Material context is messed up.
2010-08-10minor adjustments to python scripts to make them easier to run outside of ↵Campbell Barton
blender.
2010-08-09poll() as a python '@staticmethod' was too limiting and didnt allow useful ↵Campbell Barton
base class poll functions in many cases. now rna functions that dont have a 'self' are automatically assumed '@classmethods'. de-duplicated poll functions and made some minor tweaks too.
2010-08-06remove narrow ui featureCampbell Barton
- re-arranged UI in a way that gave far too much vert scrolling. - was added all over for simple things like making text="", layout engine should handle this. - Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
2010-08-05bugfix [#23182] Using self.report() inside poll() gives crashCampbell Barton
poll() function is now a static method in python, this is more correct, matching C where the operator is not created to run poll. def poll(self, context): ... is now... @staticmethod def poll(context): ... Pythons way of doing static methods is a bit odd but cant be helped :| This does make subclassing poll functions with COMPAT_ENGINES break, so had to modify quite a few scripts for this.
2010-08-042.5: Hide options panel for halo materials, none of the settings hereBrecht Van Lommel
should have an effect on halo's currently, and they share some of the same flag bits as other halo options, which makes it even more confusing.
2010-08-02RNA Types metaclass registrationMartin Poirier
See mailing list posts for details [1][2][3] Addons still need to be fixed; Campbell said he'd do it today. See any of the py files (outside netrender) in this commit for how to do it (it's rather simple). [1] http://lists.blender.org/pipermail/bf-committers/2010-February/026328.html [2] http://lists.blender.org/pipermail/bf-committers/2010-August/028311.html [3] http://lists.blender.org/pipermail/bf-committers/2010-August/028321.html
2010-07-20Fix for python error in material panel.Brecht Van Lommel
2010-07-18update from venomgfx, have the node toggle rather then an icon.Campbell Barton
2010-07-18patch for displaying a node icon in the material panel if the material has ↵Campbell Barton
nodes (from venomgfx)
2010-05-16Properties Window:Thomas Dinges
*The narrowui value was hard coded in all ui scripts, made an user preferences option. Basically this value determines on which area width, it should switch between dual/single column layout. ToDo: The Changes only take effect when reloading scripts/restarting Blender (after saving as default). Will maybe add the "Reload Scripts" operator next to the button in the future. * Small fix for Fluid Add Button, when in single column mode. Didn't expand like the other "Add" Buttons.
2010-05-02Put ray mirror Fade To color next to Max Distance. Grayed out Fade To ifDaniel Salazar
Distance is 0
2010-04-17- for BGE mouse and keyboard events use tuples rather then listsCampbell Barton
- pep8 corrections
2010-04-16'Fix' [#21119] volumetric material always casts shadowsMatt Ebb
Revealed hidden 'options' panel for volumes too.
2010-04-14* Interaction PresetsMatt Ebb
This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
2010-03-22Fix node material properties not showing correct, the code here should notBrecht Van Lommel
be removed, because some panels use the parent materials while others use the nested materials.
2010-03-18Fixed a crash switching to brush texture nodesMatt Ebb
Also removed some python code to check for node materials within the material and texture properties. It seems to go fine without it, and this should be handled by context instead.
2010-02-23scene.render_data -> scene.renderCampbell Barton
bpy.types.SceneRenderData -> bpy.types.RenderSettings better do these changes before there are too many scripts out.
2010-02-23pep8 cleanup + correction for external player operator return value.Campbell Barton
2010-02-16[#21177] Text editorCampbell Barton
Running scripts directly didnt call the register function, even though this is not essential its good to be able to run a script directly and see changes in the UI.
2010-02-14change python scripts so modules which register with blender have a ↵Campbell Barton
register() function rather then making import automatically run the register functions (generally considered bad practice by python people)
2010-02-12correct fsf addressCampbell Barton
2010-02-11Added an option "Cast Approximate" to control if a material should castBrecht Van Lommel
shadow when using approximate AO, separate from "Traceable".