World Context:
* Made world id block wider
* Don't show texture user when Cycles engine is used
Other:
* Change Dopesheet > DopeSheet in User Preferences Theme section for consistency.
* Hide Modifier and Contraint Panel header, this gives a bit space.
As it's the only panel in these context tabs it does not make sense to close them anyways.
*Add a new idname to keyingsets, keeping name as label-only (using same string for both made lookup fail when using i18n other than english, as it tried to compare an untranslated static string id against a translated RNA name). Also adding a description string (can be helpful with custom keyingsets, imho).
*Fixed a few other bugs related to that area (namely, you can’t deselect current keyingset from the shift-ctrl-alt-I popup menu, and insert/delete key ops were using a rather strange way to get chosen custom keyingset…).
*Fixed UI code so that it always uses (RNA) enum, and simplified menu-creation code.
It was indeed not clear at all what that label-less check box does.
Move it to next row (to prevent fluid type menu be too narrow) and
use label default for it.
Also don't create second column which is empty for outflow fluid type.
Made Set Floor a bit more general and name it Set Plane which defines
orientation from 3 selected tracks and makes them belong to specified
plane (wall or floor).
we cant ensure buildinfo to have utf8 encoding so access it as bytes via python - a different workaround then this patch made.
also use C style string formatting for sys_info.py
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
environment map, by enabling the Panorama option in the camera.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Panorama
The focal length or sensor settings are not used, the UI can be tweaked still to
communicate this, also panorama should probably become a proper camera type like
perspective or ortho.
The stencil- and clone-layer menus were printing errors when the mesh
had no UV layers due to directly accessing layer names. Fixed by
setting menu text to empty if no UV layers exist.
Also changed the checkbox label for cloning from another UV layer to
read 'Clone' rather than 'Layer'.
* made bmesh_structure.h function names more consistant.
* remove unused code in bmesh_structure.c
* removed 'Edge Flip' operator (missing from bmesh but looked into trunk feature and dont think its worth keeping).
* tagged some BMESH_TODO's
dont set the header text multiple times when many objects are selected, instead just print the difference thats applied.
when theres a single object selected, behavior us unchanged.
Added subdivisions shortcut for mesh editing mode to maya preset.
Not actually sure such shortcut present in Maya, but seems to be logical
to have it both object and edit modes.
Keypam for midpoint knife cutting was disabled for a while due to
midpoint toggle was moved to a model keymap and i'm not sure how to
start operator with midpoint enabled by default.
===========
initial merge from BMesh branch,
this replaces the existing mesh format and editmode data structures, for more info see:
http://wiki.blender.org/index.php/Dev:2.6/Source/Modeling/BMesh
this is the work of quite a few developers over the years.
Key Contributors
================
* Geoffrey Bantle (aka) Briggs, original author.
* Joe Eager (aka) joeedh
More recently
* Howard Trickey
* Ender79 aka Ender79 :)
What to Expect
==============
In general blender shouldnt crash on files or totally fail to load scenes,
painting tools etc have been tested to work.
* its quite easy to make the tesselator fail (show holes, missing faces), with non planer ngons.
* most modifiers are working fine but a few had to be re-written - bevel, array - array is much slower, bevel will probably be changed to match trunk soon.
* NavMesh BGE feature isn't functional yet.
* Some UV sticth tools still need porting.
* hair doesnt work right on ngons yet.
* many python scripts will break.
* a python api to BMesh needs to be written still.
(for todo's in code do a searh for BMESH_TODO)
- Hide Manipulate center points in sculpt and particle edit modes
- Hide 3D manipulators and orientation from sculpt mode
- Hide snap buttons in sculpt, weight, texture, vertex and particle painting modes
All this options weren't make sense in this modes and might only confuse user.
This will resolve issue #30180: 3D View header buttons and modes
For vertex/weight/texture paint, this has only the flags for using
unified size/strength. (Addresses TODO in code, before only sculpt
menu had these settings.)
For sculpt, moved the brush-related settings from the sculpt menu to
the brush menu.
Note that these menus are still very out of date (missing lots of
options), will address that in a different commit.
in existing addons this only effects OBJ import.
interestingly even though this is a bug (in that its returning a placeholder when it should load the image), since the placeholder points to the correct path, the image will load correctly when refreshed, so the bug's not too bad.