space / uv edit. The code was already there, and the option as a rna
bool, but no ui to set it. Matt figured that the View menu in image
space next to other uv stuff, which only shows when UVs are edited, is
the right place.
Works so that when entering editmode for an object to edit UVs, when
have also other objects selected and this option on, also the UVs of
those other objects are shown in the image view.
Liquidape asked this on IRC, and we thought the feat doesn't exist, so I
looked out of curiosity in the code as was thinking it would be easy to
add. Was surprised to find it there already :)
First time that did anything with 2.5, was sure fun enough to search
thru the code to figure out how things work. Adding this ui thing proved
to be exactly as trivial and nice as it should, and the things under the
hood seemed nice, yay!
- link now brings up a search box so when there are 100's of groups its less annoying.
- utility functions for id-enums so only local objects can be displayed in a search list (used for group_link)
- renamed operator properties from typle to scene, group, action etc.
Added operator (and menu entry) to deinterlace all selected movie strips.
(does also walk into selected meta strips)
Also: small fix for multicam cutting tool (now works also within metas)
Condition for this to work (.blend file must be saved) was poorly communicated
in the UI (printfs are no good for this - ideally should use reports). Tweaked this a bit.
Repath functionality: Edit paths in blend file on slaves to match the transfered files.
Tested with textures and point caches. Fluid should work. Point Caches with the External option might not.
This should fix previous problems when using absolute paths in blend files.
Made Multicam-Editing really work:
* added a panel within N-keys, so that one can start/stop playback
and cut between cameras directly from the panel
* made "active_strip" RNA editable, to make that work correctly
(is usefull anyways :) )
Curve->lastselbp field was renamed to Curve->lastsel and now not last
either BPoint or BezTriple is storing here. It's not easy to determine
type of selected point, but operator which depends on such point reviews
the full nurbs, so this shouldn't be a problem.
Made changes to curve undo stuff to restore last selected point on undo/redo.
Added new theme color for curve last selected point.
- multires cache files and image .tex cache support in dependency list
- Compare md5 of files before using a local copy (not one transfered by netrender). Could be changed to a simpler CRC if speed is an issue. The goal is not to have a strong crypto signature but just to detect outdated local files.
- Reduce slave timeout to 5 minutes (down from 30). Slaves should report at most every 30s, there's no reason for a value to be that high.
- Reorder the presentation tables on the main web page (job list is more important)
- Collapse dependency list by default on job page (only show main file and headers for other files, point cache and fluid cache)
- Slave option (default: True) to also output render log to the console (as well as the usual copy to the master)
* Client connection is made from panel poll functions even if
netrender is disabled
* Network render slave should print when it has connected to server,
now it says "node initiation", I initially thought this meant it was
not connected yet.
* Web interface should auto-refresh, I got confused if job and slaves
were actually found or not.
- mathutils.Color.hsv attribute. eg. material.diffuse_color.hsv = 0.2, 0.8, 0.4
- Vector/Euler/Quaternion/Color now only take a single seq arg.
- internal function for parsing arrays. (cleanup messy internal list/vector/tuple/seq parsing)
- didnt update rigify yet.
'Mask layers' should be visible always, they still work to mask out objects on
layers when zmask isn't on (zmask is slightly different.. a bit confusing)
Icon tweaks too
Made the 'Influence' slider work for Spline IK too, and made that setting visible now that it works.
Note that there is still some popping that can occur when going to/from influence = 0.0. I'm not sure exactly what's causing this yet, but hopefully it won't be too noticeable in practice.
Ton's commits missed the RNA changes needed to make this work (i.e. the search field was un-defined). This has now been added, and the search field has the 'search eyeglass' icon to make its purpose clearer.
I've also taken this opportunity to restore the search matching flags (i.e. case sensitivity and complete vs partial matches), making these separate toggle options instead. The old searching operator stuff can probably be removed now?
after Make Single User
Was an error in UI display of node materials/texture lists, combined with a
very weird node setup.
I will be a very happy person the day we finally get rid of the terribly
confusing materials-inside-materials behaviour.
