* Add RenderResult.load_from_file to load whole multilayer exr's at once.
* Removed x/y offset from RenderLayer.load_from_file, better to encourage
using offset in begin_result() to minimize memory usage.
* Added WITH_OPENEXR in some screen/file/image module for scons/make, exr
was not working in some places there.
* Use scene->r.audio instead of scene->audio everywhere, was using both still.
* Fix time_top_left_3dwindow link error, not sure why this happens, somehow
with scons building it seems that files (like time_header.c) wich are not
called from the same .a module get stripped?
* Finally the header and menus are done via python.
* Added RNA for sync audio.
Note: This is just a basic working version in python. It needs more work and some layout changes.
Joshua: Feel free to adjust this further :)
* Move sound_init to make sure it gets called everytime user
preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
while the other did not, don't see the point of this, so just
made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
rather than timeline flag. Since it uses the same playback
operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
stop playing too.
to show properties.
* One problem is that we currently have 3 different kinds of
property layouts, single column, two column, and single column
with text inside button, probably best to reduce this..
* Last operator panel now shows operator name in the header.
* Fix extrude operator to not include transform properties
anymore, since they are already there now due to macro system.
* Added a new Paint type in scene DNA. This is now the base struct for Sculpt.
* The Paint type contains a list of Brushes, you can add or remove these much like material and texture slots.
* Modified the UI for the new Paint type, now shows the list of brushes active for this mode
* Added a New Brush operator, shows in the UI as a list of brush tool types to add
* Made the sculpt tool property UI smaller and not expanded, expectation is that we will have a number of preset brushes that will cover the basic sculpt brush types
TODO:
* Vertex paint, weight paint, texture paint need to be converted to this system next
* Add brush presets to the default blend
Another keymap goodie for test fun: Tweak events allow to be limited
to a direction, like North, South-West, etc.
Tested with View3D keymap for border, circle & lasso. Issue to look at
still is whether a border should start immediate, or first draw a cross...
this can be an operator property of course.
Note that tweak code can be extended to corner-gestures too (so you can
do a north+east, north+west, and so on... nice for later).
Time to get keymap saving work! :)
(Fixed bug in Mesh edit circle select, missing notifier)
Muscle flexing commit; put the "any key modifier" to work, also exposed
(ugly) in keymap editor. Notes for it works:
- You can use any keyboard key to become modifier now (not mouse buttons)
- But, if this key was assigned to be a regular hotkey, that still gets
triggered, obviously.
- So: only use unused keys for this, like "~" or other special ones?
For test fun: L+K now does animplay.
* Cleaned up code in 3d header; still requires custom code for creating the object mode button, but removed all the nasty V3D_XXXMODE stuff, and the mode switching code is now just an operator call.
* Added Context access to RNA_property_as_string. This is needed for doing a Python call to the object mode set operator, which has a dynamic enum property that needs context.
Flaw in python UI for headers: code missing to correctly set the total
width of header, plus obsolete call in view3d header template to set width.
Now MMB scroll of view3d header works again.
* Sculpt Menu is now written in python.
* Select Menus are only for Object, Edit and Particle Mode, added code to check on that, fixed Console warnings.
* Fixed a typo in armature buttons, reported in IRC by "ebrain".
- use RNA_struct_blender_type_set to set the type to NULL before its freed
There is a memory error here when reloading scripts - ui_handler_panel_region, need to look into theis further.
* data reorganisation - uses own values now instead of reusing surface material properties (i.e. an individual density value, rather than reusing alpha) Files saved with the old system won't load up the same after this.
* improved defaults and ui
* Added OBJECT_OT_mode_set for setting the object mode. Takes one property, "mode", which can be any of the OB_MODE_* flags. The available modes are limited based on the active object (e.g. only meshes can have sculptmode, and so forth.)
* Set the icon properties in the object mode enum RNA
TODO:
At this point I think everything is ready to start ripping out the ugly hacks in view3d_header for setting the mode :)
- view3d use select menus use the context.mode enum value.
- if selectmenu in dir(bpy.types) # creates a list of 1400+ strings, does a lookup and throws them away, better avoid this for redrawing.
* Pose mode was already object-localized, but moved the flag from object->flag to object->mode, with all the other modes.
* Updated object mode RNA
* Commented out some dubious use of base->flag with the posemode flag. So far as I could see the value was only being set, not read, so a hopefully safe change.
Now the mute/protect/expand/etc. toggles are drawn using UI widgets. This means that special event handling code to determine when they were clicked on is no longer needed, and also means that there can now be tooltips for these items too.
Also, added visibility toggles for ID-block expanders, which will cause all the F-Curves in the linked datablock to not get drawn. The backend filtering code to make this work will come later...
* Made texture paint object-localized too.
Note for Brecht: gpu_draw.c had three uses of G_TEXTUREPAINT that I was not able to cleanly fix, so commented out for now. Can you take a look and see what should be done here?