* Added proper "update" operators in place of the abuse of the calculate
operators, so now the display ranges won't get overwritten everytime (with the
default values) you go to update the paths.
* Display range settings in properties editor now actually work. Before, the "In
Range" mode only displayed the entire paths.
This commit refactors the way that the Motion Paths GUI works. The key problems
this tries to address are:
1) Mode error - Confusion about whether we're dealing with the Object or Pose
level Motion Paths panel
2) Display settings vs Baking Settings
In line with the original design intentions for the 2.5/6 Properties Editor,
I've now split out the actual baking-related settings away from the Properties
Editor:
* Now, when clicking "Calculate Paths" from the toolbar, you'll be prompted with
a dialog to select the start/end frames (and for bones, whether to bake from
heads or tails). This is less confusing than relying on firstly setting the
range via the display range settings (and baking using that), since many people
apparently only used the "around current" mode, and were confused why things
weren't working
* Added a display of the frame ranges of the current baked Motion Path on the
active Object/Bone. This makes it clearer/easier to debug if the path suddenly
starts disappearing after a certain frame.
* Replaced Calculate/Clear Paths in the panels with a single "Update" button if
there's already a baked Motion Path.
Hopefully these changes (in combination with some of the other bugfixes) will
make it more obvious how everything works.
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
problem was that BMesh had tessellation call when undo pushes were called.
if python called an operator with no undo push, tessfaces would not be created.
fix this by making it the responsibility of each editmesh operator to re-tessellate, as it is with notifiers and depsgraph.
added EDBM_update_generic() function to add notifier, tag for depsgraph update and optionally re-tessellate.
=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools
Major features include:
*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)
All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
- remove redundant check in new prop operator which is covered by operators poll func.
- use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it.