* Again, some layout code cleaning.
* Made assignments more consistent.
I started to write code guidelines in the wiki:
http://wiki.blender.org/index.php/LayoutFiles-Code_Guidelines
Matt/William: You are welcome to change them or add new infos, I will continue on improving them as well in the next few days.
this works for the calling operators from python and using the RNA api.
bpy.ops.CONSOLE_exec() is now bpy.ops.console.exec()
eg.
split.itemO("PARTICLE_OT_editable_set", text="Free Edit") becomes... split.itemO("particle.editable_set", text="Free Edit")
For now any operator thats called checks if its missing _OT_ and assumes its python syntax and converts it before doing the lookup.
bpy.ops is a python class in release/ui/bpy_ops.py which does the fake submodules and conversion, the C operator api is at bpy.__ops__
personally Id still rather rename C id-names not to contain the _OT_ text which would avoid the conversion, its called a lot since the UI has to convert the operators.
* Fix poll() callback changes in recent commit, note that these have
to work with pinned context too.
* Hide header for context panels in py layout.
* Don't jump back when collapsing a panel, allow the view to be
over some empty space until you scroll back.
* Fix follow context icon, order had to be reversed in icon file.
* ID template now has icon as part of browse button instead of
outside the buttons.
* Fixed some Bugs from Commit 21458.
* Show Preview Render only when there is an active id block.
* Some Code Cleanup (especially in polls). Please try to keep it clean ;-)
"moving the ID browser into its own panel. Eventually these panels should loose their headers to distinguish them from other, normal panels. Also a few other fixes for bones and armature panels."
* Lattices: properties editable, editmode operators, menus working
again. As a bonus you can now edit u/v/w in editmode.
* Shape Keys: some code cleanup, and added more buttons. The
value/min/max buttons don't work correct yet though.
* Fix issue with uv textures, vertex colors not being visible outside
editmode, and a few other issue. Mesh.edit_mesh is now NULL when
not in editmode.
* Fix context.cloth, was not being set correct.
* Fix errors with context pinning, scripts should
not assume context.object to be there.
* Always show preview even if e.g. the material is not
set, to keep ID buttons from jumping while you're
using them.
* Added more material buttons by William. Thanks.
I made some minor adjustments and added Specular Shader Model RNA.
* Code cleanup and some consistency tweaks of button files.
Notes: Preview render now only shows up when there is an active world, material, texture or lamp.
* Made sure initial panels with ID Datablocks are shown, even when no block is active.
* Context now allows pinning a datablock, independent of
selection.
* Initial ID browse buttons for most buttons tabs.
* Browsing from world to texture now displays world textures
again, but is a bit of a hack, not sure there is a right
way to do this.
* There's a button to switch between active materials and
textures now, only temporary though.
* There's some code to put context part in own region,
disabled still because it doesn't work that well yet.
* Fix buttons jumping around when resizing and zoom. Part of this was
adding a tiny a 0.001f offset in UI_view2d_view_ortho, otherwise the
rounding is unpredictable (used to be 0.375f, but that was disabled).
* Fix various issues with zooming, panning panels. V2D_LOCKOFS_X/Y is
now taken into account in more places in the view2d code, to avoid
zooming into the center or panning out of the view.
* Remove "Free" align mode in buttons window (it's not really useful).
* View3D/Graph/Image editors now use the same PanelType system as the
buttons window, means some deprecated panel code could be removed.
* Some small visual tweaks for panels.
* View 2D Reset operator (Home key), to reset zoom and panning for panels.
* Added argument to set number buttons as sliders (slider=True for itemR).
* Ignore labels for button alignment (doesn't look right).
* Fix some use of context.main in py scripts, should get data from active
object instead.
* Fix autotexspace -> auto_texspace in py script.
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.