Commit Graph

21 Commits

Author SHA1 Message Date
Campbell Barton
a705f64245 python access to operators now hides the _OT_ syntax, eg. SOME_OT_operator -> some.operator
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.
2009-07-17 12:26:40 +00:00
Janne Karhu
46f6cdcdcc Added a particle instance modifier option to use particle size. 2009-07-05 12:36:20 +00:00
Janne Karhu
66918b3add A bunch of fun stuff now possible because of new pointcache code:
* Baked normal particles can now use the "Path" visualization.
* Path "max length" & "abs length" are now history:
	- New option to set path start & end times + random variation to length.
	- Much more flexible (and calculated better) than previous options.
	- This works with parents, children, hair & normal particles unlike old length option.
	- Only known issue for now is that children from faces don't get calculated correctly when using path start time.
* New option "trails" for "halo", "line" and "billboard" visualizations:
	- Draws user controllable number of particle instances along particles path backwards from current position.
	- Works with children too for cool/weird visualizations that weren't possible before.
* Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice.
* New particle instance modifier options:
	- "path"-option works better and has controllable (max)position along path (with random variation possible).
	- "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path.
	- "axis" option to make rotation handling better (still not perfect, but will have to do for now).

Some fixes & cleanup done along the way:
* Random path length didn't work for non-child particles.
* Cached & unborn particles weren't reset to emit locations.
* Particle numbers weren't drawn in the correct place.
* Setting proper render & draw visualizations was lost somewhere when initializing new particle settings.
* Changing child mode wasn't working correctly.
* Some cleanup & modularization of particle child effector code and particle drawing & rendering code.
* Object & group visualizations didn't work.
* Child simplification didn't work.
2009-07-04 03:50:12 +00:00
Brecht Van Lommel
093ff8202c 2.5: Physics Buttons
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.

* Added near empty soft body, fluid, field and collision panels,
  tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
  or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
  updates after pointcache refactor?
2009-07-02 19:41:31 +00:00
Brecht Van Lommel
421f44278c 2.5: Lists for vertex groups, shape keys, uvs, vertex colors.
RNA
* Added the relevant active_*_index properties, with proper
  get/set/range, updates and notifiers.
* Context.tool_settings.
* ToolSettings.vertex_group_weight.

Operators
* MESH_OT_uv_texture_add/remove
* MESH_OT_vertex_color_add/remove
* MESH_OT_sticky_add/remove
* OBJECT_OT_vertex_group_add/remove/assign/remove_from/
  select/deselect/copy/copy_to_linked
* OBJECT_OT_shape_key_add/remove

UI
* Some updates and cleanups in list template code.

Known issue: when going in & out of editmode, uv textures and vertex
colors dissappear. I thought me->edit_mesh would be NULL when not in
edit mode but it is not?
2009-07-01 22:25:49 +00:00
Brecht Van Lommel
222fe6b1a5 UI
* Search popup + autocomplete for bones, vertex groups, etc. This
  is done with layout.item_pointerR, specifying an RNA collection to
  take the items from. Used by constraints and modifiers.

* Some tests with the List template, ignore those for now..
2009-06-27 01:15:31 +00:00
Daniel Genrich
db27ab918d Bugfix: Displace modifier was missing the "direction" drop down menu. 2009-06-19 09:21:08 +00:00
Thomas Dinges
c3c38155ad 2.5 Buttons:
* 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.
2009-06-13 21:22:21 +00:00
Brecht Van Lommel
dc7d0ef474 UI:
* Add Lamp Fallof Curve and Texture Color Ramp panels.
* Use button space context data.
* A few other minor python layout script updates.
2009-06-03 00:17:35 +00:00
Thomas Dinges
10e8672c8d 2.5 Buttons:
* Modifier Button tweaks by William Reynish. Thanks!
2009-05-29 12:42:06 +00:00
Thomas Dinges
a01fa8b581 2.5 Buttons
* More greying out tweaks by William Reynish and myself.
2009-05-29 09:53:46 +00:00
Brecht Van Lommel
1b1667018e UI:
* Added Constraints template and Add Constraint operator.
* Added toggle=True/False parameter to uiItemR, to get a
  toggle button (actual button) rather than an "option"
  button (checkbox) 
* Added OPTION/OPTIONN button type, to distinguish with
  TOG/TOGN.

RNA:
* Make all modifier pointers editable, including correct updates.
* Added notifiers and updates to constraints.
* Fix a stack corruption, pointed out by Andrea, and potentially
  causing crashes.
2009-05-27 00:03:49 +00:00
Thomas Dinges
ef01c5bf0a 2.5 Buttons Code:
* Code Cleanup.
* Tiny layout changes.
* Added proper context for bone, curve, mesh and text objects. 

* Fixed Sun/Sky context.
2009-05-24 12:37:55 +00:00
Thomas Dinges
3956a10deb 2.5 Buttons:
* Some Modifier layout cleanup.
* For fun: Added icons to the Render Buttons.
* small RNA Typo's
2009-05-23 11:19:18 +00:00
Nicholas Bishop
380efe9dc4 Multires/2.5:
Added subdivide operator and button for multires.
Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?
2009-05-23 07:12:55 +00:00
Thomas Dinges
82bd674653 2.5 Buttons Modifier:
* Forgot to initialize the fluid function.
2009-05-22 07:41:36 +00:00
Thomas Dinges
c671469bbb 2.5 Buttons Modifier:
* Converted all modifier to python layout engine. Needs a layout cleanup still.
* Removed corresponding C code (brecht: please check)
* 2 RNA Modifier fixes

* Added initial Mesh panel by William Reynish.
2009-05-21 21:23:36 +00:00
Brecht Van Lommel
94902dac97 2.5 UI: Modifier Template
* template_modifier creates the modifier box, and returns a layout
  to put the buttons in.
* Only the armature modifier is now done with python code, all other
  modifiers use C code. To convert a modifier to python, remove the
  corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
  especially to make pointers editable. Mostly that is a matter of
  defining an own _set callback and put some of the modifier C code
  into it.
* Still various buttons that don't work, like for hooks or mesh
  deform binding.
* Fix for crashing decimate modifier (still disabled).

* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
2009-05-21 15:34:09 +00:00
Thomas Dinges
2a055ca728 2.5:
* Added new modifier tab.
* Fixed problems when no object was selected after delete.

* Added initial Armature, Bone, Curve and Font panels, by William Reynish (Billrey). Thanks!
* Small RNA changes

* Commit revision 20240 and 20268 from trunk. ("Mouse wheel zoom lost after rendering.")
2009-05-19 15:38:36 +00:00
Brecht Van Lommel
b4d46e5ded UI: Layout Engine
* 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.
2009-05-15 11:19:59 +00:00
Thomas Dinges
bf2daa56c1 2.5 Buttons:
* Split the buttons_data.py into separate files, this makes it easier to maintain them. 
Notes: Added an extra modifier file, because modifiers are for different object types.

* Added basic lamp buttons and Sun/Sky settings.
As the camera buttons they only work for the default light object for now.

* Some minor code cleanup
2009-05-08 18:17:57 +00:00