Works correctly with menu, keymap definitions and keymap export/import.
Properties set in the macro definition overwrite those set by the user (there's no way to see that in the UI at this point).
MISSING: Python operator calling code to fill in the properties hierarchy.
Also contains some keymap export changes by Imran Syed (freakabcd on irc): the exported configuration will use the name of the file and the exported script will select the added configuration when ran.
This patch by Guillaume Lecocq (lguillaume) adds user preference settings for setting the playback frame-rate and delay between captured frames for the screencasting feature.
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I've made a few tweaks for a few minor issues
- Made DNA vars for these settings shorts instead of ints, reducing the number of unnecessary extra pad vars
- Added version patching to ensure that these settings are initialised by default
- Made tooltips for the settings more descriptive
- In 2.4x, this setting was the lock button in the headers.
- Now, this option can be found in the View menus of all relevant editors
- Basically, this option toggles whether objects (using animation data that's being edited) get updated during animation editor transforms to give realtime feedback on the effects of tweaks.
- By default, this is enabled, since this fits in nicer with 2.5's everything 'live' paradigm. However, it is recommended to disable this on slower computers or when updates for heavy rigs are causing too much workflow lag
- Also, removed some old crufty settings from action editor data
Multiple background images displaying each on a different axis.
Changes made from the original patch.
- Use an enum rather then multiple booleans.
- Reduced the space taken up by the user interface.
- Made the image template compact display not show fields & premul options.
- Added readfile.c lines so old blendfile images are loaded.
- Option to hide BGpic UI (like modifiers & constraints)
- Use the index rather then a bgpic from the context for the remove operator.
note: could be good to use 1 image for both left+right, for eg, but for this to work as intended we would need to add image flipping depending on the axis so left this commented out for now.
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.
Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges
Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
* Added a generic 'histogram' ui control, currently available in new image editor
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.
It's a baby step in unifying the functionality and code from the sequence editor,
so eventually we can migrate the sequence preview to the image editor too,
like compositor.
Still a couple of rough edges to tweak, regarding when it updates. Also would
be very nice to have this region as a partially transparent overlapping region...
- particle set weight operator (Shift + K) and from the menu.
- mirror vertex groups operator can also flip weight group names.
a number of utility functions for weight groups added
int *get_defgroup_flip_map(struct Object *ob);
void flip_vertexgroup_name (char *name_r, const char *name, int strip_number); // moved from modifier.c
void copy_defvert (struct MDeformVert *dvert_r, const struct MDeformVert *dvert);
void flip_defvert (struct MDeformVert *dvert, int *flip_map);
* Added Theme support for the console.
You can change:
-Header Color
-Text Color of Output, Input, Info and Error Messages. (Inside the User Preferences -> Themes)
So now tab is not ALWAYS converted to spaces.
This is stored by text datablock (what allows to do nice things in the future, as automatic check for the indentation type of the file).
Ideally we should redraw the other Text Editor windows after changing that (in case the same file is opened and the Property panel is also open). Not sure how to do that though.
I'm using TABSTOSPACES as the DEFINE flag because TABSASSPACES sounds too ugly.
(also fix for interface divisor bug)
nice that it uses foreach_get/set for fast array copying from python.
note: this is getting out of hand, we beed some central panel/interface for copying mesh data about - shapes, UVs weights etc. at the moment they are accessed from all different places.
Patches by Jonathan Smith (jaydez)
Add a Cursor Center entry in the snap menu (Shift-S) to reset the cursor to 0,0,0. Also rename the view_center operator to view_selected to reflect better what it does (in the code only, description and name were already ok).
When combing long hair it will often end up with no volume (flat on the head like its wet).
a way to fix this is to use the puff tool however when applied points at the root only this just gives a bit of volume at the roots and the rest of the hair stays flat.
This option moves the unselected parts of the hair without applying the puff tool to them, giving volume to the hair whilst preserving the desired style.
change how data is added. eg.
bpy.data.add_mesh(name) --> bpy.data.meshes.new(name)
bpy.data.remove_lamp(lamp) --> bpy.data.lamps.remove(lamp)
image and texture stil use add_* funcs
*Some more cleanup.
*Renamed active_theme to theme_area, active_theme will be useful, when we have multiple themes again.
*New layout (Theme Area selection is now expanded).
ToDo:
* Nice wrapping of all options for the different spaces, either manual or via auto generation.
Some items are missing, some are in different positions, altough they are available in different areas.
NVidia (at least) GL drivers don't provide correct picking through GL_SELECT when the GL context is initialized with sample buffers.
So we can't have FSAA on for now as it breaks border,lasso,.. select.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.