Commit Graph

1530 Commits

Author SHA1 Message Date
Bastien Montagne
c0fa16f2c9 Another fix for r54414 (cleaner to "import" pgettext once at top of files, also now using usual '_' shortcut). 2013-02-10 09:09:26 +00:00
Campbell Barton
5d4df1a999 pep8 cleanup 2013-02-10 08:54:10 +00:00
Campbell Barton
63af7068ad revert removal of ternary operators from r54414 2013-02-10 08:26:48 +00:00
Bastien Montagne
82c86af7f7 Bunch of fixes for py ui messages (all those using 'formating' were not translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails!
And another "final point in UI message" removal!
2013-02-09 18:26:40 +00:00
Campbell Barton
d26c063121 disable translations for some python buttons. 2013-02-08 16:41:02 +00:00
Bastien Montagne
23aa0c9067 Fix uilists showing data names translated (reported on bf-translations ML by Satoshi Yamasaki aka yamyam, thanks!). 2013-02-08 16:01:21 +00:00
Ton Roosendaal
a3bd7de8a3 Added warning below MultiSample User Preference option for Linux systems.
(All 8 reports in tracker for selection failures were linux...)
2013-02-08 13:15:30 +00:00
Ton Roosendaal
1dfb6404b7 Release todo: added userpref for Mac users having "Natural Scroll" set.
As per discussion and analysis of all trackpad usage, we now
follow this convention:

- Blender follows system setting for trackpad direction preference.

- If you set your system to "natural" scroll, we need to invert a couple
  of cases in Blender we do "natural" already. Like:

   - view rotate (the inversed option just never feels ok)
   - scroll active items in list or pulldown menu (up/down is absolute)
   - ALT+scroll values in buttons (up/down is absolute)

The new User Preference setting "Trackpad Natural" handles this.

For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.

(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
2013-02-08 12:12:57 +00:00
Campbell Barton
08326778c5 use sys.platform for checking the OS. 2013-02-08 11:23:22 +00:00
Campbell Barton
4b8fe80e6e code cleanup: use exist_ok keyword arg to os.makedirs() rather then checking if the dir exists first. 2013-02-07 04:02:24 +00:00
Sergej Reich
b64858cade rigidbody: Use ARROWS empty draw type when creating constraints
Since we don't have constraint visualization yet, it's useful to see
where the individual axes point.
2013-02-05 21:51:20 +00:00
Campbell Barton
26ee2a1f79 patch [#33886] Combine Dissolve Menu with Delete Menu 2013-01-30 05:19:27 +00:00
Brecht Van Lommel
df53f46065 Fix #34031: in the keymap editor, Timer and Text Input types did not show field
to edit the operator name.
2013-01-29 17:30:30 +00:00
Joshua Leung
cf9e619889 Skeleton Sketching bugfixes/tweaks
* Disabling Skeleton Sketching now refreshes the view properly, so that strokes
don't linger on even after being disabled
* Added the delete operator to the panel
2013-01-29 03:04:24 +00:00
Joshua Leung
d6b166d1a1 Bugfix [#34012] Skeleton Sketching settings unclear
Although the bug report here wasn't exactly clear about what exactly was wrong,
it soon became apparent that the UI stuff here was in need of some love.

Changes:
* Ported over missing tooltips from 2.49 (i.e. most of them)
* Fixed a few incorrect tooltips (mostly the subdivision length settings)
* Made the autonaming and number/side settings slightly clearer - number/side
are used to replace placeholders in the names of template bones (&N and &S
respectively) when autonaming is disabled. When it is enabled, these values are
determined automatically.
2013-01-29 02:00:33 +00:00
Pablo Vazquez
56f82655ed Window menu: Make Screencast (should be Save?, to match screenshot?) option.
Thought of setting the operator context before so it wouldnt invoke the confirmation dialog, but better leave it by default to confirm since it might be clicked by mistake and start dumping video/image-sequence and can get annoying.
2013-01-29 01:43:03 +00:00
Pablo Vazquez
12a4a84ee5 Info Editor: Adding Save Screenshot option to the Window menu, was only available through search or shortcut (CTRL+F3) 2013-01-28 23:06:27 +00:00
Bastien Montagne
6fdaa9c99a Fix [#34023] r54146 breaks name-display of default "UI_UL_list"
draw_item *is* optional (it then uses default C function), even though there is not much sense to register a class without it, except for our default UI_UL_list!
2013-01-28 18:46:04 +00:00
Campbell Barton
2bae448ed5 fix [#34018] Delete Edge Loop undo works not als expected. 2013-01-28 12:42:38 +00:00
Campbell Barton
1c2d5eeeef fix for rigid body assuming active object would be selected, also don't check length of selected objects in poll function (getting and throwing away object selection array on every redraw is no good). 2013-01-28 12:24:25 +00:00
Lukas Toenne
0bf264f7ef Fix for errors caused by fixing RNA function register flags. Default UIList class now has a dummy draw_item callback. Panel draw_header is now optional (most panel classes don't define it). 2013-01-28 12:18:00 +00:00
Campbell Barton
8445a56b48 use more conventional names in rigid body script. 2013-01-28 12:15:50 +00:00
Sergej Reich
753890d0e8 rigidbody: Don't show dialog for "Connect" operator
Use redo last panel to change settings now.
This is more in line with how the rest of blender operates.

Also fix tootip
2013-01-28 11:56:01 +00:00
Joshua Leung
67c2cd916d Made the tooltip for rigid body constraint "Connect" operator clearer
Previously it wasn't clear what it was supposed to be doing, or what was
required for it to work.
TODO: figure out why the operator redo settings panel won't work. The workflow
here is still a bit clunky.
2013-01-28 02:48:19 +00:00
Dalai Felinto
0976a780eb BGE UI: removing "use_occlusion_culling" from the ui
(and marking rna as deprecated)

I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that
the feature should be removed.

