Age | Commit message (Collapse) | Author |
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obj.add_vertex_group() --> obj.vertex_groups.new()
obj.add_vertex_to_group() --> obj.vertex_groups.assign()
note: obj.vertex_groups.assign() will be very slow, need to have this take a list rather then 1 vertex at a time.
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reported by Vitor Balbio - not in tracker.
The code was taking the last layer, but that is only valid if the mesh has only one kind of CustomData types (e.g. only UVMaps or only VertexColors). The solution I found is to call CustomData_get_named_layer_index instead. To avoid some situations where an uv with this name may already exist and the number of UVs is already the limit we are returning a CDL only when the texture is properly created.
As a bonus that also fixes the same problem with VertexColor.
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- mesh.add_geometry(v, e, f) --> mesh.vertices.add(tot), mesh.edges.add(tot), mesh.faces.add(tot)
- mesh.add_material(mat) --> mesh.materials.link(mat)
changed material.link so it always adds a material even if it exists in the list, this behavior is good for users but not scripts since it can mess up indicies (some formats may have the same material set twice).
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mistake in own recent commit, texture type wasn't being set
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Contributed by Imran Syed (freakabcd)
Adds a field where the user can put in name/nickname that exporters
then can use to write authoring information, where possible.
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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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patch [#23317] Changed some operators' RNA to accept lengths
by Lorenzo Tozzi (oni_niubbo)
with the minor change to use XYZ subtype rather then LENGTH.
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patch by Dan Eicher, thanks!
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added scene render layers.active property and updated UI file
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from a script)
Thanks Campbell - one day I get used to C pointer management hell :)
* when using it to get, the whole string comes in one single line with Linux EOL (\n)
* works only for text
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good.
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parameters of texture
bpy.data.textures.new() now has a type argument since changing the type after forces the hacky use of recast_type().
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can be done just as well with 3 function calls.
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* 'Active' on TimeLine header needs to show choices ALL KeyingSets available (Builtins + Scene-Absolutes), not just the ones in Scene ("Absolute Paths")
* The active KeyingSet setting is needed/used-by for both of these.
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- some remove() functions took an int argument rather then the item to remove.
- disallow None argument.
- raise an error if the item isnt in the collection.
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allow collections to be coerced into rna structs when they define a type.
eg:
row.prop_search_self(scene, "active", "keying_sets", text="")
...becomes
row.prop_search(scene.keying_sets, "active", scene, "keying_sets", text="")
This is more flexible since it works for other UI functions too.
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(reported by Luca)
eg:
bpy.context.StringProperty(attr='myprop'); del bpy.context.myprop
- made rna StringProperty/PointerProperty & similar into class methods.
- file selector hide option was inverted
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scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
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layout.prop_search_self(), the same as layout.prop_search() except it uses an attribute of the collection.
A number of collections have an 'active' member which couldnt be used with prop_search() and meant we had a mix of active properties being in collections and directly added as properties.
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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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this now works...
bpy.context.scene.path_resolve("objects.active.location")
Also added an option to coerce the property into a native pytype.
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added rna funcs...
elem = metaball.elements.new()
metaball.elements.remove(elem)
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triangle in the button would change a decimal which was not seen in the UI.
* Made Decimate slider a percentage slider (as the dna name says percent as well).
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replace with defgroup_find_name() and BLI_findstring()
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effector_group
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changed some rna names to be more consistant
- use_texture -> use_image, since it sets if 'image' is used.
- use_map_color_diff -> use_map_color_diffuse since diffuse is used elsewhere in the same type.
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Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
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Pointcache changes.
Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
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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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least its very unlikely).
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