- added name field for renderlayer
- skin/loft now adds faces with active material - defailt for scene panels isnt closed anymore since there is a lot of room there now.
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@@ -221,7 +221,7 @@ def face_edge_keys(f):
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return ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[3]), ord_ind(verts[3], verts[0])
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def mesh_faces_extend(me, faces):
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def mesh_faces_extend(me, faces, mat_idx = 0):
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orig_facetot = len(me.faces)
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new_facetot = len(faces)
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me.add_geometry(0, 0, new_facetot)
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@@ -233,8 +233,10 @@ def mesh_faces_extend(me, faces):
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f = [v.index for v in faces[i]]
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if len(f)==4 and f[3]==0:
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f = f[1], f[2], f[3], f[0]
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me_faces[orig_facetot+i].verts_raw = f
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mf = me_faces[orig_facetot+i]
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mf.verts_raw = f
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mf.material_index = mat_idx
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i+=1
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# end utils
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@@ -605,7 +607,7 @@ def main(context):
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except: pass
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if 1: # 2.5
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mesh_faces_extend(me, faces)
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mesh_faces_extend(me, faces, ob.active_material_index)
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me.update(calc_edges=True)
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else:
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me.faces.extend(faces, smooth = True)
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@@ -45,6 +45,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
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col.itemO("scene.render_layer_remove", icon='ICON_ZOOMOUT', text="")
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rl = rd.layers[rd.active_layer_index]
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if rl:
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layout.itemR(rl, "name")
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split = layout.split()
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@@ -23,7 +23,6 @@ class SCENE_PT_scene(SceneButtonsPanel):
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class SCENE_PT_unit(SceneButtonsPanel):
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__label__ = "Units"
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__default_closed__ = True
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw(self, context):
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@@ -41,7 +40,6 @@ class SCENE_PT_unit(SceneButtonsPanel):
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class SCENE_PT_keying_sets(SceneButtonsPanel):
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__label__ = "Keying Sets"
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__default_closed__ = True
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def draw(self, context):
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layout = self.layout
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@@ -75,7 +73,6 @@ class SCENE_PT_keying_sets(SceneButtonsPanel):
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class SCENE_PT_keying_set_paths(SceneButtonsPanel):
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__label__ = "Active Keying Set"
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__default_closed__ = True
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def poll(self, context):
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return (context.scene != None) and (context.scene.active_keying_set != None)
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