that does that needed to be split in two. this made dissolve faces sometimes
not work.
also added some api functions to recalculate normals for verts, edges and
faces. and added a new flag, BM_NONORMCALC, to prevent this from happening
on individual fgon faces after they are tesselated. and made dissolve faces
happen on fkey in all the selection modes, not just face select.
- cleaned up warnings (mostly unneeded variables)
- new icons for filebrowser (large refresh and parent icons missing though)
- fixed error in large icon drawing due to texture coordinates calculated outside subpart of texture.
- removed library loading stuff from filelist
* Add Area Swap: hold alt and drag with LMB from either actionzone. Release LMB on area you want to swap with. I added a matching cute cursor for this (and to make it a politically delicate issue, it's white on black).
Note, there are still some error totblocks that I haven't been able to track down properly yet, so that's still a bit WIP.
python - lux/pov/renderman materials, lamps etc as well as operators.
At the moment there are 2 ways to do this, The first is like subclassing from python, another (disabled) method copies the base PyTypeObject struct
and makes some changes.
The PyType is stored in the RNA Struct for reuse, right now there are no access functions - needs to be improved.
Added a python script for printing all blend file data to the console which helps testing the api.
dir(rna) wont work for python 2.x now, use rna.__dir__() instead.
This adds a header to the voxel data texture's data file format, to
auto-fill the resolution settings upon loading a file. I don't have a data
file of the right format to test with, so I'll trust it works and wait for
confirmation!
It also adds a 'still frame' setting, to pause the voxel data sequence on a
specified frame, throughout the course of the rendered animation.
how original edge loop worked, and made it so if it starts
at a boundary edge, it walks across the boundary. I'm not
sure if this is bad, most of the time I do that I want it
to do that anyway.
(WIP commit)
- added categories SYSTEM, BOOKMARKS and RECENT to left panel (recent files not filled yet)
- selection for bookmarks now works by storing draw position, might do that for the file list too
- removed fsmenu button and Bookmark button from UI region
Some UI tweaks and fixes
* fixed some overlapping buttons (Matt, feel free to change button arrangement if you like), the Bookmark (B) button should probably be removed eventually from the current place and the fsmenu button as well, now that we have the directories on the left panel.
* fixed initialisation of params->display
(aligorith: thanks for fixing, I did reset the #defines, since it was just missing the correct value in the initialisation)
* fixed bug when area became too small (crash)
* fixed bug (last file missing in long display)
* fixed selection when mouse outside tiles.
Elubie, please check on the values for params->display. They were being set to zero by default...
Also, set the correct panning locks for the various views
A few UI goodies from on the plane:
- fixed the sliders for non-rounded themes
- Made properties with rna subtype of 'percentage' automatically display a '%'
character *after* the numerical value, where it belongs. It would also be really great
to add a ° - degree symbol after angle and perhaps rotation subtypes. This works
fine with international fonts but not with oldskool bitmap fonts (not part of ascii). I
wonder if there's a way to get around this?
- Added nice embossing effects on buttons, labels and pulldowns (there you go, brecht :)
- and cooler looking tooltips
And did some work on the file browser. Andrea, I hope this is ok, let me know if
there are problems and I can work on fixing it up :)
- added some new icons for file types, that are now shown in list view.
icon designers, please feel free to update and make nicer ones!
- tweaked the default colour theme and did some graphical fiddling to make the
various views look nicer
- rearranged the buttons on the header and swapped the 'P' button for an up arrow
button, this needs a nicer icon too.
- added outliner style alternating bands to the list view to see info grouping better.
This has a small prob in columns view though, can fix that.
Still a bit of a work in progress, will look a little weird on non-rounded themes, but will fix that when back home in .au!
The slider now fills the entire button, dragging on it changes the value, clicking edits it. You can also ctrl-click on either side of the slider 'edge' to increment or decrement in small amounts. There's one temporarily in the render buttons for testing.
Used it to implement the dissolve faces operation (previous
incarnation was just a debugging hack). The code works by
creating one giant new face per region of faces.
The dissolve verts (xkey->collapse, heh need to rename it)
operator now invokes dissolve faces on the faces around verts.
This is less error-prone then a pure topological/euler based
solution.
example...
bpyui.registerKey( C, bpyui.spaceTypes.SEQ, 0, "Sequencer", "SEQUENCER_OT_view_selected", bpyui.keyTypes.A, bpyui.keyValTypes.PRESS, 0,0, {})
May want to split this into multiple functions.
As was discussed by the team the other day, copying keyframes (to copy/paste buffer) in DopeSheet/Graph Editor no longer relies on the selection status of the F-Curves, but rather on the selected keyframes only. This should be less confusing...
However, pasting keyframes still relies on having F-Curves selected to aid in the channel-matching process. There is still a lot of room for improvement in this area though (as noted in the code!).
Join Face Kill Edge now checks to make sure it wont create
a face where the same vertex appears twice in the loop cycle.
Note to Joe:
This is what we talked about on IRC a while back. It
seems to work from here, but you should probably give it a
really good test in the vert dissolve code.
Added a new euler that will take as an argument a face
that is part of a disk and a vertex in the face. The euler
will then 'unglue' this region. An example of this would
be two cones joined at the tip...
Note that this code is untested and probably will have
bugs so shouldnt be trusted yet...