The laptop option "no numpad" did this in the main queue, for all windows.
This caused problems, like for text editing in 3d window.
Now it only does it in 3d window, and not with editmode for Text object.
- Bug fix#1464; a 2nd time shift+f1 append didn't make the ".." file a
directory, preventing going to a parent directory in .blend file
- Bug fix (not reported): when saving an image, the fileselect window(s)
didn't show that image file when calling fileselector again
- Removed redundant code from experiment with ImageMagick
- Renamed functions with dutch names... :)
CTRL+ALT+F was supposed to give a button popup to type a search string.
thanks to reordering code in oct last year this didnt work anymore, only
the first time.
In camera view, with ortho camera, the current camera was drawn with
unpredictable sizes. The code was not written to work for ortho, so
I check on that now. Means camera isnt visible itself then, which
is minor I think. Nice for a todo once...
points to a Curve.
New supporting module CurNurb to provide access to the curves in a Curve
and their associated points.
Curve module now supports Python iterator and sequence protocols.
This allows typical python programming idioms using 'for' statement
and the [] operator.
# example 1
for curve in a_curve:
for point in curve:
print point
#example 2
curnurb = a_curve[0]
curnurb.append( [1,1,1,1] )
Still under construction. Epydoc will follow.
- BPython: finishing object and nmesh .setMaterials commit, fixing two bugs. Also fixed a crash with object.track (pointer wasn't checked for validity). All based on reports and patch by Yann Vernier, thanks again.
-- splash screen disappeared (duh, I did that!) and Blender quits upon exiting from some 225 games:
It was troublesome to find how to run demos in general with the screen correctly redrawn before they started, etc. Ended up making the above error in screenmain(). About the games, I don't have them and will need some time to get the files for testing, but I'll do it, though only on linux.
BPython:
-- Window: added GetScreens, SetScreen and improved GetScreenInfo.
-- Object, NMesh: updated (added in NMesh) method getMaterials to return either only valid materials as before or also empty slots (as None). This previous omission can be considered a bug, since it made info about materials incomplete / incompatible with face mat indices. Thanks Yann Vernier for bringing this up and sending/proposing a patch that also fixed a bug related to assigning lists of materials with different lengths to obj and its mesh. setMaterials also accepts Py_None entries now, which become empty slots in Blender.
-- doc updates.
Mostly in Editing and Shading (material).
Note: broken should review the changes though we've checked with all the different draw types and it didn't make any problem. If it worked correctly on Desoto's weird screen size, it can probably work anywhere. ;)
without having to start over.
I patched this into instinctive a long time ago when someone submitted
the math to the mailing list but never got heard.
I hope it's acceptable :)
* Aligned the header align toggle button thing with the
menu and gave handle_view3d_around() a prototype to
clean up a warning
* Replaced the conglomerate of abbreviated texture blend
modes with a menu
Doing it the Kester way, but in a way that it actually compiles and links
for non-Kester people. >=P
(translation: FREE_WINDOWS now builds the stuff in extern and overwrites
the pre-compiled solid libs).
Different draw mode for Vortex effector ( http://www.clubinfo.bdeb.qc.ca/~theeth/Temp/vortex.jpg )
Use row buts for effector type (only one effector at a time per object).
Forcefield circle transparency in 3D view is controlled by falloff value (for coolness factor).
Please note that those only draws in the 3D view for Empty objects. I've tested with all other object types through a global call, but lamps (and only those) give problems. Since we go in release status soon, I prefer commiting something that works all the time.
toggle for all pivot modes. The 2 new pivot modes have been removed
from the popup.
Instead, a new toggle button is added to the 3d view header.
2) Grab cursor mode. Cursor can be grabbed (and constrained to axis, grid,
etc. while moving) like any other object. If no object is selected,
GKEY alone grabs the cursor, otherwise pressing CKEY while in GKEY mode
moves the cursor.
- added image.getBindCode() docstring to Image's epydoc file (thanks Satish Goda).
Scripts:
- Adding Apply_def.py to "Mesh" scripts menu (thanks author: Theeth);
- Updating JMS's disp_paint.py (also changed its name to remove version info);
- minor updates in docs and scripts.
although it rendered the submitted bug file fine...
Note to self again; always also check if code even works in general! :)
Note to self 2: don't fix things ad hoc when you're not coding