- use getset rather then getattr
- remove verbose Buffer docstring, better use sphinx docs for this
- replace bge.Buffer with the Buffer class and add a __new__ function to the class so it can be called.
- improve error messages
'A' key could override pose mode's select all (like face mask)
Minor note, changed the icon to the vertex selection icon, but it still doesn't force face mask to turn off.
Clipping is still not functional in wp.
And I'll need to hear how the backbuffer select is supposed to work for lasso select since the selection is arbitrary.
when using the node on a single white pixel on black background, the output should look like as the bokeh image.
being a round image, but it looked like a donut.
the make_gausstab used dist/rad and bokeh used (dist/rad)*2 - 1
I changed it to reflect the correct bokeh circular image
Weight Paint Vertex Select tweaked to act like edit mode's select and Circle select was added, but clipping is not working properly for either.
Select all was added too, but to the Q key until I look into overriding A's select all bones.
The select vertices checkbox was moved to the header, but it does not force face select mask to turn off yet--and it doesn't have the correct icon.
There will definitely be an update tomorrow to fix the problems with all or most of the issues.
this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X
to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X
It should reconnect the nodes as they were muted
limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)
Where reconnect could not be preformed the links will be removed from the model.
Undo works with this delete with reconnect.
keyframe lines are wrapped up nicely by it
Ideally it could be made so that it only became wide when it is on a
frame with a keyframe, though that could end up causing performance
problems, so this will have to do (if a bit "chunky" looking at
times).
* Keyframe lines were being drawn too short when frame number box was
enabled. The code for drawing this was modifying the View2D view-space
to get it's stuff in the right place, but the timeline code was not
accounting for this.
* In order to make the time ticks more visible outside the frame
range, I've moved the start/end frame drawing stuff in timeline to
occur after the grid drawing, and to draw semi-transparent, just like
the preview range curtains in the other animation editors
* When a track is being solo'd, all other channels for that block are
drawn darker
* Strips in non-solo tracks are drawn flat shaded instead of with
shading
* Mute toggles are hidden (they wouldn't affect the result)
Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
wrong entries if obdata selected
In this case, the problem was that there were some lingering F-Curves
that were unselected by still had "active" flags set (a problem caused
by the old filtering channel visible vs list visible bug). Now,
"active" flag is treated separately from "selected" flag (bringing
this back into line with bones), leaving no confusion.
blocks and Objects from add_element
These two chunks were significantly large that they really needed to
be placed into their own functions to allow for easier source
navigation.
As per my proposal (http://lists.blender.org/pipermail/bf-
committers/2011-July/032553.html), I've split outliner.c into several
new files based on the purpose of the relevant code.
* outliner_tree.c - building outliner structure
* outliner_draw.c - outliner drawing (including toggle buttons and
their handling)
* outliner_edit.c - all operators for toggling stuff, and/or hotkey
accessed operators. Also KeyingSet and Driver operators go here
* outliner_tools.c - all operators and callbacks used for handling RMB
click on items
* outliner_select.c - stuff for selecting rows, and handling the
active/selected toggling stuff
In a few cases, the split hasn't been totally clear-cut due to cross-
dependencies and other spaghetti. However, in a few cases, I have
managed to remove the need for some of the prototypes that were needed
in the past by judicious reshuffling of functions, which also makes it
easier to actually find what you're looking for.
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Two extrude bug fixes provided by howardt in IRC
1: Edges getting extruded in sheets did not have
consistent normals.
2: Sometimes faces created by the extrusion
process were corrupt
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
* Proximity brush color ramp should now work properly with any type of proximity brush.
* Dynamic Paint operators (adding surfaces, baking, etc.) now affect right object even when ui is pinned to a non-selected object.
* Fixed proximity falloff for vertex weight surfaces.
* Fixed possible color issue with low alpha brushes.
* Fixed a compiler warning.