move Object.update(...) to ID.update(). since depsgraph update function can now be called on ID types.
also changed how update flags work.
obj.update(scene, 1, 1, 1)
... is now
obj.update({'OBJECT', 'DATA', 'TIME'})
Don't pass scene anymore. This was used for recalculating text but I think this is better dont in a different function.
Also added bpy.path.display_name_from_filepath(), since filepaths are not ensured to be utf8.
same as calling: os.path.splitext(os.path.basename(name))[0].encode("utf8", "replace").decode("utf8")
- operators need to enable the option OPTYPE_PRESET or 'PRESET' in python.
- hidden properties are not written.
- currently this only works in the file selector (enabled for FBX/OBJ export)
- currently the menu label doesnt change when presets are selected, this is a TODO, not so simple since the UI is defined in C and the label in python.
- presets save in "scripts/presets/operators/*id*/*.py"
- SSS Presets were not working on pinned materials.
- added ability for save-presets to define variables to stop them becoming too verbose.
- remove object.active_node_material
[#25284] Traceback error on "System Info" script
- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
it (eg cameras)
When trying to add a modifier to non-geometry objects, warnings are
now shown instead of just adding some (useless) modifiers that cannot
be removed later.
was actually incorrect location for everything!
- x3d's global scene rotation value wasnt converted from deg to radians.
- camera viewport was also incorrectly exported.
use mathutils rather then inline math for rotations.
Added support for working on delta transformations instead of plain
transform. this should help the fact that you cant randomize animated
objects (still need to check into that)
Removed minimun scale since it was not well done, need a stronger
version of this
- This is working correctly but confusing, made more confusing by UI problems, corrected these and updated tooltop for 'tex.use_rgb_to_intensity'
- bad RNA arguments used for lamps (left over from RNA renaming).
- use isinstance(...), rather then comparing type() directly, this failed with lamp type checks.
- removed redundant argument to internal texture UI function factor_but().
- the texture color was drawn inactive when it was used in some cases.
Note. AFAIK its not possible to do a general check to see if a texture is colored or not, eg: its possible a plugin texture returns color in some cases and greyscale in others.
so for now always have color button active.
Python Operator "Delete Edge Loop" (which keeps mesh connected)
changed selection if sliding operator failed. Simply added a
check for return value. Gosh, that Python code is not bad ;)