Made texture/texture slot context a bit less flaky when dealing with active material and
texture nodes inside a node material in the node editor. Now if the active material has
nodes enabled, and there are no active material/texture nodes inside it, nothing will be
shown in the texture properties (similar to 2.49).
that going for the full hotkey translation is actually counter
productive. Now using a more conservative keymap by Michael W that
focuses on general navigation, selection and other details
* new icon for split view (at least temporary)
* icon buttons in header rather than popup menus for better efficiency (can easily be changed in python UI script again)
fixing
[#21014] SEQUENCER: Can no longer apply colour balance filter to colour effect strip.
Also: reordered some UI elements so that
geometry, time and color modifications are grouped together.
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
* Increasing subframe count increases stability for SPH fluid and Newtonian particles
* Also small tweaks into physics ui panel to better fit new subframes value
* This commit also fixes the moving fluid emitter problem as described by Raul in the mailinglist
the patch exposes a rna property to get the active edit mode face. This is a hack.
However it's a small patch (a.k.a. easy to revert later if needed).
The official plan is to wait for BMesh before tackling it properly. Nevertheless TexFace panel is really important for BGE.
Missing: operators to copy the current parameters to other selected faces.
* note: what I changed from the original patch is the UI script. The pool wasn't defined and it was using tabs.
Made custom proxy files a lot more sensible to select
(upgraded to filepath get/setters)
Changed semantics, since custom files don't make much
sense without custom directories...
Proxy render size settings is now back. (Maybe still in need of some sensible
icons, though...)
Also: waveform color seperation works in N-keys dialog again.
- added new mathutils.Color() type, use with rna so we can do for eg:
material.diffuse_color.r = 1.0
# also has hsv access
material.diffuse_color.s = 0.6
- made Mathutils and Geometry module names lowercase.
- vectors now respect min/max settings.
- keyframing and adding drivers raises an error in an index is set on a non array, keyframing raises an error if it fails.
reference docs...
- added docstrings for remaining python bpy_struct functions
- added fake class for docs, bpy_struct, which is the base class of everything in bpy.types
- improved inherictance references for struct classes, include bpy_struct members.
Supports default OSX codecs : Linear PCM, Apple Lossless and AAC
Note that AAC codec doesn't support sample rates above 48kHz. If a python/rna guru knows how to easily enforce this limit, he is welcome!
Enjoy making Quicktime movies now with audio!
* Made it use the temp directory in user preferences when the .blend file hasn't been saved yet
* Made bmain->name (wrapped as bpy.data.filename) contain an empty string when
there's no .B25.blend and no file saved, rather than "<memory2>".
This is a good candidate for consistent file path api, retrieving temp dirs / project-
specific temp dirs / etc...
* The new default particle size is quite small, so exploded pieces didn't match the original pieces
* There's now an option to use the particle size (useful for some effects), but it isn't used by default
* This commit will change how some old files look (explode modifier and not 1.0 particle size), but the exact old behavior is achieved with the new "size" option
Removed extra brush features that aren't applicable in some painting modes from the UI.
Would be great to have this properly cleaned up and made consistent.
Also tweak to startup blend, hiding brush tools panel.
- Added an optional string arg to struct.keyframe_insert() and struct.keyframe_delete() for the name of the group to add the keyframes to (for newly created F-Curves), instead of doing this as post process.
- Added error prints to the RNA function for setting an F-Curve's group. The old way of setting the groups afterwards couldn't be used anymore, since there was no way to find the action the F-Curve belonged to. This is necessary if the F-Curve list is to be kept in a valid state, since adding to any random group that may not be in the same Action does not work well. There were other issues with the list being iterated over changing while it was still being iterated over too...
TODO:
Find a way to allow the iterator there to still work ok?
by Xavier Thomas
This adds the waveform monitor and vectorscope to the image editor 'scopes'
region, bringing it inline (plus a bit more) with sequence editor functionality,
and a big step closer to the end goal of unifying the display code for image/
comp/sequence editor. It's non-intrusive, using the same code paths as
the histogram.
There's still room for more tweaks - I modified the original patch, changing
the openGL immediate mode drawing of the waveform display to vertex arrays for
speed optimisation. Xavier can look at doing this for the vectorscope now too.
