Merged changes in the trunk up to revision 53729.
Conflicts resolved: release/datafiles/startup.blend source/blender/blenloader/intern/readfile.c
This commit is contained in:
@@ -49,8 +49,13 @@ def extend(obj, operator, EXTEND_MODE):
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# our own local walker
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def walk_face_init(faces, f_act):
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# first tag all faces True (so we dont uvmap them)
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for f in bm.faces:
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f.tag = True
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# then tag faces arg False
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for f in faces:
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f.tag = False
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# tag the active face True since we begin there
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f_act.tag = True
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def walk_face(f):
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@@ -44,7 +44,7 @@ class MESH_OT_delete_edgeloop(Operator):
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mesh = context.object.data
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use_mirror_x = mesh.use_mirror_x
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mesh.use_mirror_x = False
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if 'FINISHED' in bpy.ops.transform.edge_slide(value=1.0):
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if 'FINISHED' in bpy.ops.transform.edge_slide(value=1.0, correct_uv=True):
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bpy.ops.mesh.select_more()
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bpy.ops.mesh.remove_doubles()
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ret = {'FINISHED'}
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@@ -330,7 +330,7 @@ class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps_vcols", "", me, "uv_textures", me.uv_textures, "active_index", rows=2)
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col.template_list("MESH_UL_uvmaps_vcols", "uvmaps", me, "uv_textures", me.uv_textures, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
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@@ -353,7 +353,7 @@ class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps_vcols", "", me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
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col.template_list("MESH_UL_uvmaps_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
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@@ -372,17 +372,20 @@ class DATA_PT_customdata(MeshButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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# me = context.mesh
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obj = context.object
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me = context.mesh
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col = layout.column()
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# sticky has no UI access since 2.49 - we may remove
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'''
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row = col.row(align=True)
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row.operator("mesh.customdata_create_sticky")
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row.operator("mesh.customdata_clear_sticky", icon='X')
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'''
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col.operator("mesh.customdata_clear_mask", icon='X')
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col.operator("mesh.customdata_clear_skin", icon='X')
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col = layout.column()
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col.enabled = (obj.mode != 'EDIT')
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col.prop(me, "use_customdata_vertex_bevel")
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col.prop(me, "use_customdata_edge_bevel")
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col.prop(me, "use_customdata_edge_crease")
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class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@@ -289,6 +289,9 @@ class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel):
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row.active = ((ob.parent is not None) and (ob.use_slow_parent))
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row.prop(ob, "slow_parent_offset", text="Offset")
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layout.prop(ob, "extra_recalc_object")
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layout.prop(ob, "extra_recalc_data")
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from bl_ui.properties_animviz import (MotionPathButtonsPanel,
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OnionSkinButtonsPanel)
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@@ -64,7 +64,7 @@ class TEXTURE_UL_texslots(UIList):
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tex = slot.texture if slot else None
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.label(tex.name if tex else "", icon_value=icon)
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if tex:
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if tex and isinstance(item, bpy.types.MaterialTextureSlot):
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layout.prop(ma, "use_textures", text="", index=index)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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@@ -200,7 +200,7 @@ class USERPREF_PT_interface(Panel):
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col.prop(view, "show_playback_fps", text="Playback FPS")
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col.prop(view, "use_global_scene")
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col.prop(view, "object_origin_size")
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col.separator()
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col.separator()
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col.separator()
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@@ -1120,11 +1120,11 @@ class VIEW3D_PT_tools_projectpaint(View3DPanel, Panel):
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row.menu("VIEW3D_MT_tools_projectpaint_stencil", text=stencil_text)
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row.prop(ipaint, "invert_stencil", text="", icon='IMAGE_ALPHA')
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row = layout.row()
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row.active = (settings.brush.image_tool == 'CLONE')
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row.prop(ipaint, "use_clone_layer", text="Clone")
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col = layout.column()
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col.active = (settings.brush.image_tool == 'CLONE')
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col.prop(ipaint, "use_clone_layer", text="Clone from UV map")
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clone_text = mesh.uv_texture_clone.name if mesh.uv_texture_clone else ""
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row.menu("VIEW3D_MT_tools_projectpaint_clone", text=clone_text)
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col.menu("VIEW3D_MT_tools_projectpaint_clone", text=clone_text)
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layout.prop(ipaint, "seam_bleed")
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