- building with GHOST/SDL now adds the PREFIX
- image.external_edit operator errors out if the filepath isnt set (was annoying and loaded gimp while running tests)
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
This is for bug #28141
While not really a bug, it makes it a lot easyer to use if it
has the exension. (Isn't hidden from the user when they try to load it...)
Kent
Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel
To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass
Jeroen
Addons are checked for their timestamps and reloaded when it changes but this failed when, 2 addons had the same name since different times caused 2 reloads on every redraw.
Now when duplicate addons are in the path now give a error message in the UI and print path conflict in the console and don't thrash reloading.
this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.
In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal
With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.
In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface
On the properties-space the next changes will be done
Scene⇒Render layer⇒Passes⇒Material index will be added
Material⇒Options⇒Pass index will be added
DNA
Material struct will get an new field called “index”. this will be a short-type.
Material struct the field pad will be removed.
A new Render-layer pass will be added (bit 1«18)
RNA
Material RNA is updated (based on “pass index” from object)
Render layer RNA is updated (based on IndexOB)
Blender internal renderer
The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor
The render layer input will get a new output socket called “IndexMA”
Usage
An example on how to use material index can be found at:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend
This is also example of a commit message longer than the commit itself :)
Toggling options on the selection is better done as a generic operator.
Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings.
This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.