Access to G.vd without an active 3D window from sequences during Alt-A
playback caused segfault; check and return if it's NULL, and print an error
to stderr. (Someone should check why viewmove() is being called).
reduction that was labeled "Percent" but was on a scale from
0.0 to 1.0. The word percent implies a scale for 0 to 100, so
I've relabeled this slider as "Ratio".
Bugfix #3660: NMesh.getVertexInfluences() was broken following the changes
to the armature system. Tron Thomas (kudos) came up with a fix that seems
to perform identically to the old method. I'm also adding it to the Mesh
module for compatibility.
View All/View Selected - only took into account values from 1 axis. - Workaround because test_view2d needs to act that way for other functions.
Easy one :) Right mouse mutton cancels transform. - Must move to Theeth's new code one day.
Patch #3760: Allows a python script to call renderer when the UI is not
active (thanks to Cory King for patch). Without the patch, blender will
segfault since G.vd is NULL.
patch from jean-michel soler (jms) - .insertShapeKey()
Python API, a function to insert a shape key in an object . It works on Mesh, Lattice curve ans surface .
Example of use :
import Blender
OBJECT=Blender.Object.GetSelected()[0]
OBJECT.insertShapeKey()
a docstring to follow soon
Added Mesh.Modes() function, which allows scripts to get/set the selection
mode settings for meshes. This was necessary in order for the mesh tools
such as triangulate, remove doubles, etc., to work properly.
to get the current value of the IPO shape key. There are still some issues
to discuss as to whether methods/attributes should be used and what they
should be named, but this will (or should) be addressed in the upcoming API
rewrite.
(with make, need to confirm with scons)
after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.
Game engine coders, there is also quite a number of warnings that
need to be fixed.
current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
Campbell, most of the changes you made seem ok, but you do have to be careful since it's not just about looking good, it's also about grouping things meaningfully. We did some thoughts on more concrete guidelines for this here: http://mediawiki.blender.org/index.php/BlenderDev/UIAlignRulesGuides
- minor: added missing theme options (bone_solid, bone_pose, strip,
strip_select) to Blender.Window.Theme and also updated accordingly
(version info) the script that saves themes as scripts and the module's
doc.
Aligned filesel buttons|text entry- looked arse also.
Added tooltips for filesel text entry- "Type in dir to create" and "+/- increment" or somthing like that.
- Cam
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
in the BPy API for the "end point". It was a minunderstanding of what
happens with cyclic Ipos, but we updated the documentation to make this
clearer in the future.