Made it an operator instead of automatic prefetching.
Filling the whole memory with frames is not always
desired behavior.
Now prefetching is available via P-key, or from Clip
panel in toolbox or from Clip menu.
Also enabled prefetching for non-proxied movies.
Suggested by Brecht Van Lommel and Campbell Barton through code review comments.
Previously style modules were external Python script files whose absolute paths
were kept in .blend files. Now style modules are stored in .blend files as text
datablocks.
Style modules are configured in three steps:
1. Open an external style module file (or create a new text datablock) in the
Text Editor in Blender.
2. Add a style module to the list of style modules (by pressing the "Add" button)
in the Render Layer properties window.
3. Click the name entry and select the style module from the drop-down menu.
New operator "Find Node".
Opens search menu, and allows to find a node based on name or label.
On selecting name, menu selects/activates the node and moves the view to it.
Shortcut: ALT+F
Menu: Node editor, "Select"
* Add a poll function that only activates the operator when a stencil
brush is active
* Change shortcuts to RMouse - translate, Shift - RMouse Scale, Ctrl -
RMouse, rotate. MUCH faster and simpler workflow.
* Change shortcut of colour sampling to S. Sampling is important but not
as important as warranting the Right Mouse button.
* Add a notifier so that toolbar gets updated texture rotation when
rotating the stencil
Also,
* Slight rearrangement of options so that jittering is more accessible
(easily more often used than smooth stroke)
* Using masking is determined only by the presence of the texture,
remove extraneous DNA flag (might cause issues later but in practice
brush options are not harmful)
* Overlay and angle sliders are active during stencil mapped brushes
* Only draw the overlay if there's a texture.
sculptification commit. We have a drop menu to select the stroke mode
now. Jitter controls appear under stroke panel under all modes (As they
should! They stroke control options). Also enable jittering for all
modes. I really fail to see why not.
* Reflect changes stated in prev commit about contexts in py code.
* Add a "Plural" context, to handle cases where english does not mark plural at all (e.g. shorten labels of only one adjective). Not so happy with that, but can't see any other way to do it, for now.
* Abuse "ID_CURVE" context for all falloff curves (this should solve some confusion issues, e.g. "sharp"...).
To complete previous commit:
New "Activate same type next/prev" operator - replaces the two not working previous ones.
This selects/activates and views the next or previous node of same type.
Shortcuts: Shift ] and Shift [
Brought back old tools "Remove Gap(s)" and "Insert Gap".
It's actually one of the first tools I ever coded for it in 90ies, so useful!
* Remove Gap(s)
This checks if there's no strip at a given position, and slides all strips
together to the left, until the gap is closed.
- BackSpace key, remove gap at current frame (or first gap at right of frame)
- SHIFT+BackSpace, remove all gaps at or to right of current frame.
* Insert Gap
Shifts all strips to right of current frame with 10 frames. (Amount can be
set in Toolbar redo panel).
Conflicts resolved:
source/blenderplayer/bad_level_call_stubs/SConscript
Partly reverted changes to intern/cycles/blender/addon/ui.py in revision 52899
to make it easier to merge trunk changes.
This simply adds a third "translation type" (in addition to iface and tip), "new data", with relevant user settings flag and helper funcs/macros (and py api).
Currently implemented name translation when adding new objects, as well as modifiers and constraints, will add the others (cd layers, scenes, perhaps nodes [though I think they do not need this], etc.) later.
- when running knife project, disable vertex selection since it may select areas between the newly cut regions.
add EDBM_selectmode_disable() function since loopcut does this too.
- (optimization) avoid looping over all geometry when flushing and no selection exists.
Previously, the "Add to Group" button would show an empty search popup when there were no existing groups. While this does mean that the button behaves differently at different times, this way is more streamlined and should be less confusing than seeing an empty search popup or a greyed out "add to group" button or a "+" button which jumps around in different situations.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/