* Separated value and range sliders for the value into two separate rows. Value comes before the range settings since it's used more often, and is drawn as a slider instead.
* Tweaked ranges for the sliders so that they will work sanely.
* New NLA Tracks/Strips are now only created if the 'layered' button (visible in the timeline header when autokeying is on, and the playback is running) is enabled. This multiple bones to be able to be animated in the same action, but done in multiple passes.
* Made Alt-A work in timeline header too.
http://666kb.com/i/bb49zl2t6ojvk7tax.png
We tried now to connect top-down with left-right, having top-down for the big picture (like already used in textures panel).
Other fields still missing. Approved by William, another small fix ("type" in one row) suggested by DingTo (not visible in the screenshot).
* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive.
* Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
(temporary solution to avoid linking problem reports over and over and over and over ... again)
I obviously couldn't test this in all OS. If there is any problem with this commit please fell free to fix/let me know.
a) Crash fixed when loading files with smoke
b) changed presets to be more low-cpu friendly
c) smoke looks thicker
Unsolved:
a) 3dview of smoke changes weirdly when looking at front/back. Just move around a cube with smoke and you know what I mean - odd shading. If someone likes to take a look: draw_object.c -> search for "smoke" there
Not working:
a) rendering (since volumterics branch is not merged yet)
b) moving collision objects of any kind
c) saving of collision objects (because that's what I am working on)
d) pointcache
e) A bunch of other things I already know of
So please do not report any bugs on this one yet :-)
The second tweak made (for the case without an icon) was causing superfluous spacing all over the UI for things like checkboxes + combo-boxes + text widgets. This was quite ugly and gave readability issues with the checkboxes in particular.
- All of this is in python and easy to change.
- each panel class has a set() of compatible engines.
- this set is checked for the poll function
- external engines can add themselves to this panels compatible engines
eg.
buttons_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
I tried doing this by subclassing each panel and replacing only the poll function to reference 'POVRAY_RENDER' but it became fairly complicated and meant registering many of the same panels under different names.
Added mist support to povray.
you can copy operator strings from buttons or the reporting interface and run them in the console.
- Ctrl+C over an operator button copies its python string to the clipboard.
- Paste in the console (1 line only for now).
- operators run from python no longer require all arguments.
Other code will eventually move out of armature editor (to help reuse).
This solves the issue reported by Cambo on the ml about kernel code calling editor functions.