Thanks very much Xavier!
create_mesh, create_dupli_list, make_display_list and is_visible.
This is done in order to make these context independent as the RNA API should
be as much as possible, and to fix#21297 and #21719, where there was an
assumption from these functions that there is a scene in the context, which
does not work for external render engines exporting in a separate thread.
Also avoided using context in a number of other functions, ideally only UI/WM
type functions should use context.
I've updated the scripts in trunk, but the addons and external ones in
development will need updates too.
Didn't crash for me, but did export incorrectly since editmode changes weren't flushed.
Fixed this by setting all exporters to go back to object mode before exporting.
Also cleaned up some naming in exporter creator strings, it's "Blender" not "Blender3D".
Early when implementing the Graph Editor in 2.5, a key complaint that was levelled at the old 'IPO Editor' was that it was a constant annoyance that adjacent handles were getting selected in addition to the keyframes, when only the keyframes were intended. I solved this by making this default to only selecting keyframes and ignoring the handles, but this means that it isn't possible to batch move several handles at once.
I've now improved this situation by adding an option to the border select operator (involved using Ctrl-B instead of B) which makes the handles get treated separately (as if they were separate verts, as in 2.4x). The default is still to only select keyframes, to have consistency with the DopeSheet...
Also performed some more renaming work in the code...
R 27991 broke all script-based Keying Set support, including all the Built-In Keying Sets. This meant that it nearly impossible to still keyframe anything (there are other less convenient ways, but none work quite as well).
Also I noticed there's a check on strip.type == 'EFFECT', which can never be true because strip.type actually contains the type of effect, e.g. "GLOW", "ADD" etc. Not a big problem currently because it's not used.
This patch add SPH (Smoothed Particle Hydrodynamics)fluid dynamics to the
blender particle system. SPH is an boundless Lagrangian interpolation
technique to solve the fluid motion equations.
From liquids to sand, goo and gases could be simulated using the particle
system.
It features internal viscosity, a double density relaxation that accounts
for surface tension effects, static internal springs for plastic fluids,
and buoyancy for gases.
---------------------------------------
This is a commit of the core fluid physics. Raul will work on proper
documentation soon and more features such as surface extraction from
the particle point cloud and increasing stability by sub-frame calculations
later.
experiment and turn out to work poorly because it does not preserve
rotations, so I've just removed the option now. Alternative is to use
a solidify modifier on the cage mesh, which will usually give better
results.
This commit fixes reports #21638 and #21818, which were both also Durian feature requests.
Cbanges:
* Added new default setting for the type of handles created when creating keyframes. This can be found in the user-preferences, and is used whenever existing keyframes aren't being overwritten (instead of the value being always taken from the keyframes either side, #21638).
* When keyframing over existing keyframes, only the values will be changed. The handles will be offset by the same amount that the value of the keyframe changed, though how well this works in practice still needs to be tested more thoroughly (#21818, already fixed earlier, but this commit is the full fix).
* When 'free' handles are added by default, they are offset to be +/- 1 frame on either side of the keyframe so that it is obvious that they can be moved. However, they just take the same value of the keyframe since this is easiest.
* Properly initialising handle colour defaults for 3D-View and Graph Editor. Graph Editor's theme userprefs also show these settings now, though the layout is really quick hack-style.
* Fixed all the dangerous code added in 27907. Using the code there, scripters could corrupt animation files in ways which would render them useless, with channels not appearing in any animation editors, and others not getting evaluated at all.
* Partial fix of bug 21818, by disabling destructive replacement of keyframes. Will followup this commit with a more comprehensive commit which gets rid of the rest of the problems, by incorporating some requests from Durian team.
* Fixed problems with users being able to see+edit the name of the active Keying Set in the Scene buttons. There is still a bug though with the list widget given how the indices are now interpreted...
Emulate 3 button mouse is now disabled when Left mouse select is used, to
prevent keymap conflicts. Configs for single button macs etc we can do with
keymap presets.
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
mask, also avoid making vertex groups if they will not be filled.
