Age | Commit message (Collapse) | Author |
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* Remove RNA, Operator and UI for Texture and Sequence plugins.
Since 2.5x no effort has been done to bring that back, so there is simply no reason in keeping that code and the UI for that ;-)
* Low Level code still exists and is unchanged.
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Operator descriptions can be NULL pointers,
fix this by making use of PROP_NEVER_NULL flag, when its not set, generated string funcs will test for NULL.
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Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
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also remove large, duplicate comments from sunsky.h
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Addresses:
* C++ comments.
* Spaces after if/for/while/switch statements.
* Spaces around assignment operators.
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That was intended change to clear PROP_TRANSLATE flag from bl_label property of
operators, panels and menus (see rev40570)
If this flag leads to another issues it should be fixed in another way.
This fixes #30210: International Font Problem
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tooltip, since menus are used as buttons too.
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http://markmail.org/message/fp7ozcywxum3ar7n
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lookup returns the same pointer every time. some of these functions - panel/operator poll for eg, are called many times per redraw so while not a bottleneck its unnecessary.
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(grrr... That update created tons of new things... back to ~40% done...)
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This flag lead to storing translated label for templates and
instant language switching became impossible.
This labels are display-time translated.
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translating too
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Plus a few splits of very long lines…
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generic, to be used by render engine later.
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long. (related to bug ), found while looking into bug [#25776].
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tab regardless of the order they were registered.
* This is a quick and simple workaround until we can define proper ordering for the panels.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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in all cases except for the render engine.
this allows python to NULL its internal context while scripts are not running.
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incorrect formatting is used the compiler will warn of this.
found & fixed 2x incorrect formatting args.
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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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mix-in's to define properties.
An example of how this is useful - an importer mixin could define the filepath properties and a generic invoke function which can run the subclasses exec for each selected file.
- Panels and Menus now skip the property check when registering.
- renamed _idproperties_ to _idprops_ in function names, function names were getting very long.
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Added some docs mainly in bpy.types.UILayout.html, descriptions by Florian Meyer (testscreenings), thanks.
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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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Started some api documentation, hopefully these pages are now a bit more clear:
- http://www.blender.org/documentation/250PythonDoc/bpy.types.Panel.html
- http://www.blender.org/documentation/250PythonDoc/bpy.types.Menu.html
- http://www.blender.org/documentation/250PythonDoc/bpy.types.Header.html
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This commit adds a few more execution contexts for operators, given the increasing tendency for some special regiontypes to exist within areas that must have their own set of special operators.
Examples of these include the "channel" operators in the Animation Editors (i.e. those in the 'Channels' menu), and the "Fit to Preview Window" operator for the Sequencer.
Previously, operators such as these would not function when clicked on from the menus, and they would not show the hotkeys they were mapped to.
Also, fixed a few operator definitions in the Animation Editors which were missing ot->prop defines. This meant that some hotkeys (mainly selection) were shown incorrectly in the menus.
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functions and class methods,
made some rna ui funcs not display as optional.
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allowed,
for panels it would fail silently but for menu's it meant further references would give errors.
increase the registered class name from 32 to 64 and raise an error if the limit reached.
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* Property update functions no longer get context, instead they get only
Main and Scene. The RNA api was intended to be as context-less as
possible, since it doesn't really matter who is changing the property,
everything that uses the property should be updated.
* There's still one exception case that use it now, screen operations
still depend on context too much. It also revealed a few places using
context where they shouldn't.
* Ideally Scene shouldn't be passed, but much of Blender still depends on
it, should be dropped when we try to support multiple scene editing.
Change was planned for a while, but need this now to be able to call
update without a context pointer.
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non-optional could fail silently when absent in the class. Set these to PROP_REGISTER_OPTIONAL and raise an error when others are not found.
last commit broke povray too.
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bl_idname since __somename__ is for pythons internal use.
replacements...
"__idname__" -> "bl_idname"
"__props__" -> "bl_props"
"__label__" -> "bl_label"
"__register__" -> "bl_register"
"__undo__" -> "bl_undo"
"__space_type__" -> "bl_space_type"
"__default_closed__" -> "bl_default_closed"
"__region_type__" -> "bl_region_type"
"__context__" -> "bl_context"
"__show_header__" -> "bl_show_header"
"__URL__" -> "_url"
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Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).
The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.
One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.
Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
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* Mouse wheel now scrolls the list.
* Up/down key and alt mouse wheel change the active item.
* Adding/removing items from the list now automatically scrolls so the
active item is in the view.
* Shift mouse wheel changes the size of the list widget to display more
items. Lazy replacement for a proper grip.
* Shape key list now displays the influence value next to the name,
* Also fix the range of the value slider to match the defined min/max
range.
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