Property buttons: the "ID template" allowed to unlink data from object,
like Mesh or Curve etc, which is not supported. Button now is hidden.
Thanks Dan Eicher for patch.
Also: improved tooltip for 'data browse'. It was generic, now it gives
specific per-type information.
- operators need to enable the option OPTYPE_PRESET or 'PRESET' in python.
- hidden properties are not written.
- currently this only works in the file selector (enabled for FBX/OBJ export)
- currently the menu label doesnt change when presets are selected, this is a TODO, not so simple since the UI is defined in C and the label in python.
- presets save in "scripts/presets/operators/*id*/*.py"
- adding template of a add_object addon from Florian Meyer (testscreenings)
- this template is using the new add_utils module in bf-extensions (also from Florian)
- SSS Presets were not working on pinned materials.
- added ability for save-presets to define variables to stop them becoming too verbose.
- remove object.active_node_material
[#25284] Traceback error on "System Info" script
- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
it (eg cameras)
When trying to add a modifier to non-geometry objects, warnings are
now shown instead of just adding some (useless) modifiers that cannot
be removed later.
* Pointcache code was quite ugly looking and complicated, so here are mostly just cosmetic adjustments, but some improved logic also.
* Slight cleanup of pointcache ui too.
* Shouldn't have any functional changes what so ever, so poke me right away if something seems off.
was actually incorrect location for everything!
- x3d's global scene rotation value wasnt converted from deg to radians.
- camera viewport was also incorrectly exported.
use mathutils rather then inline math for rotations.
Added support for working on delta transformations instead of plain
transform. this should help the fact that you cant randomize animated
objects (still need to check into that)
Removed minimun scale since it was not well done, need a stronger
version of this
* New option to "Regrow hair" for each frame.
* This was perhaps more a feature request, but there was a similar useful feature called "animated hair" in particles at some point.
* The previous behavior for hair growing was inconsistent to say the least, so this is a nice option to have.
graph editor:
- option "extend mode" requires channel-selection. Moved pulldown menu
from Key to Channel instead
- hotkey SHIFT+E for same operation now works both in channel list as in
main view.