standard starts with 0.5 sec. Turn the threshold value up to effectively
disable it when you dislike it. But give it a try!
- added 'Home' after splitting window for buttonswindow
ENORMOUS job Matt has done with the menus! :)
- followed as much as possible order and options in pulldowns, but since
toolbox has more categories, it is split up sometimes.
- did some minor changes in pulldowns to make it more consistant
- not yet: armature & text options...
- not yet: toolbox in other window types
(warning; shift+a now is new... eek!)
Armature, Camera, Lattice
- this enables browsing data again. All in F9 menu (editing)
- fixed 'home' in buttonswindow, mixed up 1 and 0 again! :)
(it scaled in the wrong direction...)
- errors in names/hotkeys pulldowns fixed
- full window option in pulldown win caused ortho on/off event
- weight paint now shows vertex color Panel in editbuttons
- adding armature while vpaint mode, didnt end vpaint mode
- cleaned up some buttons design
- leftmouse press-hold for toolbox also moved 3d cursor
- nkey menu for buttonswindow (hex values) couldnt be restored yet, is
for next release
- replaced Nkey in IpoWindow with Panel, this now displays the buttons
that were formerly in 'anim buttons' as well; to view the boundbox
values of all visible curves, and adjust it.
- the new panel also has the 'set speed' option, fixed stuff in it and
added better errorwarning... still not a very well coded tool!
correctly for deciding whether its pressed or not
- added 'add new' buttons to material & texture menus
is done by std_lib buttons in headerbuttons.c, now only for this.
doing it for ipowindow, sound, etc. has some weird consequences, save
that for later
- verified usage of 'setting2' color for databuttons only
- problem was in limiting the abuse of frontbuffer drawing as happended
a lot in 2.28 and older. the less the better...
- bug was not registering a curarea->win_swap=FRONT_OK, to indicate there
was only drawn in frontbuffer
- cleaned up calls further, and made sure it doesnt draw 1 vertex too many!
also means it works better with selecting in solid drawmode now, check!
(uhh.. i mean, then it doesnt print!)
- put back axis icon of 3d win to left/bottom corner.
it was only moved for tests with an extended header to the left...
- subsurd level '0' is possible again.
however; it was changed to '1' because convert-to-mesh crashes. the
subsurf code doesnt give a result when level is '0', causing the convert
routines to either crash, or deliver empty mesh...
I added a warning in the convert routine now, and dont do anything then.
- changed all glFlush() in glFinish() in editobject.c, which seems to be
the right magical call to show frontbuffer drawing.
- Added "Radio" to Material modes
- Fixed bug in bone.getParent (bug report on blender.org py forum)
- Added more types to object.shareFrom (method to share obdata)
- Added nmesh.get/setMaxSmoothAngle and nmesh.get/setSubDivLevels
- Updated NMesh doc
Fixes the different type of center for Mirror
Rename mirrormesh to mirrormenu
I'm looking for a hotkey for that. Will talk about it tomorrow during the meeting
(the one you make with uIDefBut(..., MENU, ...)
add a %i<nr> to the string, and the item gets <nr> as icon.
- added this to the 'mode' selectors in 3dwin and ipowin
- cleaned up code for modeselector pup... that was a bad ass one! :)
- fixed constraint popup menu (used icons)
- moved 'full' and 'View3d props' and 'background' items in menu to bottom
Hope Matt wont kill me for it, but these were about the only useful
ones there... :)
- little fix in interface.c for menus...
Instructions for how to add panels there:
- add a handler define code in BIF_space.h
- create a menu item that invokes a add_blockhandler()
- add to view3d_blockhandlers() the correct handler for it
- plus create a panel itself, just copy one... it needs some stuff
to get working, docs for that are for later