Commit Graph

1269 Commits

Author SHA1 Message Date
Campbell Barton
b26a4dc4af fix [#26093] Install Add-On Fails and deletes script
problem was on installing a file which was already installed, when the source and target paths match python deleted the file.

now check if the selected file is inside any of the addon search paths and abort with an error.
2011-02-21 07:33:59 +00:00
Campbell Barton
eee4a62e87 move addon utilities into their own module, these were getting mixed between bpy.utils and space_userpref. 2011-02-21 07:07:44 +00:00
Campbell Barton
863ac9e07f change shrinkwrap modifier cull front/back options from 2 booleans into an enum since it makes no sense to have front and back enabled at once. 2011-02-19 09:53:38 +00:00
Sergey Sharybin
8856b598fd Another small text space usability: option to show right margin (aka print marign) 2011-02-18 13:57:54 +00:00
Campbell Barton
063a7f217b python api docs & examples for registrable Menu/Panel/Operator/PropertyGroup classes. 2011-02-18 08:47:37 +00:00
Janne Karhu
c4d7bb80f5 "Fix" for [#26130] Turbulence Force Field seed does not look to generate a new texture when the seed changes via IPO keyframe
* Small force field ui changes to make things a bit clearer.
2011-02-18 07:42:38 +00:00
Campbell Barton
d17df68c24 - clear some warnings
- rename layout.operator_enums -> operator_enum (since we have operator_menu_enum, only called in 4 places)
2011-02-18 06:07:41 +00:00
Janne Karhu
1dc4db7775 Fix for [#26120] Particle Grid options available when shouldn't 2011-02-18 00:40:15 +00:00
Campbell Barton
a241ce1fd1 patch [#26056] fix for ValueError when no addons are present
by Amorilia (amorilia), fix modified.
2011-02-17 22:38:51 +00:00
Campbell Barton
812f238494 pep8 cleanup and remove unused vars/imports 2011-02-17 04:35:41 +00:00
Thomas Dinges
8ead7b327c 2.5 UI Interface Scripts:
* Code cleanup, seriously we have a lot of unnecessary code!
* Small modification for OpenEXR buttons.
2011-02-16 20:29:23 +00:00
Thomas Dinges
0ea7f1ce15 Material UI: Code cleanup.
Please, don't use a split function if you just have 2 properties in one line, a row is all you need here. ;-)
2011-02-16 19:52:32 +00:00
Thomas Dinges
878c8f47d8 Commit patch [#25939] material panel proposal by Ervin Weber (lusque). Thanks!
From the patch description:
"A new panel is proposed to bring togheter all the properties of a material that belong to the render pipeline level.
Such properties are currently not mixable with node materials, as nodes operate on a shader level."

Commiting this patch as approved in the sundy meeting.
2011-02-16 19:39:45 +00:00
Janne Karhu
ef920a50da Particle settings can now be pinned too:
* Particle system's are comparable to texture slots, which can
  only exist within an id block. Particle settings on the other
  hand are idblocks which should be pinnable just like textures.
* When particle settings are pinned only properties that make
  sense without the actual particle system are shown in the
  particle panel.
2011-02-16 10:57:58 +00:00
Janne Karhu
d450e35f21 Added full texture idblock controls for displace and wave modifier. 2011-02-16 10:23:27 +00:00
Janne Karhu
e6879c7646 Correct texture pinning:
* Now texture pinning works consistently for all textures.
* The only problem is that there is no way to pin textures if there are
  no textures in the context path, so it's for example impossible to pin
  the texture of a displace modifier without adding a texture somewhere
  else and selecting that texture first. I my opinion this is quite
  counter productive so perhaps a dedicated "only textures" texture
  context option is needed after all.
2011-02-16 10:22:19 +00:00
Joshua Leung
437bdbc96c PoseLib Bugfixes, Cleanups, and Missing Operators
* All the various index-related issues should finally be sorted now.
It seems you cannot just partially implement some of these active
index getter/setters...
* Standardised the call used by PoseLib operators to get the Object
from which they get the active PoseLib data from
* PoseLib operators which require some existing data to work now use a
poll() which checks for this
* Added back the operator used to make standard actions into ones
usable by PoseLib
* Added a dummy operator for the apply active pose button which really
just calls the same backend functions as "Browse Interactive", but
which has a nicer frontend (naming + description) for the purpose of
being used in this way
* Also, removed some useless code from here
2011-02-16 06:18:20 +00:00
Campbell Barton
fee5363912 bugfix [#26094] Going to Bone Roll menu brings up python error
also correct for pep8 warnings.
2011-02-16 02:25:03 +00:00
Joshua Leung
7756da34c9 PoseLib UI and Bugfixes:
- Added operator button to show the current pose. This runs on top of
the interactive pose browse functionality, so the tooltip may be a bit
obtuse...
- Specifying a pose for the Pose browse functionality to set now works
correctly. Previously, some old depsgraph hacks were actually
interferring with correct updating (only the armature updated
correctly, but deforms didn't occur)
- Fixed a case of accessing freed memory, which I'm surprised no
static checkers have reportedly picked up on yet, or that nobody has
really had issues with (probably due to low memory "turnaround" so
far)
2011-02-16 02:05:41 +00:00
Joshua Leung
147309e3c5 Pose Lib: Start of PoseLib UI in Armature buttons
This presents a UI from which PoseLibs can be assigned/removed from
Objects. From here, it is also possible to see the list of poses and
add/remove poses from this list.

