Box select for mesh wrongly applied the transformation matrix (it wasn't done for Circle select and that worked correctly).
I've just commented and explained the removal, since comments in the matrix setting function seems to indicate that this should be needed (with the call removed, the situations that are noted as problematic still work fine).
- 2 fingers scroll (MOUSEPAN / GHOST_kTrackpadEventScroll event) pans/scrolls the view
- 2 fingers pinch (MOUSEZOOM / GHOST_kTrackpadEventMagnify event) zooms the view
And in 3D view:
- alt + 2 fingers scroll rotates the view
- 2 fingers rotation (MOUSEROTATE / GHOST_kTrackpadEventRotate) orbits the view.
The implementation uses a new GHOST event type: GHOST_kEventTrackpad, that is then dispatched as Blender MOUSEPAN, MOUSEZOOM
or MOUSEROTATE events.
This is currently fully implemented for OSX (GHOST Cocoa fires the new events), with auto-detection of the source peripheral, so that a regular mouse still sends MOUSEWHEEL events.
Added buttons beside the numeric inputs for cursor location to make it more obvious how the cursor can be used for numeric manipulation of selected keyframes.
The operator was already there and written, just didn't have a hotkey
assigned. Gave it an icky popup menu like object mode parent until we
get a nice non-blocking report viewer.
Reset edge loop data when there are no edge near (it doesn't cut when there's no edge near anyway, so the display was missleading)
Also don't do any display setup when there's nothing to display.
PhysicsConstraints is documented in the Game Kit Book:
http://download.blender.org/documentation/gamekit1/
VideoTexture is documented in the wiki:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/2.49/VideoTexture
I don't think I will have time to fill the documentation. But I hope this commit helps someone interested in helping it.
Therefore volunteers to document those modules are highly welcome !!! (let's give to BGE the documentation it deserves)!
* + added GameLogic.Lave/LoadGlobalDict + some typo fixes
- property names dont need the bone type prefix anymore
- always add a root bone that all non parented bones are parented to
- x/y/z axis properties for bones.
Protect and Mute toggles now flush their values when changed, like for visibility, making the workflow a bit smoother. Currently, this only takes effect when clicking on the toggles (i.e. the hotkey+select based toggle setting operators don't take this into account yet).
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