Commit Graph

1268 Commits

Author SHA1 Message Date
4475caf350 Grmlll... *Always* check before commit, even on such simple things! (Fix for own mistake in previous commit). 2013-02-26 23:12:42 +00:00
94a34b85a4 Fix [#34455] Origin to Center of Mass is missing in menu Object > Transform
Just adding the needed py line.
2013-02-26 23:01:54 +00:00
1c8377b030 Fix [#34444] Curve: Select Nth Number of Points
Just use default op name, as for meshes!
2013-02-26 16:39:41 +00:00
5d99b10242 Add missing select menu for weight, vertex, texture paint modes. 2013-02-26 15:42:33 +00:00
b1543f07bf Another bunch of UI translation fixes, thanks to Leon Cheung, Gabriel Gazzán and S. Lockal for spotting them! 2013-02-24 15:40:28 +00:00
c82213359a rigidbody: Add motor constraint
It's implemented as a separate constraint instead of adding properties
to the existing constraints.
Motors only apply linear and angular impulses and don't limit the
movement of rigid bodies, so it's best to use them in conjunction with
other constraints to limit the degrees of freedom.

Thanks to Markus Kasten (markus111) for the initial patch.
2013-02-23 23:04:07 +00:00
a9e25ac433 Toggle-Drag UI Feature
Dragging on toggle buttons can now be used to press multiple buttons at once, especially useful for layer and outliner buttons.


notes:
- automatically enabled for all toggle buttons
  (may change this if it becomes a problem).
- only buttons of the same type are pressed
  (helps avoid annoyances eg; dragging past layer buttons onto other 3d header buttons and pressing by accident).
- automatic axis locking - dragging will lock to X/Y depending on the initial drag direction,
  makes swipe motions work better, especially with the outliner.


implementation details:
- may re-implement as a region handler (currently its a modal operator).
- checking buttons in-between cursor motion events could be more efficient (but currently works ok).
- button execution needs to be improved
  (currently executing a button thats not under the mouse needed a workaround for passing uiHandleButtonData),
  requires further changes to UI code, will do next.
2013-02-22 05:56:20 +00:00
b00c3b801b new weight paint draw option to display unweighted vertices with the option to check on the active group or all groups.
notes:
- vertices with zero weights are considered the same as vertices outside of a group.
- currently these show black but this can be made a theme color.
- multi-paint overrides this option (noted in description)
2013-02-22 04:09:04 +00:00
e663f24978 Expose a few more operators for curves on the toolbar. Some of these were
previously not available anywhere.
2013-02-22 02:10:41 +00:00
0215911a9b Animation Editors: Operators to Group/Ungroup Selected F-Curves
This commit introduces operators to customise the grouping of F-Curves. As
groups are only available in Actions, these grouping operators only work in the
Dopesheet, Action Editor, and Graph Editor (Animation) modes.

To Use:
* Ctrl-G = Group selected F-Curves
* Alt-G  = Ungroup selected F-Curves
* or find these tools from the Channels menu

Notes:
* When invoking the grouping operator from the Channels menu, the name popup
won't show up. Instead, the group(s) created will be created with the default
name. To fix, you can either use the F6 operator properties edit OR manually
edit the names (Ctrl-LMB on the relevant channel)
2013-02-22 01:49:51 +00:00
822a06920b rigidbody: Move "Enabled" checkbox out of rigid body panel header
Rename it to "Dynamic" to make it more obvious that it switches between
static and dynamic state.
Also don't show it for passive rigid bodies since it's redundant in that
case.
2013-02-21 19:04:34 +00:00
0a6e8a41b9 Enable new bevel tool code in bevel modifier.
Now modifier takes a segments parameter.
Bevel edge weights will multiply the overall amount.
For vertex-only, you can give a vertex group name,
and the weights in that will multiply the overall amount.
2013-02-21 17:29:35 +00:00
442d16b468 Fix for [#34308] only half width of material list row is used for material name.
* Issue was caused in r54393.
2013-02-18 23:41:28 +00:00
d7058f12e5 Make list_id mandatory when using default UI_UL_list class for a template_list. 2013-02-18 14:03:26 +00:00
5c5b753779 Fix [#34300] Slider for list of particle systems (keyed particles) is not doing anything. Navigating a list of more than 5 elements requires keyboard.
Systematically adding some custom id to template_list using default UI_UL_list class, this one is commoly used more than once in an area, yielding collision issues if they do not have a custom id...
2013-02-18 13:30:40 +00:00
c524b47912 Another huge bunch of UI translation fixes, mostly reported by Leon Cheung, Sv.Lockal, Gabriel Gazzán and Satoshi Yamasaki, thanks! 2013-02-17 13:56:49 +00:00
9cd01c6a5c Added option for group node buffering in the compositor.
Justa cluster did not have enough memory to handle all Mango 4k scenes.
Option is default disabled and can be enabled in the performance panel.

