curve children of a triangle vertex parent would only display their relationship line to the first vertex. (confusing)
also added OB_TYPE_SUPPORT_PARVERT macro.
previously this had to be done one by one.
both single and triagle vertex parents can be made, selected based on distance to the verts.
Developer notes:
- looks like this was old TODO, enums existed but weren't used.
- only meshes currently support using.
- added BKE_object_as_kdtree(), may come in handy for similar cases.
Instead of having ifdef __GNUC__ all over the headers
to use special compiler's hints use a special file where
all things like this are concentrated.
Makes code easier to follow and allows to manage special
attributes in more efficient way.
Thanks Campbell for review!
A new operator to alter the backdrop zoom level so that it fits fully within the node editor area, and centers the image.
Shortcut alt-home, as home is used for fitting stuff into the view everywhere.
shader for converting colors from linear to display space, based on the scene
color management settings.
if engine.support_display_space_shader(scene): # test graphics card support
engine.bind_display_space_shader(scene)
# draw pixels ..
engine.unbind_display_space_shader()
Now cut lines detect vertices that they pass (almost) exactly over
and snap to them, to avoid making verts vert close to other ones.
Added radius arg to BKE_bmbvh_ray_cast so that can detect an obscuring
face when the ray might otherwise go exactly between two triangles.
Needed an isect_line_tri_epsilon function for similar reason.
Fixes last part of bug #35002. Other knife bugs still present but
getting this commit in now before continuing bug fixing.
- move addon refresh button into header
- uilist, use icon for sorting by name (gives more room for name, icon is used in fileselector for same purpose).
- rename orderby to sort in rna and flag names.
- simplify BKE_nurb_handle_calc_simple
Thanks to Brecht for the reviews. :)
This commit adds a show/hide extension below each uiList, containing by default an option to filter and/or reorder items by name (and to reverse those filtering and reordering).
Each derived uiList class in Python can define more specific filtering by implementing callbacks: the draw_filter() function to draw options in UI, and the filter_items() function to effectively filter/reorder items.
Note: the advanced options for vgroups shown as "proof od concept" in patches do not go in trunk for now, we have to find a better way to get those vgroups info for UI code, we can't afford to loop over each vertex here!
And doc (release notes and uiList example) is still to be updated, will do this in next days.
this was only done in some cases before and it was possible to enable weightpaint+sculpt at the same time when enabling sculpt by directly running the mode switching operator.
add generic function to ensure a compatible mode before entering the new mode (added to each operators exec function)
- remove delete-all option (users can just select all and delete as with all other modes).
- remove CALLOC_STRUCT_N macro.
- CURVE_OT_delete define a dynamic enum rather then a custom invoke menu function.
Note that, even though not officialy supporting non-UI_UNIT_Y height items (other point like scrollbar size would faill too), we try to maintain a not-that-bad behavior in this case, which implies a bit of black magic (esp. as our ref point is the bottom of the list, which moves when it is resized :/)...
* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/
Example render:
http://archive.dingto.org/2013/blender/code/new_sky_model.png
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture
Details:
* User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though.
* For the new model, you can specify the ground albedo (see documentation for details).
* Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black.
* Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!)
Thanks to Brecht for code review and some help!
This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
Many thanks to Brecht for the review!
* You can now drag-resize uiLists (in default or grid layouts).
** Note about "default" size: when you drag below minimal size of the uiList, it will automatically reset to automatic sizing (i.e. size between rows and maxrows, depending on the number of items to show). This often means (e.g. in Materials list with many mat slots) that the list will grow again to maxrows!
* Grid uiLists now have a customizable number of columns (previously it was a fixed value of 9), and they will respect the rows/maxrows settings as well (i.e. show a scrollbar when needed), instead of growing indefinitly!
Currently only circle and square, might be easily
extended in the future.
New primitives are creating at cursor location.
This also implied adding 2d cursor to space clip.
Also fix set 2D cursor location which didn't work
in image editor's mask mode since 2.67.
TODO: draw_image_cursor better be moved to some
more generic file, but it's not so much
important for now and might be solved later.
Thanks Campbell for the review!
There was actually two different issues:
* mode and toggle options had "remanant" values, when e.g. you used MODE_EDIT/toggle, these would be used again with the newly defined keymap (which sets eg MODE_OBJECT/notoggle)... Defining those props as PROP_SKIP_SAVE fixed this.
* Toggling was not supported for MODE_OBJECT, fixed this (can indeed be handy to have a shortcut to toggle between current mode and Object one ;) ).
Dirty normals already being checked in DerivedMesh.c,
and this things really rather be localized in one
single place than being checked all over the code.
Commit 57760, June this year, broke Theme colors for Label Buttons.
All labels, in every editor or region, now were using same color.
These colors have to be derived from the Editor settings. Code for
this was mistakingly removed.