* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
- T was 'Flatten Brush', now Shift+T
- added an option to OBJECT_OT_subdivision_set to set the level relatively (so page up/down works), however RNA lets it set one level higher then the maximum, this seems displays OK in the 3D view so not sure whats going on here (as if there is always an extra hidden multires level).
This bug was caused by my recent commit to get bone select -> selection syncing working. The selection flushing was occurring too readily, blocking any selection tools from having any visible effect. Now this syncing is only triggered when appropriate notifiers+flags have been set.
Assignment to KX_GameObject localOrientation and
worldOrientation matrices was assuming row-major matrix
although reading these matrices was returning a column-major
MathUtils object.
The faulty function (PyMatTo) is fixed and all matrices
in python are now assumed column-major.
This function is also used in the following methods:
BL_Shader.setUniformMatrix4()
BL_Shader.setUniformMatrix3()
(No change in scripts if you didn't specify the optional
transpose parameter: the default value is changed so
that column-major matrices are assumed as before.)
KX_Camera.projection_matrix
(assignement to this attribute now requires a column-major
matrix and you must fix your script if you were setting
a value to this attribute.)
- ToolSettings had its id.data set to NULL when taken directly from the context (causing a crash in cases)
- menu for changing vert/edge/face selection now a python menu, removed operator.
- wm.context_set_value(), would really prefer not to have this since it evaluates the value as a python expression however there are no ways to define arrays in PyOperators
* Added function for F-Curves to find the F-Curves in a given list which affect some named data, such as bones, nodes, or sequence strips.
* Added a BezTriple offsetting callback to be used with the F-Curve+Keyframe loopers in use for many of the keyframe editing tools.
for panels it would fail silently but for menu's it meant further references would give errors.
increase the registered class name from 32 to 64 and raise an error if the limit reached.
It's not range_ui, but range itself. if someone think that for some reason it's better to keep the visible range up to 100 (the current one) it could be as well.
From the tracker:
- typo was making the multiplication to transpose resulting matrix
eg
####
from Mathutils import *
from math import radians
cont = GameLogic.getCurrentController()
owner = cont.owner
owner.worldOrientation = RotationMatrix(radians(1), 3, 'z') * owner.worldOrientation
####
Also make the transform operator creation a bit more automagic (I always forget either operator registration or modal keymap registration, this is all automatic now).
This commit brings back the functionality whereby the selection of F-Curves and/or relevant Group(s) is synced with the selection status of the corresponding bones when the bones are selected/deselected.