* Add back image pin option in image editor header.
* Fix deep shadow not respecting Cast Buffer Shadows option.
* Tangent space normal map baking should work again now.
* Fix a problem with particle duplis, due to own bugfix for #20350,
the problem for that seems to be in dupliverts, not particles.
* Fix external multires data link getting lost on exiting editmode.
(commits 27776,27777,27830,27840,27841,27862 by Brecht from render25 branch)
to specify different spring lengths.
Implementation is quite ugly because the shape key has to be pulled
through the modifier stack somehow, need a more flexible data mask
system to solve this properly.
(commits 27773,27775,27778 by Brecht from render25 branch)
Theme colours were getting overwritten on startup with defaults (as in 2.4
system). Changed this to allow changing the default theme, and added a
'Reset to defaults' operator in user prefs. Perhaps next step to look into the
py presets system for themes too (nice and easy to share).
If you're using a custom B.blend you may get some strange theme colours on
startup if they weren't saved properly before. 'Reset to default' button in theme
preferences should fix it back to defaults.
Stopped curves 'caps' properties from being greyed out when the curve is 3D -
there's the totally obscure feature where turning off 'Front' and 'Back' turns the
3D curve into a tube.
Would really like this feature to be implemented in a less bizarre way, but
for now it should be enabled in the UI at least.
For some reason, __import__ doesn't recognize the cfg folder as part of the part.
Using exec("import " ... fixes that, but should be investigated further.
Also force post process off.
This is a partial fix for Bug [#21410], there is still the problem that loading back multilayer exr as render results doesn't load the composited result correctly (bug is assigned to Brecht). The results are still ok when downloaded outside of the render engine, so there's a work around for now.
This commit removes the Old Track method (used to be found under Object -> Animation -> Track), with all existing instances of this being converted to Track To Constraints. In fact, while performing this removal, I found that this was supposed to have happened in version 2.27 already, but for some reason the options were left in, and this function managed to survive for a further decade.
I've left the tracking axes around still, since it seems some curve tools still use that. However, that usage should probably get faded out in future too?
Misc notes:
* Fixed compiling error with constaints from harkyman's Maintain Volume patch.
* Subversion of 2.52 now bumped up to .2
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for
a while, and was previously almost completely non-functional. The old
code was quite complicated and specific to the 2.4 animation system, so I've
pretty much rewritten most of it.
This includes:
* Animated variables work again - just key them in the UI. Non-animateable values
should be already set non-animateable in RNA, hopefully I got them all.
Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale /
Object initial velocity / Deforming meshes / Fluid control Attract strength /
Fluid control Attract radius / Fluid control Velocity strength /
Fluid control Velocity radius / Object Active status (checkbox next to fluid type)
The Domain time scale is still not yet implemented.
* Fluid sim now use global scene units data by default - when enabled, the
scene's global gravity value is used and when units are set (metric/imperial)
the simulation real world size is taken from the object's actual measurements.
* The baking process is now done in the background, using the nifty threaded
Jobs system. It's non-blocking and your domain object will show the simulated
fluid as it becomes available for that frame.
A nice extra thing for the future would be to improve the visualisation of the
object's state while baking, and also the jobs system/ui could do with some
touchups - currently it has to share a bit from the 'render' job, and appears as
'Render' in the header. Progress bars for jobs in the header would be great too.
* Added 'id_name' property, which is used as the "typeinfo_name" by Keying Set instances. This is simply the name of the relevant KeyingSetInfo classes.
* Renamed the 'array_index' arg for ks.add_path() to 'index'. Also removed the 'entire array' toggle arg in favour of just passing -1 to index. However, Keying Sets in general still maintain their 'entire array' toggle flags for now, it's just that the API function does conversion between the two.
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 by Campbell from render25 branch)
This commit clarifies the somewhat "murky" separation between "builtin" and "absolute" KeyingSets as a result of discussions with Cessen.
* "Builtin" Keying Sets are now just the Keying Sets which in the past have been known as PyKeyingSets or Relative KeyingSets. These are registered from Py Scripts at startup, and will use the context info to determine what data they should be keyframing. These are stored per Blender session, independent of files, since usually these will be coded specific to sets of rigs used at a studio.
