available on many keyboards these days, so that they can be used for
animation playback (giving more options over alt-a and alt-a ad-
infinitum).
Currently, this is Windows only as I don't have a Linux/Mac system to
test on (it should compile with both mingw and msvc, at least using
scons). Maintainers for those systems can probably easily add this in
once they find out the relevant mappings for those systems.
Option "Align view to selected" only aligned to the last activated
item in editmode. This whilst code comment even said "use alignment
from Manipulator in normal mode".
Now it does what it's (apparently) meant to do, and what brazilians
think it should! ;) It aligns to selected!
User Preferences
Using "no AA font" crashed, caused by commit to make static variables.
However, how this was ever meant to work... using such globals has to be
treated carefully. Fixed for now with XXX warning for Diego :)
Thanks to reporter Susanne H. to point at the right code!
* In windows the old button was tested to be equal to the new button (ui_but_equals_old()) even if their optype wasn't the same. Adding a check for optypes fixes all three reported issues.
* For some strange reason this didn't happen on other platforms.
- Bring back cursor set to PRESS event - block selection wouldn't
have correct start position;
- Undo stack push was missed in cursor_set operator;
- Remove unneeded cursor moving at set_selection operator;
- Fixed bug with scroll bar - it shouldn't use EVT_TWEAK;
There could be still small issues with selecting single character by
mouse (due to EVT_TWEAK threashold), but this operator is for block
selection, not single char. So shouldn't be big pain here.
Compositor/texture nodes: math node now allows to use pow() for
negative raising too, but only when that value is near-integer.
For other negative cases result is zero.
Patch provided by Aurel W
example of usage:
0) Game Properties: text (String) and log (Boolean=True)
1) Keyboard Sensor set to AllKeys with log as logging and text as Target
2) Expression Controller: text=="quit\n"
3) Game Actuator: Quit Game
[1] <-> [2] <-> [3] .:. this will quit the game when you write quit + Enter
4) Keyboard Sensor: set to Return
5) And Controller
6) Property Actuator: Assign text property to ""
[4] <-> [5] <-> [6] .:. this will reset the string everytime you press Enter
# # # # # # # # # # # # # # # # # # # # # # #
Since the change is in the InputParser.cpp it actually affects all the text
input fields in the Logic Editor. So for instance you can use it in the
assign Property Actuator.
# # # # # # # # # # # # # # # # # # # # # # #
Connect an expression controller: text="idclip\n" with an actuator to disable
the Collision of your walls and you can re-create Doom with only Logic Bricks (:
- Change cursor changing from mouse press to mouse click. A bit "delayed"
UI feedback, but otherwise we'll be unable to use double-click events here
- Change clinebacks to callbacks in comment for select_line operator.
Or it was supposed to be clinebacks?
- cursor_set which just sets cursor position immediatelly
- selection_set which could be used to select block of text
Now there're could be operators binded to mouse double-click event
Some reorg of modules/pages, start makesdna and makesrna.
In many places license block needs to be changed to not start with /**, because otherwise documentation will go weird.
Use shift-del to cut, ctrl-ins to copy and shift-ins to paste
Most of editors support this hotkeys and it's annoying when you
trying to use them in text space.
Annoyance was that operators that defined and __init__ function would need to do...
def __init__(self, another_self):
....
py/rna was calling the class directly with PyObject_Call() but needed to pass the pre-allocated object only so __init__() would run .
This works OK internally but becomes messy since __new__ and __init__ always get the same args there was no way to avoid a superfluous self argument to __init__.
WM_modal_tweak_exit() was making incorrect use of the user-pref option
"Release Confirms Transform", indicated by confused coder comment
(<quote>"XXX: WTH is this?"</quote>).
This manisfested when moving markers by just click-dragging and
existing marker, and having it "drop" whereever the mouse was released
regardless of the user-pref option. This was quite confusing as it was
inconsistent with the way that all other transforms worked when this
option is off, where you would usually start the transform (click-
drag), release the button, move around a bit, and then finally click
to end.
problem and crash
- It turns out we still need the "copyob" still, if for nothing other
than making sure that the unkeyed transforms can get restored. This
was removed originally as I thought that just reevaluating the
animation would work.
- Removed a buggy line of logic that was causing crashes when there
was no animation data. It's better to just assume that if animation
data exists, that something exists there.
- Make Duplicates Real was not clearing data such as the new animation
data or constraints.
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
Switching layers reveiled hidden objects in wrong positions, changes
are currently not being handled for hidden objects.
Only way to fix it is by completely update newly visible objects...
(Also fixed a typo and a compile warning)
Halo texture: disabling texture slot with [] button didn't work.
Note: halos only allow 1 texture slot, UI allows to add more. This
rna template stuff for texture slots I rather don't touch though...
Removed superfluous blend-mode change which was causing some weird
white lines to appear, especially when using some markers that don't
have any names.