Known Issues:
- [Py/RNA/Operators BUG ALERT!] If after immediately starting Blender
you try to remove a pose from the PoseLib using the UI buttons, you'll
get a an error the first time you do so (but not for subsequent
attempts). This seems to be caused by the "pose" enum (dynamically
generated) of the POSELIB_OT_pose_remove operator, which does not seem
to be getting initialised when the operator's exec gets called without
the invoke having been called previously
- Changing the active Pose Library still seems to be broken (to be
fixed soon)

Todos:
- Operator button to make the selected pose get shown in the 3d view
- Restore the "validate action" operator and add that to this panel
- Rename pose access
2011-02-16 00:17:22 +00:00
Sergey Sharybin
e9ff1b98cb - Do not use old anchor toggling operator. It used to set brush flags to
unawaliable state.
- Also changed dynamic space bar menu, so it now also wouldn't allow to
  set brush stroke flags to unavaliable state.

Also tried to remove use_anchor, use_space, use_restore_mesh and
use_airbrush, so user would be unable to set flags to unavaliable state,
but it was quite difficult for non-sculpt paint modes. They don't support
all of stroke methods, so brush.stroke_method can't be used for them.

Keep this area unchanged for now.
2011-02-15 19:19:36 +00:00
Campbell Barton
8b7482892b made most variables which are only used in a single file and not defined in header static for blenlib, blenkernel and editors. 2011-02-14 17:55:27 +00:00
Joshua Leung
54190dd8e5 Bone Colour Sets (theme ones) can now be edited from the User
Preferences UI again
2011-02-14 03:43:28 +00:00
Joshua Leung
35abb674b2 Forgot NLA Editor support for this... 2011-02-14 03:04:59 +00:00
Joshua Leung
b8a19d3a43 Graph Editor part of the changes in the previous commit... 2011-02-14 02:50:52 +00:00
Joshua Leung
52525a00f7 DopeSheet: Add menu entries and hotkeys to select all keyframes
left/right to current frame in dope sheet

This commit separates out this selection functionality out of the
click-selection operator into a separate operator, so that hotkeys and
menu entries can be assigned to it.

This is based on an idea+patch (#23738) submitted by Torsten Rupp
(rupp), though I've ultimately decided not to go with the suggested
implementation as I don't think this fits that well under the "column"
select operator.

Todo: Graph Editor support will be coming shortly...
2011-02-14 02:30:33 +00:00
Janne Karhu
7b4c4183f3 Small addition to particle grid distribution:
* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
2011-02-13 13:50:19 +00:00
Janne Karhu
373fea6662 Small update for billboards:
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
2011-02-12 23:25:03 +00:00
Janne Karhu
0a83817672 Small particle effectors update:
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
2011-02-12 17:54:24 +00:00
Janne Karhu
fafbd9d71b Particles todo item: particle textures
* Effecting particle properties with textures was possible in 2.49,
  but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
  for objects with particle systems), which are totally separate from
  the material textures.
* Currently a basic set of particle properties is available for
  texture control. Some others could still be added, but the whole
  system is not intended as an "change anything with a texture" as
  this kind of functionality will be provided with node particles in
  the future much better.
* Combined with the previously added "particle texture coordinates"
  this new functionality also solves the problem of animating particle
  properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
  "multiply" blending mode, so in order for the textures to effect
  a particle parameter there has to be a non-zero value defined for
  the parameter in the particle settings. Other blend modes can be
  added later if they're considered useful enough.
2011-02-12 14:38:34 +00:00
Campbell Barton
4612034cf4 patch [#25809] Auto-Registration as utility function.
This removes auto-registration, committed by Martin r30961.
Realize this is a contentious topic but Brecht and myself both would rather opt-in registration.

