Cleanup commit:
- Yafray removed. Also did cmake/scons files, but didn't compile with it,
so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
further by windows release builder later.
* Wrapped the constraint layout to python and deleted the corresponding C code.
ToDo: 4 constraints are still C code (IK, Script, Action and Rigid Body Joint)
* Some Constraint RNA fixes.
* Wrapped the Shrinkwrap Constraint in RNA.
* Added panels with dummy preview template.
* Added constraints panel for bones next to objects, though it
doesn't work that well yet, the operators and code need to be
changed so they don't assume it is one or the other in/out
of posemode.
* Added some graying out in the scene and world buttons.
Brecht, would you be able to have a look at this if you have time - I can't
figure out how to trigger the python file to register the header instead of
what's in outliner_header.c.
note: The new 'Toggle' options in the UI api should be
avoided for normal text buttons, and used sparingly
otherwise. We want to avoid having two inconsistent
appearances for the same type of buttons.
Separated out the code for defining the layout for the constraint targets since its practically the same (with a few minor variations) for all of the other constraints.
* Added Constraints template and Add Constraint operator.
* Added toggle=True/False parameter to uiItemR, to get a
toggle button (actual button) rather than an "option"
button (checkbox)
* Added OPTION/OPTIONN button type, to distinguish with
TOG/TOGN.
RNA:
* Make all modifier pointers editable, including correct updates.
* Added notifiers and updates to constraints.
* Fix a stack corruption, pointed out by Andrea, and potentially
causing crashes.
This includes a bunch of new object primitive icons
which would be great to get into the 'add object' menus,
they're not there yet. The specific lamp data type icons
are now used in the outliner though, which is very helpful.
Added subdivide operator and button for multires.
Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?
Simple UI script fix, wanted to check... works all nice. :)
For ui scripters: keep track of alignment flags!
("Border" button was aligned with above button)
* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
* turned some slider UI controls back into number fields
Note: Sliders should only be used when representing a property that's
conceptually a percentage or ratio. For arbitrary numbers, use a number field.
For example, a lamp's energy can theoretically be anything - 0.1, 3.5, 125.0, it
doesn't matter - it's just a number, not a percentage. So this should be a
number field.
* Added material "type" property, with Surface/Volume/Halo
options, compatible with sim_physics, as requested for
material buttons layout. Obviously the Volume setting
does nothing currently.
* Deprecated MA_HALO flag in favor of this.
* Fix buttons jumping around when resizing and zoom. Part of this was
adding a tiny a 0.001f offset in UI_view2d_view_ortho, otherwise the
rounding is unpredictable (used to be 0.375f, but that was disabled).
* Fix various issues with zooming, panning panels. V2D_LOCKOFS_X/Y is
now taken into account in more places in the view2d code, to avoid
zooming into the center or panning out of the view.
* Remove "Free" align mode in buttons window (it's not really useful).
* View3D/Graph/Image editors now use the same PanelType system as the
buttons window, means some deprecated panel code could be removed.
* Some small visual tweaks for panels.
* View 2D Reset operator (Home key), to reset zoom and panning for panels.
* Added argument to set number buttons as sliders (slider=True for itemR).
* Ignore labels for button alignment (doesn't look right).
* Fix some use of context.main in py scripts, should get data from active
object instead.
* Fix autotexspace -> auto_texspace in py script.
* Added new modifier tab.
* Fixed problems when no object was selected after delete.
* Added initial Armature, Bone, Curve and Font panels, by William Reynish (Billrey). Thanks!
* Small RNA changes
* Commit revision 20240 and 20268 from trunk. ("Mouse wheel zoom lost after rendering.")
* Added new Buttons Tab "Bone" for Armature objects.
* Validation of buttons selection, when object selection is changed.
* added missing notifier for camera type and small layout change to the panel.
* more shading color changes for menu and checkbox.
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
After quite a bit of searching, I finally found where the various UI functions were wrapped for use in Py Layouts.
For the reference of others, check out editors/interface/interface_api.c