- From now on addons bl_addon_info['name'] doesn't need to specifcy also the category, it is put automatically in the addon box title
In some script category and the category in the title were not matching, this had to be fixed manually.
- The warning icon is at the right of the addon box title, so that it cant disalign the addon name anymore when we have a warning.
- After discussing with Campbell, I've added the field bl_addon_info['api'] where we should specify the Blender API version number the addon is
compatible with.
This is certainly useful for clarity, and also I need it in place while preparing the downloadable addons.
- Also, bl_addon_info['version'] is now assumed to be a tuple of integers as it is bl_addon_info['blender'].
Any important text should be placed in the bl_addon_info['warning'] field, not in the script version anymore.
I'm going to reflect this change in bf-extensions so that scripts won't suddenly break.
- function renames, move WM functions into collections wm.add_keymap() --> wm.keymaps.new()
note: new is used for named items in a collection, which return the result.
- Action.get_frame_range() is now a readonly property 'frame_range', floats rather then ints.
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.
* '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.
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.
eg:
bpy.context.StringProperty(attr='myprop'); del bpy.context.myprop
- made rna StringProperty/PointerProperty & similar into class methods.
- file selector hide option was inverted
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)
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.
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.
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.