* Insert Keyframe (IKEY) now only shows the menu requesting to choose a KeyingSet to use if there is no active KeyingSet. To get the old behaviour, the "always_prompt" boolean property for the "ANIM_OT_insert_keyframe_menu" operator should be supplied.
* After inserting/deleting keyframes without the menu, a popup menu confirming that the keyframes have been modified is shown. Please note that you do not need to click on this popup.
TODO:
Make the confirmation popup fade out after a fixed time.
This means you can have a pose bone for eg and get the path...
pose.bones["Bone"]
uses rna internal functions, so will work for sequence strips etc.
- StructRNA.get(), used for getting ID props without exceptions...
val = C.object["someKey"]
or..
val = C.object.get("someKey", "defaultValue") # wont raise an error
- change rna property for testing if rna props are editable, test the flag rather then calling the function since the function depends on blenders state.
- fix a python exception with the ID-Property popup UI (when editing in more then 1 step)
duplicate_pose_channel_data(), the code to do this was inline in editarmature.c
duplicating editbones now duplicates posebone id-props
also removed an if test for &channew->constraints since it will always be true.
fixes a crash that happens when formatting a python exception into a report. - for now use pythons string formatting function.
happens when running the simple operator template so not sure if its worth re-tagging :S
Leftmouse+Ctrl to extrude now mapped to Click instead of Release. Release was used to avoid conflict with lasso, but it isn't safe with modal operators that use Press to confirm (subsequent Release then extruded). Click is semantically closer to what we want here.
* Now has documentation links and recent files.
* Click on image or outside splash to make it go away.
* Still has old image, new one will be committed later.
- 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()
* Tweaked the code for operator buttons so that only those operator buttons in the toolbar have their text left-aligned. This is done at layout-block level
* Silenced "file_init" print when opening the file browser
* Disabled animateability of the "active_shape_key_index" for Objects, since this property behaves in a very unpredictable manner, leading to problems with users trying to keyframe shapekey values and ending up keying the list.
* Remove some unnecessary RNA wrapping code
* Restored Center View to 3D Cursor. For now, I've mapped this to QKEY since all other nice combinations of CKEY have been taken now.
* Fixed bug introduced in commit last night where parenting lattice to armatures with deforms would no longer work.
allow rna function return values as an exception since so many poll functions do... "return (context.blah and context.foo)", that makign all return bool's isnt that nice.
This should make animations in sequencer work again at most
places.
It removes facf0 and facf1 and replaces them by
* effect_fader (the fader position for transition effects
limited 0-1 value range)
* speed_fader (full range fader for speed effect)
Also: default transitions should work again.
Still not working: non-IPO-locked curves. (Don't really know,
if we can / want to bring them back in new animation system.)
patch from Mitchell Stokes (moguri)
simple use case
scene.post_draw = [pyOpenGLFunc]
this only needs to be set once, then the funcion runs each redraw.
note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.
made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list
---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
Rather than applying the modifier to the object data, it will create a new shape
with the deformed vertices in there. Only mesh at the moment, other object
types on the todo.