This commit allows you to see the Logic Bricks for multiple objects at once. It still will only add s/c/a for the active object.
@Matt,
currently "LOGIC_OT_controller_add" uses the active object. That's good for the operator to work in scripts, however for the UI we need something different.
Ideally I would like to pass the object as an (optional) parameter to the operator. Not sure if it's possible.
The solution in 2.49 looks too "2.50 incompatible". In there ob->scaflag is set to be retrieve later by "do_logic_buts". Smart but too hacky imho.
- on instances last hit optimization was jumping to the last hit face
inside an instance without doing space transformation.
Fixed by making last hit optimization jump to the root node of the instance
instead of the last hit face.
path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
a bit arbitrary but with most cases where solidify is used in durian we get UV texture stretching since there is no way to access the newly created size faces this gives us a way to switch out the material on the rim.
Throwing an exception if the strings too long means scripts need to be aware of string lengths and changing a string length in RNA can too easily break scripts.
Instead honor the string length in RNA_property_string_set()
from Jacob F (raccoon)
This does two things to the text editor:
1) Adds coloring (same color as numbers) for True and False.
2) Fixes [#22551] Syntax coloring offset does not update when using real tabs and changing tab width
Was actually a couple bugs:
* VBO bug was that hidden faces weren't being skipped correctly. Fixed that and rewrote this bit of VBO drawing code more clearly (less duplication, less unecessary state, and comments even)
* Second bug was that CCGDerivedMesh wasn't outputing ORIGINDEX data for faces. (it's not doing it for edges or verts either, but I don't know that we need it to.) At any rate, we do need this data for faces so that additional DerivedMeshes on top of subsurf know what faces in the editmesh are hidden.
* Fixed a couple things: for triangle fans, you have to put an extra vert to make them closed, and also flipped the draw order so that the normals went the same as for circle cones.
resulting in sounds that didnt play in the sequencer unless you removed and replaced them with a strip that pointed to the new path.
The way these 2 datablocks work together is a bit odd, I think this is OK for now but should be better defined.
Rather then only baking parent objects. Only bake objects which are have no parents in the original scene.
This allows for parenting and unparenting within the game engine without gaps in the animation curves.
- bpy.context wasnt being created from the python bpy.types.Context type defined in bpy_types.py (bpy.context.copy() failed for eg.)
- bpy.context.copy() was returning C defined methods like FloatProperty(), which are not useful in this case, removed.