New Actuators done:
* EDIT_OBJECT
* SHAPE_ACTION
Actuators to be done:
* CONSTRAINT
Actuators done already:
* ALL THE OTHERS 16
+ some DNA padding
There is one Actuator left. This one is tricky because (as many others) the tooltip changes according to the actuator type value. Not sure how to solve this yet. I'll probably have to make different rna properties for the same values (it includes some enums this time). Not so animated to finish this one :/
Several properties of armatures were being checked for proxy-suitability with too-harsh criteria. Softened this on a few properties to make them usable again.
Lower First like in AE and other mainstream apps
http://www.pasteall.org/pic/show.php?id=1255
The new consensus is no dots at the end of tooltips so removed all of
them on image and scene rna files
Previous code was assuming an event can only be sent from the active window.
On OSX, Right, Middle mouse buttons, mouse wheel and trackpad events are sent to inactive windows too.
For example, this allows to zoom, pan the view without changing the window order.
Thanks to example .3ds file and bug report from stridernzl.
1) The API function for adding textures to meshes was not working correctly, resulting in a Null texture slot being created (i.e. a texture slot was created, but the given texture could never be assigned to this).
Fixed by making the function always require a texture as input (as with other places that use pointers as arguments).
2) In "Textured" draw mode, the imported meshes were shown white (i.e. without any textures).
It appears that that the old old setting (mesh.faceUV) is no longer valid/wrapped in RNA, so worked around this by setting the 'tex' setting for UV-faces on. From the UI, this seems to do the same thing as entering editmode and assigning an image to the faces from the image editor.
---
I've also removed a few lines of commented 2.4x code that is no longer valid. Hopefully there wasn't anything too valuable that I accidentally removed in this process ;)
- 'Toggle' operators for channel settings now now act more like the select-all type of "toggle" operator. The old behaviour has now been moved to "invert".
- Channel settings are now flushed (like for visibility and when clicking) for muting and locking when using the operators
New Actuators done:
* OBJECT (aka MOTION)
* SOUND
* PROPERTY
* CONSTRAINT
* EDIT_OBJECT
* ACTION
* STATE
* ARMATURE
Actuators to be done:
* CONSTRAINT
* EDIT_OBJECT
* SHAPE_ACTION
Actuators done already:
* IPO
* CAMERA
* SCENE
* RANDOM
* MESSAGE
* GAME
* VISIBILITY
* TWODFILTER
* PARENT
once again: feedback is appreciated.
+ some typos
+ some DNA padding
Thanks for Mitchell Stokes (Moguri) for his patch on that. It saved me some time on the ENUMs and some actuator descriptions :)
Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
* Bugfix, rasterization was shifted half a pixel.
* Remove scaling of bias by render size, there is something to be
said for doing to compensate for lower shadow buffer xy resolution,
however the z-resolution does not change and this seems to have a
larger effect.
* Remove clamping of filter size by soft factor. Now it is clamped to
1 pixel instead to ensure there is some AA. Why this was done this
way is not clear to me, however on decreasing shadow buffer resolution
this would change the softness by increasing the filter size.