In case someone was actually using it the rna is still available. But next
release we remove both the rna, the DNA and the flag in the code.

I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True)
always perform better than when it's off. Even when no occluder objects are in the scene.
2013-01-27 19:57:47 +00:00
Bastien Montagne
a2e55171fe Bunch of fixes for UI messages.
Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!).

Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
2013-01-27 18:14:24 +00:00
Ton Roosendaal
2545e832e2 Pack UI:
Oops! So there was an Unpack button, hidden in the Nkey properties of Image window.
This was drawn next to greyed-out buttons, didn't notice it well.

I also now found the unpack() menu in editors/util, and there's an Image unpack op.
Also the RNA api has an unpack!

Will remove the generic unpack op, and add a sound and vfont unpack instead.
2013-01-27 17:20:08 +00:00
Sergej Reich
204ec89bff rigidbody: Improve add/remove operators
Now all add/remove operators for rigid body objects and constraints
automatically add objects to the appropriate groups and create groups if they
don't exist yet.

This makes handling rigid bodies easier but doesn't take away functionality.
If users want to handle groups manually they just need to create them before
adding any objects.

The previous behaviour was confusing and was even considered to be a bug since
clicking on rigid body in the physics tab seemed to do nothing.
2013-01-25 06:26:38 +00:00
Campbell Barton
296f91c4cc add 'deform - integrate' option to mesh-cache,
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.

In practice this is most useful for using corrective shape-keys with mesh-cache.
2013-01-24 04:02:30 +00:00
Ton Roosendaal
17b1c19054 UI todo:
Added "Panel Title" style to Theme settings.
Allows to make these nice larger or draw differently.

Also tried to put hinting in Style, but this needs to be a per-font
setting. uiFont data is still not being saved (also not allowing
to set own font files for UI). That's a todo for 267 then.
2013-01-23 16:01:35 +00:00
Sergej Reich
90a97a4710 rigidbody: Fix constraint buttons only showing for mesh objects
Was silly indentation mistake.
2013-01-23 13:45:52 +00:00
Ton Roosendaal
3e6892e18f File Menu, "Save startup file" no asks for save-over confirm.
Being a destructive action (and there are no versions saved as backup) it's an
OK convention to prevent accidents.
2013-01-23 12:08:23 +00:00
Thomas Dinges
be21034ae4 UI / Layout scripts:
* Code cleanup for new Rigid Body panels. 
* Removed some unneeded split() calls.
* Remove redundant check for "ob.rigid_body_constraint" in the draw() function of the "Rigid Body Constraint" panel. The check is already made in the poll.
2013-01-23 11:40:35 +00:00
Campbell Barton
45fb9f9f09 scene panel for rigid body - remove operator isnt greyed out when rigidbody is disabled 2013-01-23 08:07:39 +00:00
Campbell Barton
fd35d42bf4 code cleanup: dont use 'bpy.context' when 'context' is available 2013-01-23 07:52:31 +00:00
Campbell Barton
6b51bb39c8 move rigidbody toggle into the header for scene and objects. 2013-01-23 07:42:28 +00:00
Sergej Reich
c48238fac6 rigidbody: Add generic spring constraint
Behaves like the generic constraint but has optional spring on each axis.

TODO: Add option to set rest length.

Patch by Markus Kasten (markus111), thanks!
2013-01-23 05:57:01 +00:00
Sergej Reich
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
Sergej Reich
cdc8ed24bf rigidbody: Add "Copy Rigid Body Settings" and "Bake To Keyframes" operators
Based on a script by liero, thanks!
2013-01-23 05:56:49 +00:00
Sergej Reich
2d8637946b rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.

The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.

Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:44 +00:00
Sergej Reich
089cf12435 rigidbody: Add point cache support
Add read/write/interpolate functions.

In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().

Rigid body cache is drawn in the orange color of the bullet logo.
2013-01-23 05:56:34 +00:00
Dalai Felinto
13f890a26c Game Engine UI: Image Sampling Texture Panel cleanup
removing non-GE supported features.

The idea of splitting the draw() function comes from Campbell Barton.
Review from him as well.

The main reason for not implement this in properties_games.py is to make sure the
panel is in the same order for both BI and BGE engines.
2013-01-22 18:42:16 +00:00
Ton Roosendaal
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
Campbell Barton
3eb41c7a5f fix for error where linking objects to the scene would show the popup if activated from the object menu. 2013-01-22 04:54:31 +00:00
Campbell Barton
8cde4e5182 add an influence slider to mesh cache. 2013-01-21 16:43:04 +00:00
Campbell Barton
caac27dcbc mesh-cache deform modifier,
supports MDD and PC2 formats.

see wiki docs:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
2013-01-21 15:41:00 +00:00
Howard Trickey
595dc2e252 Add (vertex-only) Bevel to Mesh > Vertex menu. 2013-01-21 14:15:57 +00:00
Joshua Leung
22b5f097d2 Patch [#33926] Menu separators to group the items on Specials Menu
Submitted by: Harley Acheson (harley)

This patch adds separators to group items in the Special Menu in EditMode. Order
of items is untouched.
2013-01-21 10:48:18 +00:00
Campbell Barton
5f9ea0d7eb move draw all edges into the object settings (object panel), makes more sense here since its next to draw extra wire 2013-01-18 19:01:26 +00:00
Campbell Barton
350a776a52 fix for arrow keys being reversed in the snap menu (Ctrl+Shift+Tab)
also - when expanding rna enums into existing menus - don't nest inside a row/column.
2013-01-17 01:03:56 +00:00