 - At Mind -
2013-02-16 20:21:41 +00:00
313df262e3 Fix [#34253] UIList resize, resizes wrong list I/II
When using default UI_UL_list, one should always spully a custom ID, else collision inside an area are quite likely...
2013-02-15 08:32:25 +00:00
43f4f807d9 Fix physics' name not translated in main physics panel (reported on bf-translations ML).
This also revealed another bug, as you could not explicitely set default context to text_ctxt UI func parameter (None is not accpeted by RNA string props), so I had to change default context from py POV to "*" instead of None.

Anyway, that physics UI translation remains weak, as the trick used here (helper func) prevents message extractor script to directly find them. Currently it works because specified labels are also defined elsewhere, but it would be nice to have some kind of "translation markers" in py code too (similar to our N_/CTX_N_ C macros, unfortunately python does not have preprocessing ;) )...
2013-02-13 11:52:01 +00:00
027a426c4d Add translation of stats/info string. 2013-02-12 07:32:17 +00:00
d0f4a2396b Actually, UI scripts should not use directly pgettext, but rather the iface or tooltip variants. Added those to bpy.app.translations, and used pgettext_iface.
(Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong).

Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
2013-02-10 10:29:38 +00:00
3b8a0f3d67 use import rather then assignment for loading '_' into scripts. 2013-02-10 09:56:05 +00:00
c0fa16f2c9 Another fix for r54414 (cleaner to "import" pgettext once at top of files, also now using usual '_' shortcut). 2013-02-10 09:09:26 +00:00
5d4df1a999 pep8 cleanup 2013-02-10 08:54:10 +00:00
63af7068ad revert removal of ternary operators from r54414 2013-02-10 08:26:48 +00:00
82c86af7f7 Bunch of fixes for py ui messages (all those using 'formating' were not translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails!
And another "final point in UI message" removal!
2013-02-09 18:26:40 +00:00
d26c063121 disable translations for some python buttons. 2013-02-08 16:41:02 +00:00
23aa0c9067 Fix uilists showing data names translated (reported on bf-translations ML by Satoshi Yamasaki aka yamyam, thanks!). 2013-02-08 16:01:21 +00:00
a3bd7de8a3 Added warning below MultiSample User Preference option for Linux systems.
(All 8 reports in tracker for selection failures were linux...)
2013-02-08 13:15:30 +00:00
1dfb6404b7 Release todo: added userpref for Mac users having "Natural Scroll" set.
As per discussion and analysis of all trackpad usage, we now
follow this convention:

- Blender follows system setting for trackpad direction preference.

- If you set your system to "natural" scroll, we need to invert a couple
  of cases in Blender we do "natural" already. Like:

   - view rotate (the inversed option just never feels ok)
   - scroll active items in list or pulldown menu (up/down is absolute)
   - ALT+scroll values in buttons (up/down is absolute)

The new User Preference setting "Trackpad Natural" handles this.

For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.

(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
2013-02-08 12:12:57 +00:00
08326778c5 use sys.platform for checking the OS. 2013-02-08 11:23:22 +00:00
26ee2a1f79 patch [#33886] Combine Dissolve Menu with Delete Menu 2013-01-30 05:19:27 +00:00
df53f46065 Fix #34031: in the keymap editor, Timer and Text Input types did not show field
to edit the operator name.
2013-01-29 17:30:30 +00:00
cf9e619889 Skeleton Sketching bugfixes/tweaks
* Disabling Skeleton Sketching now refreshes the view properly, so that strokes
don't linger on even after being disabled
* Added the delete operator to the panel
2013-01-29 03:04:24 +00:00
d6b166d1a1 Bugfix [#34012] Skeleton Sketching settings unclear
Although the bug report here wasn't exactly clear about what exactly was wrong,
it soon became apparent that the UI stuff here was in need of some love.

