Made my 3 new buttons only appear in weight paint mode when there are vertex groups present
in properties_data_mesh.py
I took the now redundant check box out of properties_data_mesh.py
I took out unnecessary code (resulting from copy/paste) from my lock all, unlock all, and invert all functions of object/object_vgroup.c
(and I got rid of a new line in paint_vertex.c :) )
.blend file.
* From operator search, find "Clear Useless Actions"
* "Action library" actions are preserved by this operator. It targets
actions without any F-Curves
* By default, only actions which are single-user (where that user is a
Fake user) will be targeted. This can be changed to have it target any
"dangling" action that doesn't have any F-Curves
* A save/reload cycle is still required to fully remove such Actions
from the current file. Though at least now it's a simpler process to
have these semi-automatically removed ;)
Copy unifont..ttf.gz from source tree to target datafile path( now ONLY works with cmake );
Set the locale the same with system's setting;
If need unicode font, unzip and load unifont when init ui styles;
Apply gettext() to labels in space_info.py, who are the main menu items.
Each of these should have been commit one by one. As they work well according to my tests, so I just lazily send a long list.
* Windows installer not working for non-admin users and multiple users
* Addon scripts not installing next to user configuration
* Portable install not being taken into account in all places
The main problem was the windows installer was installing system scripts in
AppData next to the user configuration directory, which is not shared between
users. Now these are installed in ProgramFiles, and only addon scripts added
by the users go to AppData.
On all platforms, addon scripts were sometimes getting installed between
system scripts, because the scripts folder in the executable directory was
given precedence over the user configuration folder, that is no longer done
now. So addons now behave like user configuration, they are preserved even
if you download a newer build of the same blender version.
If you have an installation of 2.57 on windows, the addon install location
will not change until we do the version bump to 2.58, to avoid conflicts with
the existing the installed 2.57 version.
The old behavior of giving precedence to the local folder was done to support
portable install, where all configuration is written to the local folder. This
is now implemented differently: if and only if a "config" folder exists in the
local folder, portable install will be assumed, and files will only be written
to that local folder.
The Limit Distance Constraint now has a "For Transform" option just
like all the other Limit constraints. This option controls whether the
constraint gets applied to interactive transforms in the 3D View too,
preventing controllers from getting large values without the animator
knowing.
Additional code changes:
* Split code to get constraint targets and grab their matrices for
solving out to a separate helper function:
get_constraint_targets_for_solving()
* Fixed a bug where "found constraint ...." prints would appear in the
console. Looks like some warning print that was forgotten
TODO:
* While coding this, I noticed potential division by zero bugs with
the Limit Distance constraint. Looking into these after this commit.
Added operator to convert animation for standard object transforms
(i.e. loc/rot/scale) to delta transforms.
This can be accessed from the Object -> Transform -> Animated
Transforms To Deltas menu entry in the 3D View.
Since the situation which causes this is quite common (especially for
motion-graphics type applications), where users animate some object
first and then decide to duplicate this and place it around the place
in different locations, it's probably important that we have some
support for this kind of thing. Newbies with the "help, all my anmated
duplicates disappear" problem are recommended to use this operator
from hereon in.
For reference of rationale, see:
http://blenderartists.org/forum/showthread.php?219126-Move-Existing-f
-Curve-to-delta-equivalent
for durian we had camera rigs which needed to have the parent transformed rather then the camera, for this reason I made fly mode fly the parent rather then the camera its self.
Make this a preference and use this for view camera/view locking too.
Committing here a patch by Bastien Montagne (mont29), a more understandable Translation Constraint UI.
Before: http://www.pasteall.org/pic/12578
Now http://www.pasteall.org/pic/12258
From the description:
"When you set “X” under the Destination’s “Z”, it does not mean that the Z transform of the source should affect the X transform of the destination, but rather that the X transform of the source should affect the Z transform of the destination…"
The new UI should make it a bit more clear.
*In Particle Mode, there was no way to see what p-sys is being edited in the 3D View Tool bar, when having multiple ones.
Changed List type to normal (with limit to 3 rows). Request by venomgfx. :)
* Removed redundant text info about disconnected hair from Particle UI.
This patch adds adjustment layer tracks to the sequencer and does some cleaning
up of the code.
What's an adjustment layer?
Think of it as an effect track, which takes no explicit input, but alters
the output of everything down the layer stack.
So: you can add several stages of color correction with it.
And: you can even use it with metastrips to group several adjustments together.