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.
- trying to determine bone orientation from joint matrix
Looks like DAE joint matrix orientation cannot be relied upon as a source for bone direction. It can be axis-aligned or pointing in
totally different direction:
http://img75.imageshack.us/img75/8778/flufty.png
It seems to me the best solution is to add a bone with custom draw type that has no pointing direction, sphere for example. Will code
this after merge!
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.
* When resizing the window, the top position is now preserved,
instead of the center position.
* Fix zoom level not being preserved in various cases, when
changing both with and height. This replaces some earlier code
which did this at screen level but wasn't very reliable.
* Different tabs now each preserve their own scroll.
* When switching between tabs, it now scrolls to show as many
buttons as possible, instead of possibly showing empty space.
There is a trade-off here between doing that keeping the
buttons in the same place, no ideal solution exists I think.
* Change zooming in/out to be symmetric, for example doing
numpad + then - did not give the original zoom level back.
* Added some calls to avoid hanging tooltips when manipulating
the view.
Internals:
* Added V2D_KEEPOFS_X and V2D_KEEPOFS_Y to keep the top/bottom
rather than the center.
* Renamed V2D_KEEPZOOM to V2D_LIMITZOOM (seems more appropriate),
and make V2D_KEEPZOOM preserve the zoom level.
* Attempt to better filter file systems, it displayed all kinds
of devices which are not interesting to the user. The trick
used is now to use mounts starting with "/dev".
* Add / at the end to properly highlight directories in the list.
* Fix for non-linux unixes, this now falls back to showing / again.
Removed all related code. Talked with Ton about this and agreed to postpone it at indefinite time in the future, when things get more relaxed.
Files saved since my first commit should not break although I'm not 100% sure.
Two bugfixes, reported by Sebastian Skejo in IRC:
- File operator poll wasn't secure, search for it crashed
- Knife tool depends on having view3d context, fixed poll for it
Operator goodies!
--- Macro operators
Operators now can consist of multiple operators. Such a macro operator
is identical and behaves identical to other opererators. Macros can
also be constructed of macros even! Currently only hardcoded macros are
implemented, this to solve combined operators such as 'add duplicate' or
'extrude' (both want a transform appended).
Usage is simple:
- WM_operatortype_append_macro() : add new operatortype, name, flags
- WM_operatortype_macro_define() : add existing operator to macro
(Note: macro_define will also allow properties to be set, doesnt work
right now)
On converting the macro wmOperatorType to a real operator, it makes a
list of all operators, and the standard macro callbacks (exec, invoke,
modal, poll) just will use all.
Important note; switching to a modal operator only works as last in the
chain now!
Macros implemented for duplicate, extrude and rip. Tool menu works fine
for it, also the redo hotkey F4 works properly.
--- Operator redo fix
The operators use the undo system to switch back, but this could give
errors if other actions added undo pushes (buttons, outliner). Now the
redo for operator searches back for the correct undo level.
This fixes issues with many redos.
Note for brecht: removed the ED_undo_push for buttons... it was called
on *every* button now, which is probably too much? For example, using
the 'toolbar' redo also caused this...
'Align' should not be overused, it gets quite ugly (and
loses communication impact) when used between
buttons of different types. Dependencies should be
shown via layout and greying out.
These lamp panels still needs some cleaning up too...
- It is possible to work with MetaBalls in edit mode now
- Added basic UI to the button window (feel free to change it :-))
- Header menus should work
- Undo & redo should work
- Removed global variable editelems and lastelem (moved it to the MetaBall struct)
- All tools from old editmball.c was converted to the operators
- Added lastelem to the RNA
- Experimental: mb->editelems is only pointer at mb->elems or NULL (depends on Mode). ListBase of MetaElems is not duplicated in edit mode.
Tested with scons at Linux and mac OS X
TODO:
- Recalc data after Undo or Redo
- Solve issue with basic MetaBall and Python UI script (only base MetaBall object influence Wiresize and Threshold)
- Fix orientation of manipulator in "Normal mode"