Move gridview (the actual drawn grid size, including adaptation to zoom) to RegionView3D from View3D.
This solves the transform increment bug but not the Snap Menu bug (context is not set to the correct rv3d when executing operator from menu).
Useful if you have 2 different characters with the same base mesh (matching indicies), and want to copy a facial expression for eg, from one to another.
Durian request to re-use shapes between characters.
* Copies the active shape to other selected objects
* Different methods to apply the shape
* * OFFSET, simple translation offset
* * RELATIVE (EDGE/FACE), Use Barycentric transformation to copy the shape. This means the target mesh can be a different orientation and scale and the shape should still apply since the surrounding geometry is used as a basis for the offset.
bug: barycentric transform's depth was inverted.
Note:
* This isnt added into a menu yet,
* This cant be redone since adding a shape key messes up the redo stack. needs fixing for other scripts too.
From 2 triangles and 1 point, the relative position between the point and the first triangle is applied to the second triangle to find the target point.
the barycentric weights are calculated in 2D space with a signed area so values outside the triangle bounds are supported.
wrapped by python:
pt_to = Geometry.BarycentricTransform(pt_from, t1a, t1b, t1c, t2a, t1b, t1c)
NOTE:
- moved some barycentric weight functions out of projection painting into the math lib.
- ended up making some of the math functions use const args.
TODO:
- support exceptional cases. zero area tries and similar.
py_function_args wasnt working right (was using function namespace for function args), use pythons inspect module instead.
move the function to get a type description into rna_info
* The hair mesh vertex index was stored as a short, but vertex counts can easily go higher than what fits in a short so changed this to an int.
* Also removed particle life looping, which didn't work correctly anyways. Similar functionality will become available when I get to recoding reactor particles into a better system.
- view docs menu item opens sphinx URL
- can be searched (even when local)
- uses rna_info module for introspection
- also documents python defined functions and decorator properties (defined in bpy_types.py)
- experemental python file:line references for python operators.
* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
- T was 'Flatten Brush', now Shift+T
- added an option to OBJECT_OT_subdivision_set to set the level relatively (so page up/down works), however RNA lets it set one level higher then the maximum, this seems displays OK in the 3D view so not sure whats going on here (as if there is always an extra hidden multires level).
This bug was caused by my recent commit to get bone select -> selection syncing working. The selection flushing was occurring too readily, blocking any selection tools from having any visible effect. Now this syncing is only triggered when appropriate notifiers+flags have been set.
Assignment to KX_GameObject localOrientation and
worldOrientation matrices was assuming row-major matrix
although reading these matrices was returning a column-major
MathUtils object.
The faulty function (PyMatTo) is fixed and all matrices
in python are now assumed column-major.
This function is also used in the following methods:
BL_Shader.setUniformMatrix4()
BL_Shader.setUniformMatrix3()
(No change in scripts if you didn't specify the optional
transpose parameter: the default value is changed so
that column-major matrices are assumed as before.)
KX_Camera.projection_matrix
(assignement to this attribute now requires a column-major
matrix and you must fix your script if you were setting
a value to this attribute.)