Commit Graph

1287 Commits

Author SHA1 Message Date
b51fb00654 2.5 particle UI File:
* Code cleanup and some assignment names fixes. 
We still have the code guidelines. http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts

So please only use subsub if absolutely necessary!
2011-02-27 11:06:01 +00:00
77959fe893 2.5 Constraint Ui File:
* Minor fix for my commit yesterday, label in FLOOR constraint was missing for location property.
2011-02-27 10:47:32 +00:00
Dalai Felinto
bc52b996e3 small UI cleanup - "Mouse Cursor" instead of "Show Mouse" and s/subcol/sub and a new line in the end of constraints ui file 2011-02-27 09:36:29 +00:00
Dalai Felinto
ac1b08a928 BGE patch: [#26223] Some RigidBody joints fixes (ui angles, conetwist/hinge limits etc) by Juha Mäki-Kanto + ui changes pour moi
From the tracker:::
Issues fixed:
- ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params.
- UI wasn't using angles where applicable.
- btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt.
This is an issue when setting limits.

Changes:
- UI: Hinge limits can be set (and disabled).
- UI: ConeTwist only has max-limits and only the twistX can be disabled
- PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min,
limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge).
- PyApi: dropped python-function limit_cone_min. 

.:. Extra:
UI Changes:
- renamed "RigidBody Joint" to "Rigid Boidy Joint" 
- reorganized UI to conform with other parameters (e.g. Limit Rot)
- added dis/active all over the place :)
2011-02-27 09:21:13 +00:00
039940e1e9 Image Editor:
* Added back selector for active UV texture. IRC Request by _BigWings_ :)
2011-02-26 19:18:02 +00:00
2f0d93ba56 clean whitespace 2011-02-26 16:27:58 +00:00
ab9490f8ea 2.5 UI Scripts:
* More code cleanup.
When removing the narrow_ui feature, a lot of split functions were kept. Changed them to rows, which are more easily readable. Check out properties_data_lattice.py for a good example.
2011-02-26 16:04:14 +00:00
7a55884b62 Added operator which makes selected scene markers into local 'pose'
markers.

This is useful for when working with lipsync shots, where you've used
markers for noting down key syllables and want to separate these out
into chunks to manage things better.
2011-02-26 06:28:24 +00:00
ce81cce75d Fix #26158: The layer hight of the layer tool cannot longer be controled by the strength of the brush, as it was in 2.49
Layer height used to be controlled with brush radius, quite confusing decision.
Added new property for brushes - height for adjusting affectable brush height
(it could be not only layer height in the future).
2011-02-25 16:54:09 +00:00
b25db7c8cb pep8 cleanup 2011-02-25 16:06:14 +00:00
2158d05866 adjustments to recent commit:
* inv_ -> inverted_
* flagged image dirty after invert.
* restored properties accidently cut out of unpack operator.

brecht.beers[lmg]++
 thanks for paying attention! :)
2011-02-23 19:40:24 +00:00
3bee6abb74 Fix for [#26133] Explode modifier doesn't care about UVs (Option "split edges")
* This is basically a total rewrite of the edge split algorithm. The old one didn't handle tris at all and quads were cut wrong in some cases too with the addition of not handling uv coordinates at all.
* This new algorithm uses a flag system to categorize different splits and the identical but rotated cases in a similar way to how marching cubes indexes different cases.
* It cuts quads and tris and creates proper uv's for the new faces too.
* I also renamed the option to "edge cut" to differentiate if from the edge split modifier and added an option to override a uv-channel in the exploded mesh with particle age as x-coordinate so that the shrapnel can be faded out nicely etc.
2011-02-23 19:29:59 +00:00
f0f3d9a2ff added image-editor operators:
Invert Image Colors (RGB)
--
Invert Red Channel
Invert Green Channel
Invert Blue Channel
Invert Alpha Channel

mostly because of the recent changes in normalmap channels,
so users can adopt old bakes quickly.
though they might aswell prove useful in other situations.
2011-02-23 12:02:43 +00:00
9349374359 add back view 1:1 operator from 2.4x (Shift+PadEnter) 2011-02-23 06:48:47 +00:00
2f472ccd60 add back 2.4x mesh vertex sort/randomize operators, were called xsort and hash in 2.4x.
available from vertex menu.
2011-02-23 05:17:29 +00:00
0a7fecac8f add 2.4x posemode & weightpaint feature as an operator - Flip Active, Shift+F. 2011-02-23 04:58:08 +00:00
43007d7fed - fix python error for poselib UI when none is active.
- add info to create_dupli_objects rna function docstring.
- transform snap had bad define, disabling BVH accelerated snap (own fault).
2011-02-23 03:08:14 +00:00
86e6c39f60 Material UI, patch by Ervin Weber (lusque). Thanks!
Now we have the old UI again, as suggested by several developers on the Mailing List. 
At least for simple materials. For Node Materials we keep the new Pipeline panel.

