Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
An example of how this is useful - an importer mixin could define the filepath properties and a generic invoke function which can run the subclasses exec for each selected file.
- Panels and Menus now skip the property check when registering.
- renamed _idproperties_ to _idprops_ in function names, function names were getting very long.
- any numnber of attributes are supported for renaming, eg: modifiers["Foo.Bar"].prop.bar
- the path is resolved in blender so each attribute is type checked against the naming list.
- inherited properties are supported by recursively checking parent classes names aganst the name list.
- fcurves and drivers are currently supported.
slave use output log option correctly
use os.path.join more consistently (reported by Dalai Felinto)
unify frame range (was 4 digits on master, 6 elsewhere, now 6 everywhere).
Fix occasional broken pipe between master and slave (didn't affect result, just polluted log).
- replaced PySys_GetObject("modules") with PyImport_GetModuleDict()
- use defaults for keymap import/export rather then setting the same value every time from the UI scripts.
- dont run mesh update functions on zero user meshes (a bit of a cheap trick but works well), made in last commit by mistake.
- dont do a scenegraph update on linking an object, run scene.update() after linking objects.
- remove split material option since we have enough slots.
* Fixed some panel ordering after recent register changes.
* Placed "Custom Props" to the bottom again, where possible
This fixes [#23171] Material context is messed up.
- fixed reading meshes without faces.
also changed...
- read verts/faces/uvs in one struct.unpack(), should be a bit faster.
- removed mesh/material splitting, very confusing/slow code and not needed since the 16 material limit was removed.
- load image paths with bpy.path.resolve_ncase() since many 3ds's files has case mismatch with file names (applies to OBJ too).