- rather then use unlink="None", just don't pass unlink as a keyword. This is more pythonic.
- added an RNA flag for properties which cant be unlinked by setting to None.
Property buttons: the "ID template" allowed to unlink data from object,
like Mesh or Curve etc, which is not supported. Button now is hidden.
Thanks Dan Eicher for patch.
Also: improved tooltip for 'data browse'. It was generic, now it gives
specific per-type information.
Texture face options like "two side" were invisible, unless the
top bar "render engine" was set to Game Engine.
This is confusing, since 3d window does draw these options well.
Added back panel to show default, but with a label warning that
the options are not supported for render.
was missing button for single layer rendering.
also renamed Object.show_shape_key to Object.show_only_shape_key since this pin's the shape key so others are disabled.
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
layout.prop_object() --> prop_search().
The internal name is uiItemPointerR, in python this can translate into into an Object, however this is misleading.
It can be confused with a blender Object and uiItemPointerR can also be used for strings.
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.
* Fixed some panel ordering after recent register changes.
* Placed "Custom Props" to the bottom again, where possible
This fixes [#23171] Material context is messed up.
- 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.
the patch exposes a rna property to get the active edit mode face. This is a hack.
However it's a small patch (a.k.a. easy to revert later if needed).
The official plan is to wait for BMesh before tackling it properly. Nevertheless TexFace panel is really important for BGE.
Missing: operators to copy the current parameters to other selected faces.
* note: what I changed from the original patch is the UI script. The pool wasn't defined and it was using tabs.
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.
See the bugreport comments for full breakdown of the fix.
--
The change in brush.c is to get blender compiling again, after my previous commit which tried to fix a compiler warning related to this (but in the header file instead).
- 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()