It greatly helps getting rid of that "noise" that occurs if you use really steep objects (like cubes) as a brush. New default value is 1.0 which is just high enough to only get rid of the sharpest spikes, so if you want really smooth waves it's better use higher values.
This also seems to "fix" bug [#35413].
Cody style changes for r58692.
* First of all, UI code is really simple, especially in such small panels, no need to comment obvious things like left/right column.
* "if 1" nested structs for code clarity? That's a really bad thing, especially if you have 3 lines which belong together, but only 2 of them are indented...
sub = row.row()
sub.active = obj.show_bounds
sub.prop(obj, "draw_bounds_type", text="")
* Empty line after layout = self.layout declarations, we still follow these Rules.
http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts
Thanks!
existing code was very stupid.
- all ID pointers for clipboard strips are handled uniformly.
- clipboard stores a duplicate ID pointer which are restored on paste.
- restoring pointers...
-- use ID's that are still in the database (copy&paste within the same file).
-- fallback to name lookup.
-- fallback to loading them from the original filepath (movie-clip and sound only).
also fix bug pasting where initialing the sound wasn't done if there was no frame-offset.
rather then moving everything into the cursor location, the current selection centers around the cursor, maintaining their relative distances.
works for mesh, object, pose bones etc.
- making this change now because some addons developers are interested in showing keymap UI in their addons prefs and using the class involved making a fake class instance which isnt needed.
This was caused by r.57812
There were two problems here:
1) vertex_group_vert_select_unlocked_poll() had faulty logic which meant that
it always failed when there were no vgroups present yet - the final return
always just fell through
2) Since the "Assign to New Groups" option was actually implemented using the
same operator as "Assign to Active Group" (just with an extra parameter set), if
the active group was locked, it was not possible to "Assign to New Group" (even
though a new group would not be locked).
Update from a script I had in 2.4x, useful if you have mesh data which is _almost_ symmetrical,
there was no good way to automatically make the minor adjustments to make the mesh fully symmetrical.
Options for...
- symmetry-axis.
- blending between the +/- side.
- center mid verts.
Access from Mesh menu.
It removes buttons_header.c file, adds a (small) space_properties.py one, with a PROPERTIES_HT_header class, which simply uses the RNA enum to draw the context buttons.
It also fixes that enum, btw, it always featured all contexts, which means you could (try to!) set through RNA invalid contexts...
Thanks to brecht and dingto for the reviews.
the Parameter Editor mode. The Material Boundary toggle button takes
effect only in the Python Scripting mode. Instead the Parameter Editor
mode automatically determines which edge types need to be computed on the
basis of user-specified line selection criteria in terms of edge types.
Problem report from Light BWK through personal communications, thanks!
linked via material
Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.
As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
- script execution is off by default
- if a blend file attempts to execute a script
this shows a message in the header with the action
that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.
- the file selector will always default to use the trust setting in the user preferences,
but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).
- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.