fixes.
gamma.c made it return B_PLUGIN_VERSION instead of a hard coded 4.
I haven't had time to look at the other plugins but I'm guessing
the deal was B_PLUGIN_VERSION was still 3 and gamma.c was float aware
so it was bummped to 4. Now that B_PLUGIN_VERSION is 5 I'm guessing
the other plugins need to be updated so they are at level 5 as well.
(float aware) I'm going to work on it later today. At home with a
sick kid. This is all in reference to bug #5692
Kent
Turned out somehow I managed to miss adding the proper
type refs in Blender.Types for IDGroupType and IDArrayType,
which made the script not work. So, I've got it all fixed now.
Or at least hopefully :)
Misc updates to the ac3d importer and exporter:
- use Mesh instead of NMesh;
- properly export modified data and materials from either ob or obdata (thanks for mesh.getFromObject :) );
- option to export local rot and loc info;
- better import / export of hierarchies;
- + tiny updates here and there to support old or weird .ac files.
Vertex color node worked only if VCol Paint/Light was enabled. Fixed
that, and removed the vertex color node making it part of the geometry
node instead.
Also, preview.blend had black vertex colors for the sphere, so set them
to white like the other primitives.
tex2uvbaker is now redundant with buitin functionality so thank you for maintaining this script in the past. nendo is a marginal format and the scripts are not maintained so removing
* use mesh.transform instead of a python matrix multiplication function.
* use the image filename rather then ID name for the URL
* use the scenes world rather then the first world for getting world data.
* mesh.verts.index(face.vert[i]) is extreamly slow!, use face.vert[i].index instead. also got rid of a face loop in a face loop that didnt do anything.
Still need to move this script to Mesh from NMesh
update by the script author - may have killed some changes cambo did to the previous version but the layout of the script is too significantly different to merge them.
Window.c was calling undo_push_mesh, even for non mesh objects, exiting editmode would crash for any non mesh object (found with the armature symmetry script), bad juju.
Snap/Grid icon button in 3D view header (edit mesh). FIXME NOTICE: make nice looking icons (yes, that's for you Matt)
When snap is on, a drop down appears for the target method (closest, median, center)
Hotkey to toggle snap is Shift-Tab (this was previously used for a not totally equivalent to Tab. Ton said OK to scrap it). That hotkey is currently restricted to edit mesh (where snap is currently restricted).
Changed a couple of ugliness on how snap settings are stored.
big speedup to loop detection
added support for skinning open loops (could be improved, dosnt work that well when open loops have different vert counts)
speedup elsewhere with LC's
the tip isnt used for a label anyway. added comments explaining whats going on. only effects clever numbuts internaly.
type fixes for weightpaint_envelope_assign.py
-Added missing access to Node win theme (thanks Mickaël Le-bihan for pointing) and also options group and group_active.
-Added Node space to Window.Types dict.
-Tiny update to the save theme script version numbers (keeping 2.42 for now to avoid popups, but should change to 2.43 right before release).
BTW: Happy New Year everyone :).
* added .iconTheme variable
* bugfix. drawType was not being saved because Py_BuildValue and __members__ was missing an "s"
* added Blender.Get('icondir')