fix as suggested by Ton Roosendaal in tracker:
"the knife tool has a "MODE_PANNING" state, it could be nice to set this
in the modal map as well, to define the shortcut(s) that have to be passed on."
* Add a "Total Samples" info at the bottom of the panel.
This makes understanding the Non-Progressive integrator easier, as it displays how many samples are used for the different ray types.
* Rename Squared Samples to Square samples, to indicate that the action is not already done. The new Total Samples info should make this easier to understand now as well. Also added back for Progressive integrator, for consistency.
Screenshot:
http://www.pasteall.org/pic/show.php?id=57980
* Add Presets for Sampling. This comes with a simple Preview and Final preset, but as this is varying a lot depending on the scene, they should just be a starting point. The user can add own presets here.
* Some UI layout changes to match the settings a bit better.
Was missing keymap for REGION_TIMER, which ended up
in missing updates happening.
Added this kind of timer to RNA, so keymaps could
bind to it.
Also made 3ds max keymap working again. Too bad it
was broken in 2.67 and 2.67a :S
Quad View: ALT + W
Switch Wireframe / Solid: F3
Render: F10
Properties: F12
Ortho / perspective View: P
Zoom to selected center: Z
Select/ Deselect all: CTRL + A
in changing A hotkeys ctrl-a hotkeys are now ctrl-shift-a and GameEngine is now ctrl-alt-shift-p
Made keyap use the same select_or_deselect_all operator
as used for maya keymap instead of tricks with deselect_all.
Solves issue with selection in editor mode (reported as #3
in the original bug report).
Two main things:
- Made a python operator for selection in a viewport
which will de-select everything if nothing is under
the mouse.
To do so needed to modify VIEW3D_OT_select, so invoke
sets mouse location which is later used by exec
function.
This way it's possible to select stuff from python
defined operator.
Not best-ever solution since ideally exec() shall not
do OpenGL stuff, but we've got this issue in some
other operators. We'll solve this later.
- Used a keymap from Gianmichele Mariani as a reference,
updated his keymap to latest changes in operators.
We shall match Maya keymap much better now, thanks
for the keymap dude!
Made it so loop/ring selection are assigned to RELEASE button,
so they're not conflicting with regular selection.
There's still seems to be a conflict between loop and ring
selection, but it was here for ages and that's another story.
The way it works now is:
- Border select is using TWEAK, for which you need to hold LMB down
and move mouse. This prevents operators using RELEASE/CLICK events
from being fired.
- LMB select is using RELEASE event, this is no selection happens
before border if you do border select. And this prevents any
operator uses CLICK event from being fired.
- Delect all happens by CLICK, which would be fired only in case no
operators were handled with PRESS/RELEASE.
This is a bit cards-house, but this is how events currently works and
wouldn't want inventing something bigger now.
Switch selection from Release to Click, so releasing mouse button
after transform confirmation wouldn't trigger selection operator.
However, needed to disable old Click behavior which used to deselect
everything if click happened outside of any object. It wad bad way
to do such a behavior and shall be re-think and solved in a better
way.