* "Absolute" Keying Sets are the ones that you can create from the Scene buttons and/or KKEY or RMB over any property. They specify the exact set of properties which should always get keyframed together. These are stored in the scene.
In relation to this, I've made it possible to now set one of the builtin Keying Set types as the active Keying Set.
* For now, this can only be done via the box beside the insert/delete key operator buttons on the TimeLine header (now complete with an recycled icon - HINT TO ICON DESIGNERS, to make this a bit more obvious). Later on I'll commit an operator to set this via a hotkey.
* The "IKEY" menu will only show up when there is no active Keying Set. When there is one, keying will happen silently (with info notice at the top of the screen). Later on, I'll hook this menu up to a hotkey, so that that active Keying Set can be changed without inserting keyframes or clearing active Keying Set...
* By default, there isn't any default Keying Set enabled. IMO, this is probably a good default, though some might like to have LocRotScale instead.
* I'm not terribly impressed with the search menu for the items being SORTED (and of all things, alphabetically!) currently, since this does break muscle-memory with the menu (and jumbles up order of closely related vs not closely related).
* The Scene buttons for KeyingSets still need some changes to fully cope with users setting builtin KeyingSets as active sometimes. Controls which are useless or shouldn't be used when a builtin set is shown are being shown.
Builtin set registrations have been tweaked a bit:
* Renamed "bl_idname" to "bl_label" for consistency with rest of API. Note that this is the identifier used by Blender internally when searching for the KeyingSet, and is also what the user sees.
didnt commit this patch because curves are generally better to create a shape to lathe however now that curves can have modifiers applied to them I think its good to have this.
Added options to offset the lathe so it can work like the screw tool as well.
- optional object for axis which also controls the center point.
- screw offset so rather then just lathing this can work more like the screw tool.
- screw optionally using the object distance along the axis.
- iterations so the screw can be applied multiple times.
tested to work well with curves.
Also removed some python code to check for node materials within the material and texture properties. It seems to go fine without it, and this should be handled by context instead.
* sound file path was not displayed in sequencer panel.
* sound strip with relative paths would stop working after undo.
(commit 27575 by Brecht from render25 branch)
Campbell please check/beautify if you like, but it works properly on OS X, either
opening Preview with the 'open' command or Photoshop, when the path is set
in user preferences.
- update internal 'btempdir' from userprefs on changing and initializing the temp dir.
- add sequence strip operators nolonger require the sequence view to be active (better for automation).
(commit 27434 by Campbell from render25 branch)
* 'Export Keying Set' operator works again - a change in the previous commit broke the created code
* Relative Keying Sets don't get their paths shown
* Keying Set paths show options for inserting keyframes too now
---
Another attempt at fixing compile troubles, and removed some commented out + obsolete stuff.
After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen.
For a more thorough discussion of this commit, see
http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1
------
The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks.
Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage.
Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial.
Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
Some code changes:
* Every Add-On now needs a dictionary with several infos, which are then displayed in the Blender UI and/or are used internally.
Example:
bl_addon_info = {'name': 'Measure panel',
'author': 'Buerbaum Martin (Pontiac)',
'version': '0.6.3',
'blender': '2.5.2',
'location': 'View3D > Properties > Measure',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Panel_Measure',
'category' : 'UI'}
Unfinished/Not working yet
* The 'blender' tag is compared with the internal version number, it raises an error if the add-on was written for a newer Blender version.
* The 'category' tag will be added to the filter, so the add-ons can be searched/filtered.
encoding format
Bypassed existing hardcoded ffmpeg presets that executed when changing
format, replaced with bpy presets.
Leaving old code there for now, haven't got python/rna access to the ffmpeg
id properties.. Anyone know how to do this?
Code snippets here: http://www.pasteall.org/11657/c
This patch adds following features:
- Filter Add-ons by a category.
- Search Add-ons by Name and Author.
- Possibility to expand an Add-on, displaying more information like author, version, description, etc.
