- separated python console from the interactive console
- added shell console type (simple example)
- console types are autodetected and can be selected in the menu
* Draw/Inflate/Layer now keep working on the original mesh coordinates and
normals from when the stroke started. This helps avoid the mesh blowing
up, but can still be better. The old behavior is still available as
"Accumulate" in the UI.
* This requires some more memory usage for the BVH, would like to find a
way to avoid that.
* Smooth falloff is now the default.
* Spacing is now enabled by default, with a value of 7.5.
* Anchored now stores normals per node to save some memory.
Added RNA functions for adding and removing Driver Targets. Unfortunately, I couldn't do this by simply adding callbacks for the add/remove of the collection, as I've had to add to extra RNA functions to do that.
Example usage - driving Lamp Distance with Cube LocZ:
myOb= bpy.data.objects["Lamp"]
myOb.driver_add("data.distance")
# drivers is list of F-Curves that have driver data
drivers= myOb.animation_data.drivers
distDriver= drivers[0].driver
dtar= distDriver.add_target("ctrl1")
dtar.id_type= 'OBJECT'
dtar.id= bpy.data.objects["Cube"]
dtar.rna_path= "location"
dtar.array_index= 2
- In 2.4x this was numpad *, however that would only align on the Z axis.
- New behavior for VIEW3D_OT_viewnumpad, holding Shift with Numpad 1/3/7 sets the left/top/front etc on the normal axis.
- Uses active bone, face, edge, vert, curve handel & object (just like the view manipulator with 'Normal' selected).
useful for python but in rare cases this also happens for users.
Active layer getting out of sync is an old bug but hard find when it happens.
This at least fixes segfaulting on adding objects.
- made the console banner printing function into a python operator (includes sys.version)
- added 'C' into the consoles default namespace for convenience
* #19819: 'Select' operator for Hooks was crashing when Hooks didn't have any vertices assigned yet
* Default twist resolution mode for curves is now 'Minimise'. This seems to work better for Curve Deforms and other purposes. Can be changed if other ways are better after some more testing.
* Spline IK now has more options for controlling how the x and z axis scaling is determined. There is now a choice between using the radius of the curve, the x+z scaling from the bones, or no scaling (default). This does break old files a bit, but this is to have a more stable base for later.
Depgraph update was commented out in undo system because of globals, restored this with new context/id-based depgraph
* Fix in UV editor UV menu
* Slightly nicer default names for adding forcefields with Add menu
* #19790: Circle Select doesn't work for Armature edit mode or pose mode
* Duplicate bones (Shift-D) was calling the wrong operator. This now uses the macro version, instead of the copy only.
I've left the old code commented out for now hough - do we still want to
be able to edit all rotation types as eulers in the transform properties buttons?
Seems a bit odd to me, what do animators think? If so, maybe we need some
ui-level conversion options in the RNA buttons code...
Converted the Object transform properties to use rna/rna buttons. This has the advantage of not only displaying/editing units, but also RMB menu, keyframing, drivers, etc too. Part of this was to convert 'Dimensions' to an rna property, converting to and from scale. This also allows you to set the object's dimensions via fcurves or python, but note that it's driving the object scale setting internally so if you animate both dimension and scale at the same time one will override the other (i don't expect many people to attempt this).
- more detailed exceptions (always give file:line incase the python exception doesnt)
- fix some errors in the edit docs
editing docs still fails, need to figure out why.
* Smooth: vert-face map is now only created when this tool is used, would be
best to also avoid using it here to avoid a sudden increase in memory, but
is not trivial.
* Grab: now no longer uses active verts list and loops over nodes like other
tools.
* Layer: uses original coordinates from undo now to save memory when not
using persistent layer.
* Anchored: this option works again now, though is still quite slow as it
loops over all verts/faces.
Smooth, layer tools and the anchored option could still be improved to use
less memory and/or work faster by only doing things per node.
that it is able to store changes in the mesh more compact than global undo.
It doesn't integrate well with multires yet, will tackle that when I start
looking into multires, for now still focusing on sculpt on regular meshes.