Age | Commit message (Collapse) | Author |
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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.
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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
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lookups are also faster then tuples (though this isn't a bottleneck).
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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.
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* 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.
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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. :)
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classes.
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Please, don't use a split function if you just have 2 properties in one line, a row is all you need here. ;-)
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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.
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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.
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* 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.
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even when greyed out
* The actual flag was set at render time, was not supposed to be editable manually.
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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.
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Thanks!
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bl_options which has 2 flags: 'DEFAULT_CLOSED' and 'HIDE_HEADER'.
this matches operators which also uses bl_options like this
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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.
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Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
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least its very unlikely).
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* 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.
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blender.
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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.
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- 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.
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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.
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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.
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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
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nodes (from venomgfx)
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*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.
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Distance is 0
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- pep8 corrections
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Revealed hidden 'options' panel for volumes too.
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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.
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be removed, because some panels use the parent materials while others use
the nested materials.
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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.
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bpy.types.SceneRenderData -> bpy.types.RenderSettings
better do these changes before there are too many scripts out.
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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.
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register() function rather then making import automatically run the register functions (generally considered bad practice by python people)
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shadow when using approximate AO, separate from "Traceable".
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