Thanks to Thomas Raab (fando) for this patch.
This patch fixes the arrow showing whether nodes are expanded or not, and includes a fix for the other icons getting scaled twice.
* no longer a modal operator now, that was useful when it was part of
the loopcut macro but is no longer the case, and should have not
affected regular edge ring selection.
* don't fall through to loop select in face mode, that is bad 2.4
behavior, just use alt+rmb if you want to loop select.
* fix error number of cuts error print, missing select mode flush, and
use more accurate notifier.
Refactored the constraints reading code to take advantage of the new ID loopers. Now, adding a new constraint type will not require much effort with the file loading code, unless the constraint uses any special direct data which needs to be handled differently.
Added a system for running a callback on all the ID-blocks referenced by constraints (like for modifiers). Also, added an API function which calls these on the constraints present in the given list.
These could be used for:
- the proxies + action/pyconstraint fix that campbell committed
- simplification of file loading code
Sensor and Controllers: small fixes and suggestion (comments) for future improvement - mainly to replace text properties to material, text or object datablocks.
Actuators done:
* IPO
* CAMERA
Actuators to be done:
All the others (their structure is in the file)
Adding NC_LOGIC
** If someone want to help on that:
Files used for actuator RNA:
- logic_window.c
- DNA_actuator_types.h
*** my first big RNA operation. critics/suggestions are welcome
**** padded some DNA variables that were not been used.
- IK-Solver interfaces were still converting units from degrees to radians. Made these all use radians now.
- Tried to fix the DOF limits drawing. This is still not totally functional again yet, but at least there are visible lines now.
- near clipping is not used to clamp minimum zoom level in ortho mode.
- view selected applied to a single point (no bound-box volume) just moves the view rather then zooming in.
for sintels face view selected didnt work well for eg: selecting a face at the mouth and zooming in.
- backbuf colors were ignored with VBO's, disable since to make this work with VBO's it would need to re-bind a color array, then restore the previous one after.
If you have some bones selected, and then hide their layer, they would stay selected + visible even when you make another selection. Now, they are hidden and are no longer visible when they aren't on visible layers.
Currently, this is only done if the channels are being filtered by visibility, but this could easily be changed to do without this check. Will see how this goes after some production testing. :)
act.time can set the sound position (float in seconds)
act.is3D RO gives you the dimension of the audio
act.minGain3D, maxGain3D ... set the 3D parameters of the sound
** PyDoc to be done. Jörg Müller (NeXyon) do you want to document them? The file is here:
//source/gameengine/PyDoc/GameTypes.py
+ adding a missing \n to KX_Scene.cpp. (kind of typo)
from reading all places dynamic hair is used I think these changes are correct (cloth seems to share pointcache with the psys) but its not obvious.
jahka: please check this is ok.