[#22310] Duplicate Does Not Propogate SimpleDeform's VGroup
[#22321] duplicating object with smoke settings doesnt duplicate smoke settings
^ Genscher, you may want to check that but I thought it was pretty straightforward.
Always pack DispList into one block for deformation modifiers and
create DerivedMesh for all curve objects passed to get_dm. This would
fix problems with modifiers when they're creating dm for
additional information (as it's made in shrinkwrap for normals).
Small additional code cleanup in curve_calc_modifiers_post().
when the object have more that one group.
I put a XXX because the selection function use G.main to
get the group, probably we need a CTX_DATA_BEGIN for
groups ? Brecht ? Campbell ?
I make a new operator for the pupmenu, it's only for the
selection menu, so don't have any key binding.
Matt, can you check ?
"Select all of the same type" now is binding to Shift + GKEY
Two new function, select next and prev node of the same type.
Select a node and press Shift + [ or Shift + ] go to the
previous and next node of the same type (of the active node).
This is a small request from Venomgfx, select a node
and then press Shift + F to select all the nodes of the
same type (of the active node).
The key binding can be change, we thing in a "Find Next" (that is
way the FKEY) with venomgfx, but no problem with change that.
Also I add the entry in the select menu.
http://www.pasteall.org/pic/show.php?id=3255
New design, with an option to hide/unhide it.
Matt:
1) the way I managed to have the I selected is kind of nasty :) but I think it will have to wait for proper icons.
2) the ALL is so far only working visually, It's still have to change the code to make all sensors and actuators visible when ALL is on. I think this is better than actually marking all states as before (2.49). Maybe it's even nicer nice to have not only have the states disactivated (in gray as they are now), but also to show them as temporary marked. Is that interesting/possible?
3) Can't centralize it :(
4) I think you are right, the icons are nice, but uninformative ... for someone else curious:
http://www.pasteall.org/pic/show.php?id=3254
Allow dropping image files from outside blender, or image datablocks from inside blender
to the compositing node editor, to add an image node.
Also small tweak: Only set 'path' properties on drops, if the drag->path isn't empty.
Also: extra set funcs, layout adjustments
The patch for the subversion commit was getting too big, and it will be hard to distinguish what was essentially do_version + DNA changes and what was layout adjustments.
So this is the first part of the commit. The next may take a bit more because I'm not so confident in my readfile changes.
Added ability to drag images and movies directly onto objects to assign them as textures.
You can drag them from the file browser, directly from the OS or even from other apps. Here's a video to demonstrate:
http://www.youtube.com/watch?v=fGe2U8F_JvE
Ton wanted to show me how to add it, but he ended up doing almost all of the coding himself ;)
Ton/Matt: Dropping a text file in the Text Editor fails for some reason. It aught to work - probably a keymap conflict of some sorts?
* Slight alignment change in header, to match modifiers box a bit better. Basically the "name" filed expands with the size of the properties panel now, which looks better imho.
* Code cleanup: Removed some old drawing functions, and the Python Constraint UI Code, which was not functional anyway.
I based this code on drawnode, so I hope this is the right way of doing this.
Working Sensors:
- keyboard
- property
Working Actuators:
- property (partly)
- ipo
- action
- shape action
- message
- random
Need help with:
- actuator sensor
- property actuator (for the second object)
- touch/ray/collision sensors + constraint actuator
(for the material lookup, not the property one)
maybe a doversion + changing the type to material work better here
(as we have in touch sensor)
+ added notifier for the game property.