UI changes: splitting dome options for different dome modes (eg angle doesn't work for envmap mode)
if anyone wants to tweak that, feel free to do it.
* I put a remaining to bring setEyeSeparation + Focal Length to the Stereo GUI. I'm still not sure what would be the default parameters for that, and that will require other changes (eg remove the flag m_setfocallength and m_seteyesep). For so far only a label remind :)
* Sun lamp type export (known as parallel lights in povray)
* Native support for blenders metaballs, currently exports
- ball and ellipsoid types
- radius, stiffness
- ellipsoid xyz scale
- negative elements
- single material (like blender)
Renamed rna props.
elem.sizex -> size_x
mball.last_selected_element -> mball.active_element
minor changes to UI scripts.
-Deleted old Buttons C code for RIGIDBODYJOINT constraint.
-"Realtime" Icon for Modifer was different in Template and RNA, i changed the Icon in RNA to match the template version, which is an eye instead of a cube.
-Removed shadows from most UI items. The shadow settings are unfortunately not really useful, because you can't set them for individual items. There was a lot of black text with black shadows, which really only makes the text look fuzzy. For shadows to improve clarity, they should be the opposite color of the text label, not the same color.
-Tweaked material layout, with clearer grouping in Ray Mirror and Ray Transparency panels.
-Added icons in the texture type menu to signify which textures are procedural and which ones are images, and plugins.
a) fixing domain boundaries
b) fixing flow gui (no more velocity there - taken from particles)
c) Outflow available (deletes smoke from scene)
d) deactivating other noise options for now
e) base for render/preview settings
f) fixing collisions to be working again
Note: Rna access to softbody point cache is through softbody modifier although the point cache is in softbody settings. This is to make it similar to cloth.
Bugfix: Softbody rna was trying to get "ob->soft->softflag" instead of the correct "ob->softflag".
* Removed redundant color picker panels from the Properties Panel.
* Deleted some old C Buttons Code. (Background Image, Weight Paint, View and the Color pickers.)
* Added missing Particle Mode Buttons into the Toolbar. They need a check if the system is editable or not.
* Pose Mode Panels in Toolbar were not working due to wrong context. Fixed.
* 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.
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).
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 :-)
- 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.