Armature, Camera, Lattice
- this enables browsing data again. All in F9 menu (editing)
- fixed 'home' in buttonswindow, mixed up 1 and 0 again! :)
(it scaled in the wrong direction...)
- errors in names/hotkeys pulldowns fixed
- full window option in pulldown win caused ortho on/off event
- weight paint now shows vertex color Panel in editbuttons
- adding armature while vpaint mode, didnt end vpaint mode
- cleaned up some buttons design
- leftmouse press-hold for toolbox also moved 3d cursor
- nkey menu for buttonswindow (hex values) couldnt be restored yet, is
for next release
- replaced Nkey in IpoWindow with Panel, this now displays the buttons
that were formerly in 'anim buttons' as well; to view the boundbox
values of all visible curves, and adjust it.
- the new panel also has the 'set speed' option, fixed stuff in it and
added better errorwarning... still not a very well coded tool!
correctly for deciding whether its pressed or not
- added 'add new' buttons to material & texture menus
is done by std_lib buttons in headerbuttons.c, now only for this.
doing it for ipowindow, sound, etc. has some weird consequences, save
that for later
- verified usage of 'setting2' color for databuttons only
- problem was in limiting the abuse of frontbuffer drawing as happended
a lot in 2.28 and older. the less the better...
- bug was not registering a curarea->win_swap=FRONT_OK, to indicate there
was only drawn in frontbuffer
- cleaned up calls further, and made sure it doesnt draw 1 vertex too many!
also means it works better with selecting in solid drawmode now, check!
(uhh.. i mean, then it doesnt print!)
- put back axis icon of 3d win to left/bottom corner.
it was only moved for tests with an extended header to the left...
- subsurd level '0' is possible again.
however; it was changed to '1' because convert-to-mesh crashes. the
subsurf code doesnt give a result when level is '0', causing the convert
routines to either crash, or deliver empty mesh...
I added a warning in the convert routine now, and dont do anything then.
- changed all glFlush() in glFinish() in editobject.c, which seems to be
the right magical call to show frontbuffer drawing.
- Added "Radio" to Material modes
- Fixed bug in bone.getParent (bug report on blender.org py forum)
- Added more types to object.shareFrom (method to share obdata)
- Added nmesh.get/setMaxSmoothAngle and nmesh.get/setSubDivLevels
- Updated NMesh doc
Fixes the different type of center for Mirror
Rename mirrormesh to mirrormenu
I'm looking for a hotkey for that. Will talk about it tomorrow during the meeting
(the one you make with uIDefBut(..., MENU, ...)
add a %i<nr> to the string, and the item gets <nr> as icon.
- added this to the 'mode' selectors in 3dwin and ipowin
- cleaned up code for modeselector pup... that was a bad ass one! :)
- fixed constraint popup menu (used icons)
- moved 'full' and 'View3d props' and 'background' items in menu to bottom
Hope Matt wont kill me for it, but these were about the only useful
ones there... :)
- little fix in interface.c for menus...
Instructions for how to add panels there:
- add a handler define code in BIF_space.h
- create a menu item that invokes a add_blockhandler()
- add to view3d_blockhandlers() the correct handler for it
- plus create a panel itself, just copy one... it needs some stuff
to get working, docs for that are for later
You now can adjust the way the default 'solid opengl' drawing happens.
It provides three lights now, all still located around your viewpoint.
In the UserSettings menu you can set them on/off, give location and
color / specularity.
Very nice to enhance modeling in solid drawmode :)
By default blender starts with 2 lights on now, but this is something we
can define in the default .b.blend later on.
(the first save didn't store paths or font settings!)
This is something I broke back at 2.28a :)
I'm suprised there were no bug reports on this, but it's fixed now! ;)