Reset edge loop data when there are no edge near (it doesn't cut when there's no edge near anyway, so the display was missleading)
Also don't do any display setup when there's nothing to display.
PhysicsConstraints is documented in the Game Kit Book:
http://download.blender.org/documentation/gamekit1/
VideoTexture is documented in the wiki:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/2.49/VideoTexture
I don't think I will have time to fill the documentation. But I hope this commit helps someone interested in helping it.
Therefore volunteers to document those modules are highly welcome !!! (let's give to BGE the documentation it deserves)!
* + added GameLogic.Lave/LoadGlobalDict + some typo fixes
- property names dont need the bone type prefix anymore
- always add a root bone that all non parented bones are parented to
- x/y/z axis properties for bones.
Protect and Mute toggles now flush their values when changed, like for visibility, making the workflow a bit smoother. Currently, this only takes effect when clicking on the toggles (i.e. the hotkey+select based toggle setting operators don't take this into account yet).
change how data is added. eg.
bpy.data.add_mesh(name) --> bpy.data.meshes.new(name)
bpy.data.remove_lamp(lamp) --> bpy.data.lamps.remove(lamp)
image and texture stil use add_* funcs
*Some more cleanup.
*Renamed active_theme to theme_area, active_theme will be useful, when we have multiple themes again.
*New layout (Theme Area selection is now expanded).
ToDo:
* Nice wrapping of all options for the different spaces, either manual or via auto generation.
Some items are missing, some are in different positions, altough they are available in different areas.
* Added a new property to sculpting, ignore_background_click. If this is on, clicks that don't hit the mesh are passed through, so you can set up the keymap to do ZBrush-like rotation with the tablet.
Now it's a bit more robust, tagging images with profiles when they're loaded,
which then get interpreted later on by conversion functions. Just Linear RGB
and sRGB profiles at the moment, same as before.
This commit fixes Martin's problem with EXRs and Multilayer images loading/
saving too dark, and it also makes the sequence editor work correctly with it too.
Also fixes:
[#19647] gamma correction with color management is reset when resetting Curve
[#19454] 2.5: Dither does not work when Color management is enabled
NVidia (at least) GL drivers don't provide correct picking through GL_SELECT when the GL context is initialized with sample buffers.
So we can't have FSAA on for now as it breaks border,lasso,.. select.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
A solid color backdrop is now drawn behind the mute/protect toggles and sliders, reducing the visual clutter with long names still appearing behind the UI widgets.