Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
An example of how this is useful - an importer mixin could define the filepath properties and a generic invoke function which can run the subclasses exec for each selected file.
- Panels and Menus now skip the property check when registering.
- renamed _idproperties_ to _idprops_ in function names, function names were getting very long.
- re-arranged UI in a way that gave far too much vert scrolling.
- was added all over for simple things like making text="", layout engine should handle this.
- Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
poll() function is now a static method in python, this is more correct, matching C where the operator is not created to run poll.
def poll(self, context): ...
is now...
@staticmethod
def poll(context): ...
Pythons way of doing static methods is a bit odd but cant be helped :|
This does make subclassing poll functions with COMPAT_ENGINES break, so had to modify quite a few scripts for this.
*The narrowui value was hard coded in all ui scripts, made an user preferences option. Basically this value determines on which area width, it should switch between dual/single column layout.
ToDo: The Changes only take effect when reloading scripts/restarting Blender (after saving as default). Will maybe add the "Reload Scripts" operator next to the button in the future.
* Small fix for Fluid Add Button, when in single column mode. Didn't expand like the other "Add" Buttons.
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for
a while, and was previously almost completely non-functional. The old
code was quite complicated and specific to the 2.4 animation system, so I've
pretty much rewritten most of it.
This includes:
* Animated variables work again - just key them in the UI. Non-animateable values
should be already set non-animateable in RNA, hopefully I got them all.
Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale /
Object initial velocity / Deforming meshes / Fluid control Attract strength /
Fluid control Attract radius / Fluid control Velocity strength /
Fluid control Velocity radius / Object Active status (checkbox next to fluid type)
The Domain time scale is still not yet implemented.
* Fluid sim now use global scene units data by default - when enabled, the
scene's global gravity value is used and when units are set (metric/imperial)
the simulation real world size is taken from the object's actual measurements.
* The baking process is now done in the background, using the nifty threaded
Jobs system. It's non-blocking and your domain object will show the simulated
fluid as it becomes available for that frame.
A nice extra thing for the future would be to improve the visualisation of the
object's state while baking, and also the jobs system/ui could do with some
touchups - currently it has to share a bit from the 'render' job, and appears as
'Render' in the header. Progress bars for jobs in the header would be great too.
Running scripts directly didnt call the register function, even though this is not essential its good to be able to run a script directly and see changes in the UI.
- remove functions such as operator_int(), operator_enum(), operator_string
this mixed with keyword arguments in a way that made them hard to read.
Instead, have operator() always return properties rather then needing an argument.
- rename prop_pointer() --> prop_object(), pointer is more a C thing.
- missed item_enumR(), rename to prop_enum()
Contributors list isnt used much in our C code so probably its easier if people just use svn blame for this.
Can change if this isnt acceptable but I guessed people didnt care so much since most scripts had no header.