- More angular velocity modes to support creative effects.
- Renamed "Initial Rotation" to "Initial Orientation" to better reflect the functionality
- Renamed "Spin" angular velocity mode to "Velocity".
- Organized the rotation panel a bit better.
- Also some better names and tooltips for the different rotation values.
- Even option (like solidify even option)
- Relative option (insets based on lengths of surrounding edges)
TODO: merge tares when 2+ face corners meet but don't form a contiguous region.
- The main problem was that in order to be accurate all particle
rotations have to be calculated incrementally so the only working
solution is to store rotations to the point cache (previously
this was only done for dynamic rotations). This can nearly double
the point cache size so it's not ideal to have this as a default
as in many cases you don't care about particle rotations.
- Particle rotation panel now has a new "enable" checkbox that
enables rotation calculations and the storing of rotations to
point cache.
- Old files will have rotations enabled via do_versions so that in
the worst case old files will only get bigger point caches, but no
sudden loss of particle rotations.
Adds conformation on exit for windows. Needs to be enabled in user perf.
Tried to edit blender.exe.manifest for more modern dialog look, but didn't work out.
this is no big improvement but at least its not a regression.
using the new operator for the bevel modifier can be enabled again be uncommenting a define.
World Context:
* Made world id block wider
* Don't show texture user when Cycles engine is used
Other:
* Change Dopesheet > DopeSheet in User Preferences Theme section for consistency.
* Hide Modifier and Contraint Panel header, this gives a bit space.
As it's the only panel in these context tabs it does not make sense to close them anyways.
*Add a new idname to keyingsets, keeping name as label-only (using same string for both made lookup fail when using i18n other than english, as it tried to compare an untranslated static string id against a translated RNA name). Also adding a description string (can be helpful with custom keyingsets, imho).
*Fixed a few other bugs related to that area (namely, you can’t deselect current keyingset from the shift-ctrl-alt-I popup menu, and insert/delete key ops were using a rather strange way to get chosen custom keyingset…).
*Fixed UI code so that it always uses (RNA) enum, and simplified menu-creation code.
It was indeed not clear at all what that label-less check box does.
Move it to next row (to prevent fluid type menu be too narrow) and
use label default for it.
Also don't create second column which is empty for outflow fluid type.
Made Set Floor a bit more general and name it Set Plane which defines
orientation from 3 selected tracks and makes them belong to specified
plane (wall or floor).
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
environment map, by enabling the Panorama option in the camera.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Panorama
The focal length or sensor settings are not used, the UI can be tweaked still to
communicate this, also panorama should probably become a proper camera type like
perspective or ortho.
The stencil- and clone-layer menus were printing errors when the mesh
had no UV layers due to directly accessing layer names. Fixed by
setting menu text to empty if no UV layers exist.
Also changed the checkbox label for cloning from another UV layer to
read 'Clone' rather than 'Layer'.
* made bmesh_structure.h function names more consistant.
* remove unused code in bmesh_structure.c
* removed 'Edge Flip' operator (missing from bmesh but looked into trunk feature and dont think its worth keeping).
* tagged some BMESH_TODO's
- Hide Manipulate center points in sculpt and particle edit modes
- Hide 3D manipulators and orientation from sculpt mode
- Hide snap buttons in sculpt, weight, texture, vertex and particle painting modes
All this options weren't make sense in this modes and might only confuse user.
This will resolve issue #30180: 3D View header buttons and modes
For vertex/weight/texture paint, this has only the flags for using
unified size/strength. (Addresses TODO in code, before only sculpt
menu had these settings.)
For sculpt, moved the brush-related settings from the sculpt menu to
the brush menu.
Note that these menus are still very out of date (missing lots of
options), will address that in a different commit.