TODO:
- addons need updating.
- class list will be modified to use weakrefs (should have been done for existing system too).
- will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
2011-02-10 23:48:22 +00:00
Campbell Barton
d240206c88 fix for crash with GLSL material when image couldn't be loaded.
also quiet pep8 warnings.
2011-02-10 14:59:17 +00:00
Joshua Leung
fc3b29b637 Small consistency fixups 2011-02-10 09:39:55 +00:00
Michael Fox
446299db1c small feature request from zanqdo, merging in the mirror modifier is now optional, simply turning town the merge limit just simply do anything, and merging is off by default as this seems more logical behaviour 2011-02-10 00:05:03 +00:00
Joshua Leung
4eb76a1a90 Graph Editor: Added option to turn off AA drawing for performance
gains when using really heavy files
2011-02-09 02:09:25 +00:00
Joshua Leung
adfbb83cdf Bugfix: When removing the "only insert for active keyingset" option
for Auto-keying from the UserPrefs, I forgot to remove the option from
the UI there.
2011-02-09 00:52:53 +00:00
M.G. Kishalmi
4ac2d60800 jahka IRC fix
pinning the texture properties gave python errors.
2011-02-08 16:24:00 +00:00
Janne Karhu
811a1b910c Texture context selector for texture panel:
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
2011-02-08 14:29:48 +00:00
Ton Roosendaal
5c421c328e Todo/feature request
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.

This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
  that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
  edit in 3D window

The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!

Demo file:
http://download.blender.org/demo/test/auto_composite.blend

Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.

Implementation notes

- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
  this is temporarily.
2011-02-07 16:41:57 +00:00
Thomas Dinges
831ce612e9 Fix for [#25963] Show mouse option in wrong Panel.
Did some reorganization of the Game buttons, made a new "Display" Panel.
2011-02-07 14:53:40 +00:00
Janne Karhu
44fb6bd1fa Hair ui simplification:
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
2011-02-07 11:43:33 +00:00
Campbell Barton
a17d81cabf add access to radius for game objects (static objects can have radius) as well as anisotropic friction. 2011-02-07 11:42:49 +00:00
Janne Karhu
4e8a8d1e8f Improvements for particle grid distribution:
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
2011-02-04 15:48:13 +00:00
Campbell Barton
736a7b7a22 pep8 cleanup 2011-02-04 09:27:25 +00:00
Joshua Leung
a155d8895d Moved Auto-Keying "Insert for KeyingSet only" option from UserPrefs to
Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)

This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.

Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
2011-02-04 08:33:07 +00:00
Daniel Salazar
a7af789864 Added Read Render Layers and Read Full Sample Layers to node editor menu 2011-02-02 10:33:29 +00:00
Joshua Leung
efd1d0f901 Bugfix [#25902] alt+a over 3D view don't up date dropesheet editor
Migrating "redraws" settings from TimeLine view data to per Screen.
The options are now still shown in the TimeLine "Playback" menu
though.

This means that whatever redraw settings you set in a TimeLine editor
will be used throughout a screen (i.e. editor layout) to determine
which editors will get updated during playback, instead of only
certain editors doing certain things at vague times.

---

Also, I moved some version patches pre 2.56 version bump into a
version-check for 2.56. These must've been missed when doing the
release...
2011-02-01 23:41:01 +00:00
Joshua Leung
b8d9d10a65 Action Editor UI Tweaks:
While animating, I realised that actually the 'only selected' and
'include hidden' DopeSheet filtering options are also useful in the
Action Editor, especially while tweaking the animation for some
characters, where you'd like to focus only on some of the character's
control (i.e. eyelid tweaks, hand tweaks, etc.).

The other DopeSheet filtering options aren't so relevant here, so I've
excluded them from this.
2011-02-01 22:21:43 +00:00
Ton Roosendaal
67b1cdd953 Bugfix #25891
Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to 
browse screens or switch scenes nicely.
2011-02-01 13:35:21 +00:00
Joshua Leung
86f3ba24e4 Bugfix: Graph Editor menus were missing an entry for the "Smooth
Keyframes" operator

Probably this was missed off, since the DopeSheet doesn't have this
functionality
2011-02-01 11:54:05 +00:00