* use mesh.transform instead of a python matrix multiplication function.
* use the image filename rather then ID name for the URL
* use the scenes world rather then the first world for getting world data.
* mesh.verts.index(face.vert[i]) is extreamly slow!, use face.vert[i].index instead. also got rid of a face loop in a face loop that didnt do anything.
Still need to move this script to Mesh from NMesh
update by the script author - may have killed some changes cambo did to the previous version but the layout of the script is too significantly different to merge them.
Window.c was calling undo_push_mesh, even for non mesh objects, exiting editmode would crash for any non mesh object (found with the armature symmetry script), bad juju.
Snap/Grid icon button in 3D view header (edit mesh). FIXME NOTICE: make nice looking icons (yes, that's for you Matt)
When snap is on, a drop down appears for the target method (closest, median, center)
Hotkey to toggle snap is Shift-Tab (this was previously used for a not totally equivalent to Tab. Ton said OK to scrap it). That hotkey is currently restricted to edit mesh (where snap is currently restricted).
Changed a couple of ugliness on how snap settings are stored.
big speedup to loop detection
added support for skinning open loops (could be improved, dosnt work that well when open loops have different vert counts)
speedup elsewhere with LC's
the tip isnt used for a label anyway. added comments explaining whats going on. only effects clever numbuts internaly.
type fixes for weightpaint_envelope_assign.py
-Added missing access to Node win theme (thanks Mickaël Le-bihan for pointing) and also options group and group_active.
-Added Node space to Window.Types dict.
-Tiny update to the save theme script version numbers (keeping 2.42 for now to avoid popups, but should change to 2.43 right before release).
BTW: Happy New Year everyone :).
* added .iconTheme variable
* bugfix. drawType was not being saved because Py_BuildValue and __members__ was missing an "s"
* added Blender.Get('icondir')
scn.objects.selected = [] # deselect all
scn.objects.selected = scn.objects # select all
scn.objects.context = [ob1, ob2...]
Added epydoc examples and updates importer scripts to use this de-select-all method.
continual script stuff, minor stuff..
fix for bad return in group.
Added back group.objects.append/remove but print deprectaed warning. also some epydoc changes.
weightpaint_envelope_assign - can update active vgroup only
weightpaint_normalize - fixups
BKE_plugin_types - made the max length 32 ratehr then 16 so you can fill the text space in pupBlock
- moved to the weightpaint menu
- Use a group for envelope objects, no special names.
- Can use non mesh data for envalopes (anything that can be converted into a mesh - metaballs, text, surface)
- Dosnt rely on applying loc/size/rot for it to work properly
- Uses a good point-inside-mesh method (optimized with mesh and face bounding checks)
- uses Mesh instead of NMesh
todo, only update active vgroup
Stupid typo in script, you couldn't go into
a subgroup if it was the first property in
the list.
Also, name collision code needed a little work.
This could result in overwriting properties
with the New button, which should instead
work as the rest of blender and add .XXX
to the name.
Added a test gui script for ID Properties. To use,
just select ID Property Browser from the help menu.
You can browse, create and edit ID Properties
for several library block types. Should be
fairly straightforward to use.
This is a test gui script; once an actual ID property
gui is implemented in blender it will be removed. It
is *not* going to be in the release, obviously, so once
the real gui is implemented this script will be removed.
Also, this being a testing non-release script it seems to me
to be okay to add it without all the proper review stuff. If
not, I can remove it.
I believe a test script is really, really needed to properly
test/review id properties, so I feel this is worth it.