- Warns when a user wants to enable a script that was written for a newer version of blender
- Replaced hardcoded nurbcol array with theme colors
- Send notification in duplicate curve operator (this operator could
reset/change active nurb)
- Edge seam color added to the user preferences dialog
* Fixed up RNA and UI
* Brought back 'Save' and 'Clear' operators (in the little triangle menu in
environment map properties)
* While I was at it, noticed that environment maps were only using 8bit
colour, changed it to use full 32bit float instead for proper HDR colour etc,
so environment map reflections have the correct colour range
--> http://mke3.net/blender/devel/2.5/env_hdr.jpg
This fixes [#20904] Environment Map does not render; also missing panel
unrelated changes that ended up being more trouble to commit separate...
- removed BLI_split_dirfile(), was nasty, occasionaly modifying the source string, it could create directories and used the $CWD in some cases. was only used in 2 places in filesel.c, if this gives problems can address without bringing back this function.
renamed BLI_split_dirfile_basic --> BLI_split_dirfile
- view3d_operator_needs_opengl was being called for offscreen render when it wasnt needed.
setting sys.stdin to None is done so python wont lock blender when it tries to read from the input. - help() from the console does this.
Running blender with -d keeps the stdin so python debugging can work. add info in the help message about this.
eventually it might be best to replace sys.stdin with our own object which interacts with the console but this is not trivial.
image.py has a function image_editor_guess(), please test on windows and mac. (using 'startfile' and 'open')
this is only used when the image editor is not set.
* I put it under General->System. Not sure is the better place for it though (space_userpref.py)
** also: creator.c fix to avoid autoplay of games when scripts are disabled.
- new mode for projecting an image with the view matrix saved in the image id-properties rather then using the camera matrix.
- operator to screenshot the view and create a new image with the view matrix stored in the image.
these will be used for better re-project integration and are not immediately very useful.
It's (still) not working since the pool in the operator will not allow this operator to run without context.
For the window/area/screen has to be created somewhere (maybe in WM_init_game ).
I have no idea on what should be done to initialize it here, so if anyone knows how to proceed, please help here.
* side note: should we also have it as a command line option?
Reports (i.e. 'info' or 'errors') are now shown in the info header in place of the scene statistics if the last executed operator had some, with this info disappearing again once another operator is run (to show scene statistics again).
For example, this means that info such as the the number of verts merged, or whether a Keying Set successfully inserted keyframes, etc. is now shown again somewhere, and that this is done in a non-blocking manner.
The current implementation is still a bit crude (i.e. lacking fancy polish), but is at least barebones functional. The todos...
* When more than 1 report message is generated by the last operator, there is currently a display of the number of reports. In future, it would be nice to be able to add a button beside this or make the label clickable with appropriate text indicating this (commented out atm) to show popup menu of all the reports...
* There could probably be some kind of coloured backdrop behind the text. Currently using standard box, but that has padding problems, and lacks visual interest.
* Timer based fade out/disappear?
* joined filename and directory to single rna entry for movie and sound sequence
* PROP_FILENAME was missing in makesrna
* made seq->strip->data->name PROP_FILENAME rather than PROP_FILEPATH for the complete path
* also made seq->strip->data->name read only
Missing still: update of sequence length, start end frame etc..
rename image.save() --> image.save_render() because it uses render settings for saving.
added image.save() which is like pressing save in the image view, saving to the images path and removing the dirty flag.
rename BKE_get_image_export_path() to BKE_rebase_path() and take a filename arg rather then an image.
obj export file copy was also not working because of a missing import.
* Effectors now work with hair dynamics.
* Hair dynamics has a new "Collider Friction" parameter that works similarly to internal friction except now all collision objects effect the hair velocity. Useful for quick'n'dirty interaction with objects as the calculations are really fast, but doesn't really take away the need for proper hair-object collisions.
2.4x port by Ivo Grigull (loolarge)
from the tracker:
It should be working ok, but it does not have all options that the old script had. You can only specify the start frame
where to insert the animation, but not skip frames for have a different fps.
However, like the old script this will bloat the memory a bit, at some later point i would like to write a script that
only reads the current frame from the file when you move the timeline.