Age | Commit message (Collapse) | Author |
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to give access to "self.layout" - like panels, headers and manu's have
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* operators now return sets (converted into flags)
* can't remove bpy_operator_wrap.c since macro's still use the custom register funcs
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menus, headers & render engines since there was a fair bit of duplicate functionality.
will remove the old system and update scripts next.
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24759) due to unusability and performance issues. The ability to use a sound as animation source will be added as an import operator later that renders a sound to an f-curve which brings the advantage that you can edit the generated curve later and the disadvantage it is not automatically updated when the sound changes.
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replaced with python defined menus.
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* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
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every operator in debug mode.
added some more sculpt key shortcuts
* R toggles rake
* Shift+A toggles airbrush
note: last commit added Ctrl+0 to set zero subsurf and multires
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- T was 'Flatten Brush', now Shift+T
- added an option to OBJECT_OT_subdivision_set to set the level relatively (so page up/down works), however RNA lets it set one level higher then the maximum, this seems displays OK in the 3D view so not sure whats going on here (as if there is always an extra hidden multires level).
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instead of standard printf
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'B' border select
This bug was caused by my recent commit to get bone select -> selection syncing working. The selection flushing was occurring too readily, blocking any selection tools from having any visible effect. Now this syncing is only triggered when appropriate notifiers+flags have been set.
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Assignment to KX_GameObject localOrientation and
worldOrientation matrices was assuming row-major matrix
although reading these matrices was returning a column-major
MathUtils object.
The faulty function (PyMatTo) is fixed and all matrices
in python are now assumed column-major.
This function is also used in the following methods:
BL_Shader.setUniformMatrix4()
BL_Shader.setUniformMatrix3()
(No change in scripts if you didn't specify the optional
transpose parameter: the default value is changed so
that column-major matrices are assumed as before.)
KX_Camera.projection_matrix
(assignement to this attribute now requires a column-major
matrix and you must fix your script if you were setting
a value to this attribute.)
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Wrong definition for angle_v2v2 (it read 2d vectors as 3d vectors)
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for colapsing every other edge for eg.
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an enum since multiple can be set at once.
- ToolSettings had its id.data set to NULL when taken directly from the context (causing a crash in cases)
- menu for changing vert/edge/face selection now a python menu, removed operator.
- wm.context_set_value(), would really prefer not to have this since it evaluates the value as a python expression however there are no ways to define arrays in PyOperators
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(can't build this file myself, only qtkit seems to work here).
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Also fixes bug #19463: screencast to xvid ffmpeg crash.
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operators were not passing along properties.
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* Added function for F-Curves to find the F-Curves in a given list which affect some named data, such as bones, nodes, or sequence strips.
* Added a BezTriple offsetting callback to be used with the F-Curve+Keyframe loopers in use for many of the keyframe editing tools.
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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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misunderstanding of matrix theory. More details in bug report.
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note: this works in all views except for nodes which seem to use the view bounds differently
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It's not range_ui, but range itself. if someone think that for some reason it's better to keep the visible range up to 100 (the current one) it could be as well.
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(parfoure) thanks
From the tracker:
- typo was making the multiplication to transpose resulting matrix
eg
####
from Mathutils import *
from math import radians
cont = GameLogic.getCurrentController()
owner = cont.owner
owner.worldOrientation = RotationMatrix(radians(1), 3, 'z') * owner.worldOrientation
####
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in a generic transform)
Also make the transform operator creation a bit more automagic (I always forget either operator registration or modal keymap registration, this is all automatic now).
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single images were not having their animation data transformed correctly
made sequence strip opacity 0-1 rather then 0-100 in RNA
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from another mesh.
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calculateTransformCenter function passing event to transform init when it shouldn't have.
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- UV Project (Bounds) wasnt in the menu
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slightly modified version of the patch provided by Raúl Fernández Hernández (Farsthary).
* Also added a "multiple springs" option to use every effector point as a harmonic spring instead of just one.
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rebuild.
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version patch removed these screens, but not the corresponding windows.
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to build with Cocoa support, set WITH_COCOA to true in user-def.mk
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and VCol support)
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This commit brings back the functionality whereby the selection of F-Curves and/or relevant Group(s) is synced with the selection status of the corresponding bones when the bones are selected/deselected.
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from (material, face flags but not uvs or vcols yet)
this doesnt work in editmode yet.
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In addition to the existing scrollwheel up/down, PageUp/Down can now be used to set the number of cuts while previewing the cut location.
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after)
Mostly the same as the recently added editmode tool with some extras.
* Options to disable filling in the rim between inner and outer surface, since its faster not to detect this in cases where its not needed.
* Option to disable high quality normal calculation, mostly noticable when operating on building walls, not needed for cloth or more organic shapes.
* Option to disable 'even thickness', again, not needed in some cases.
Also options for creasing inner/outer and rim edges, need this for makign Sintels cloths solid since zero crease looks far too soft.
note:
* UVs and VCols etc are copied to the new skin however rim faces dont get the UVs or vcols set from the faces they are created from yet.
* Normals are assumed to be pointing outwards
* used patch from Uncle Entity as a template since it added the DNA and RNA entries but the actual modifier from the patch wasnt used.
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CTX_wm_window_set() was resetting the CTX_wm_area(C), for the redrawing wasn't working.
Changing their orders fixes it.
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First spacedata has empty region base and uses the one in ScrArea. Need to account for that.
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