Changes:
* Ported over missing tooltips from 2.49 (i.e. most of them)
* Fixed a few incorrect tooltips (mostly the subdivision length settings)
* Made the autonaming and number/side settings slightly clearer - number/side
are used to replace placeholders in the names of template bones (&N and &S
respectively) when autonaming is disabled. When it is enabled, these values are
determined automatically.
2013-01-29 02:00:33 +00:00
56f82655ed Window menu: Make Screencast (should be Save?, to match screenshot?) option.
Thought of setting the operator context before so it wouldnt invoke the confirmation dialog, but better leave it by default to confirm since it might be clicked by mistake and start dumping video/image-sequence and can get annoying.
2013-01-29 01:43:03 +00:00
12a4a84ee5 Info Editor: Adding Save Screenshot option to the Window menu, was only available through search or shortcut (CTRL+F3) 2013-01-28 23:06:27 +00:00
6fdaa9c99a Fix [#34023] r54146 breaks name-display of default "UI_UL_list"
draw_item *is* optional (it then uses default C function), even though there is not much sense to register a class without it, except for our default UI_UL_list!
2013-01-28 18:46:04 +00:00
Lukas Toenne
0bf264f7ef Fix for errors caused by fixing RNA function register flags. Default UIList class now has a dummy draw_item callback. Panel draw_header is now optional (most panel classes don't define it). 2013-01-28 12:18:00 +00:00
Dalai Felinto
0976a780eb BGE UI: removing "use_occlusion_culling" from the ui
(and marking rna as deprecated)

I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that
the feature should be removed.

In case someone was actually using it the rna is still available. But next
release we remove both the rna, the DNA and the flag in the code.

I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True)
always perform better than when it's off. Even when no occluder objects are in the scene.
2013-01-27 19:57:47 +00:00
a2e55171fe Bunch of fixes for UI messages.
Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!).

Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
2013-01-27 18:14:24 +00:00
2545e832e2 Pack UI:
Oops! So there was an Unpack button, hidden in the Nkey properties of Image window.
This was drawn next to greyed-out buttons, didn't notice it well.

I also now found the unpack() menu in editors/util, and there's an Image unpack op.
Also the RNA api has an unpack!

Will remove the generic unpack op, and add a sound and vfont unpack instead.
2013-01-27 17:20:08 +00:00
296f91c4cc add 'deform - integrate' option to mesh-cache,
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.

In practice this is most useful for using corrective shape-keys with mesh-cache.
2013-01-24 04:02:30 +00:00
17b1c19054 UI todo:
Added "Panel Title" style to Theme settings.
Allows to make these nice larger or draw differently.

Also tried to put hinting in Style, but this needs to be a per-font
setting. uiFont data is still not being saved (also not allowing
to set own font files for UI). That's a todo for 267 then.
2013-01-23 16:01:35 +00:00
90a97a4710 rigidbody: Fix constraint buttons only showing for mesh objects
Was silly indentation mistake.
2013-01-23 13:45:52 +00:00
3e6892e18f File Menu, "Save startup file" no asks for save-over confirm.
Being a destructive action (and there are no versions saved as backup) it's an
OK convention to prevent accidents.
2013-01-23 12:08:23 +00:00
be21034ae4 UI / Layout scripts:
* Code cleanup for new Rigid Body panels. 
* Removed some unneeded split() calls.
* Remove redundant check for "ob.rigid_body_constraint" in the draw() function of the "Rigid Body Constraint" panel. The check is already made in the poll.
2013-01-23 11:40:35 +00:00
45fb9f9f09 scene panel for rigid body - remove operator isnt greyed out when rigidbody is disabled 2013-01-23 08:07:39 +00:00
6b51bb39c8 move rigidbody toggle into the header for scene and objects. 2013-01-23 07:42:28 +00:00
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00