* 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.
* Revert lamp sampling/buffers change. The right enum items should
be defined in RNA, not the layout, so that it works in outliner,
python api too.
* Also changed type popup to radio buttons again, and removed the
icons. This is more consistent, and I don't think it's a good idea
to start using icons for these things, too much clutter.
* Replace Mesh with Normals panel in the mesh buttons.
* Remove Material panel from mesh buttons.
* Added name fields for shape/vgroup/vcol/uv.
* Spacing tweak to Object and Bone names.
* Fix some naming conflicts in RNA, with "name" and "type" properties
being defined twice in the same struct.
* context.scene.tool_settings -> context.tool_settings.
* Bone Transform panel now works, using appropriate EditBone or
PoseChannel properties.
* Bone name and parent are now editable.
* Some other tweaks to the UI layouts for Armature and Bone.
* Notifiers for armature/editbone properties.
* 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.
"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."
* 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.
- Changing visible layers for armatures now sends notifiers
- Made the bone buttons show the layers data
TODO:
I also tried making the bone buttons show for 'PoseChannels' instead of the raw bones since this is more correct for most editing that can be done (i.e. when posing). For editmode though, we'd need to wrap EditBones in some way? However, I couldn't seem to get this to work due to the way paths are resolved.
* Added panels with dummy preview template.
* Added constraints panel for bones next to objects, though it
doesn't work that well yet, the operators and code need to be
changed so they don't assume it is one or the other in/out
of posemode.
* Added some graying out in the scene and world buttons.
* 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.")