Age | Commit message (Collapse) | Author |
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- moved release/io and release/ui into release/scripts/io, ui
- updated scons, cmake, make
When porting 2.4x scripts back, use a command like this so as not to loose the commit history...
svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/raw_import.py release/scripts/io/import_raw.py
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* Some Code and Whitespace Cleanup.
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* Fix problem with curve mapping / color ramps not updating
things like previews propertly. Now it uses the RNA update
of the pointer from the material/texture/.. so each of those
can define their own update, but still share the RNA struct.
* Code for these templates is now in interface_templates.c
* Fix exception for "axis" property, now it always shows normal
widget with the PROP_DIRECTION subtype.
* Remove context from uiBlockLayoutResolve, no longer needed.
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*Minor adjustments to lamp UI
*Fixed issue #19319 (missing notifier)
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* Code cleanup.
* Made some files match the code guidelines, should be all now.
Please everybody use them: http://wiki.blender.org/index.php/Dev:Py/Blender2.5/Layouts/Guidelines
* Made polls and header_draw functions as small as possible.
* Small fixes here and there.
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* Split Info and User preferences into two separate spaces.
* Renamed Buttons Window to Properties also in RNA identifiers.
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* More cleanup to match new coding guidelines.
http://wiki.blender.org/index.php/Dev:Py/Blender2.5/Layouts/Guidelines
* Replaced some if's with proper elif's.
* Removed some unnecessary code.
Note: Please don't use inconsistent assign names like colsub, subcol1 etc. anymore!
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'Align' should not be overused, it gets quite ugly (and
loses communication impact) when used between
buttons of different types. Dependencies should be
shown via layout and greying out.
These lamp panels still needs some cleaning up too...
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* Some layout tweaks and fixes by nudelZ.
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* Layout Fix for shadow panel.
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- returned ID types from RNA funcs didnt get their ID's assigned which crashed in some cases (still not working for members of ID types).
- ob.create_remder_mesh() wasnt assigning any materials.
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* Again, some layout code cleaning.
* Made assignments more consistent.
I started to write code guidelines in the wiki:
http://wiki.blender.org/index.php/LayoutFiles-Code_Guidelines
Matt/William: You are welcome to change them or add new infos, I will continue on improving them as well in the next few days.
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* Removed __idname__ from all panels.
Note: Operator classes still need that id. Don't remove it there.
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* renamed __no_header__ -> __show_header__
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lamp, scene and fluids.
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* Revert lamp sampling/buffers change. The right enum items should
be defined in RNA, not the layout, so that it works in outliner,
python api too.
* Also changed type popup to radio buttons again, and removed the
icons. This is more consistent, and I don't think it's a good idea
to start using icons for these things, too much clutter.
* Replace Mesh with Normals panel in the mesh buttons.
* Remove Material panel from mesh buttons.
* Added name fields for shape/vgroup/vcol/uv.
* Spacing tweak to Object and Bone names.
* Fix some naming conflicts in RNA, with "name" and "type" properties
being defined twice in the same struct.
* context.scene.tool_settings -> context.tool_settings.
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* Replaced RNA ENUM hacks for "shadow method" and "shadow_ray_sampling_method" with modifications in the layout file.
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Added the Turbidity parameter to the Sky panel in lamp buttons, since it affects sky as well as atmosphere.
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Cleaned up force fields panel, as well as the other fixes (sculpt, lamps)
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Small fixes:
* Removed Particle System Context header
* Lamp Type is a menu now, better for small displays.
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* Fix poll() callback changes in recent commit, note that these have
to work with pinned context too.
* Hide header for context panels in py layout.
* Don't jump back when collapsing a panel, allow the view to be
over some empty space until you scroll back.
* Fix follow context icon, order had to be reversed in icon file.
* ID template now has icon as part of browse button instead of
outside the buttons.
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* Fixed some Bugs from Commit 21458.
* Show Preview Render only when there is an active id block.
* Some Code Cleanup (especially in polls). Please try to keep it clean ;-)
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"moving the ID browser into its own panel. Eventually these panels should loose their headers to distinguish them from other, normal panels. Also a few other fixes for bones and armature panels."
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* Fix context.cloth, was not being set correct.
* Fix errors with context pinning, scripts should
not assume context.object to be there.
* Always show preview even if e.g. the material is not
set, to keep ID buttons from jumping while you're
using them.
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* Added more material buttons by William. Thanks.
I made some minor adjustments and added Specular Shader Model RNA.
* Code cleanup and some consistency tweaks of button files.
Notes: Preview render now only shows up when there is an active world, material, texture or lamp.
* Made sure initial panels with ID Datablocks are shown, even when no block is active.
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* Context now allows pinning a datablock, independent of
selection.
* Initial ID browse buttons for most buttons tabs.
* Browsing from world to texture now displays world textures
again, but is a bit of a hack, not sure there is a right
way to do this.
* There's a button to switch between active materials and
textures now, only temporary though.
* There's some code to put context part in own region,
disabled still because it doesn't work that well yet.
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* Added Preview panel to the lamp buttons.
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* Add Lamp Fallof Curve and Texture Color Ramp panels.
* Use button space context data.
* A few other minor python layout script updates.
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* More greying out tweaks by William Reynish and myself.
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* Code Cleanup.
* Tiny layout changes.
* Added proper context for bone, curve, mesh and text objects.
* Fixed Sun/Sky context.
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* Some minor layout cleanup.
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* turned some slider UI controls back into number fields
Note: Sliders should only be used when representing a property that's
conceptually a percentage or ratio. For arbitrary numbers, use a number field.
For example, a lamp's energy can theoretically be anything - 0.1, 3.5, 125.0, it
doesn't matter - it's just a number, not a percentage. So this should be a
number field.
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* More button tweaks by William Reynish. Thanks!
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* Fix buttons jumping around when resizing and zoom. Part of this was
adding a tiny a 0.001f offset in UI_view2d_view_ortho, otherwise the
rounding is unpredictable (used to be 0.375f, but that was disabled).
* Fix various issues with zooming, panning panels. V2D_LOCKOFS_X/Y is
now taken into account in more places in the view2d code, to avoid
zooming into the center or panning out of the view.
* Remove "Free" align mode in buttons window (it's not really useful).
* View3D/Graph/Image editors now use the same PanelType system as the
buttons window, means some deprecated panel code could be removed.
* Some small visual tweaks for panels.
* View 2D Reset operator (Home key), to reset zoom and panning for panels.
* Added argument to set number buttons as sliders (slider=True for itemR).
* Ignore labels for button alignment (doesn't look right).
* Fix some use of context.main in py scripts, should get data from active
object instead.
* Fix autotexspace -> auto_texspace in py script.
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* Cleanup of scene, lamp and camera panels.
* Small RNA lamp changes.
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* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
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* Renamed Local Lamp to Point Lamp, as discussed in IRC.
* Small layout changes to the lamp panel.
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*Added initial material buttons (Material Color, Ray Transparency, Ray Mirror, Subsurface Scattering)
Only works for default material atm.
*some layout tweaks to the lamp panels.
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* Added more lamp buttons and cleaned up the layout
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* More Lamp options: Shadow and Spot (WIP, incomplete)
* Added initial lattice panel
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* Split the buttons_data.py into separate files, this makes it easier to maintain them.
Notes: Added an extra modifier file, because modifiers are for different object types.
* Added basic lamp buttons and Sun/Sky settings.
As the camera buttons they only work for the default light object for now.
* Some minor code cleanup
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