This should make both sides happy. :)
2011-02-22 19:22:27 +00:00
b26a4dc4af fix [#26093] Install Add-On Fails and deletes script
problem was on installing a file which was already installed, when the source and target paths match python deleted the file.

now check if the selected file is inside any of the addon search paths and abort with an error.
2011-02-21 07:33:59 +00:00
eee4a62e87 move addon utilities into their own module, these were getting mixed between bpy.utils and space_userpref. 2011-02-21 07:07:44 +00:00
863ac9e07f change shrinkwrap modifier cull front/back options from 2 booleans into an enum since it makes no sense to have front and back enabled at once. 2011-02-19 09:53:38 +00:00
8856b598fd Another small text space usability: option to show right margin (aka print marign) 2011-02-18 13:57:54 +00:00
063a7f217b python api docs & examples for registrable Menu/Panel/Operator/PropertyGroup classes. 2011-02-18 08:47:37 +00:00
c4d7bb80f5 "Fix" for [#26130] Turbulence Force Field seed does not look to generate a new texture when the seed changes via IPO keyframe
* Small force field ui changes to make things a bit clearer.
2011-02-18 07:42:38 +00:00
d17df68c24 - clear some warnings
- rename layout.operator_enums -> operator_enum (since we have operator_menu_enum, only called in 4 places)
2011-02-18 06:07:41 +00:00
1dc4db7775 Fix for [#26120] Particle Grid options available when shouldn't 2011-02-18 00:40:15 +00:00
a241ce1fd1 patch [#26056] fix for ValueError when no addons are present
by Amorilia (amorilia), fix modified.
2011-02-17 22:38:51 +00:00
812f238494 pep8 cleanup and remove unused vars/imports 2011-02-17 04:35:41 +00:00
8ead7b327c 2.5 UI Interface Scripts:
* Code cleanup, seriously we have a lot of unnecessary code!
* Small modification for OpenEXR buttons.
2011-02-16 20:29:23 +00:00
0ea7f1ce15 Material UI: Code cleanup.
Please, don't use a split function if you just have 2 properties in one line, a row is all you need here. ;-)
2011-02-16 19:52:32 +00:00
878c8f47d8 Commit patch [#25939] material panel proposal by Ervin Weber (lusque). Thanks!
From the patch description:
"A new panel is proposed to bring togheter all the properties of a material that belong to the render pipeline level.
Such properties are currently not mixable with node materials, as nodes operate on a shader level."

Commiting this patch as approved in the sundy meeting.
2011-02-16 19:39:45 +00:00
ef920a50da Particle settings can now be pinned too:
* Particle system's are comparable to texture slots, which can
  only exist within an id block. Particle settings on the other
  hand are idblocks which should be pinnable just like textures.
* When particle settings are pinned only properties that make
  sense without the actual particle system are shown in the
  particle panel.
2011-02-16 10:57:58 +00:00
d450e35f21 Added full texture idblock controls for displace and wave modifier. 2011-02-16 10:23:27 +00:00
e6879c7646 Correct texture pinning:
* Now texture pinning works consistently for all textures.
* The only problem is that there is no way to pin textures if there are
  no textures in the context path, so it's for example impossible to pin
  the texture of a displace modifier without adding a texture somewhere
  else and selecting that texture first. I my opinion this is quite
  counter productive so perhaps a dedicated "only textures" texture
  context option is needed after all.
2011-02-16 10:22:19 +00:00
437bdbc96c PoseLib Bugfixes, Cleanups, and Missing Operators
* All the various index-related issues should finally be sorted now.
It seems you cannot just partially implement some of these active
index getter/setters...
* Standardised the call used by PoseLib operators to get the Object
from which they get the active PoseLib data from
* PoseLib operators which require some existing data to work now use a
poll() which checks for this
* Added back the operator used to make standard actions into ones
usable by PoseLib
* Added a dummy operator for the apply active pose button which really
just calls the same backend functions as "Browse Interactive", but
which has a nicer frontend (naming + description) for the purpose of
being used in this way
* Also, removed some useless code from here
2011-02-16 06:18:20 +00:00
fee5363912 bugfix [#26094] Going to Bone Roll menu brings up python error
also correct for pep8 warnings.
2011-02-16 02:25:03 +00:00
7756da34c9 PoseLib UI and Bugfixes:
- Added operator button to show the current pose. This runs on top of
the interactive pose browse functionality, so the tooltip may be a bit
obtuse...
- Specifying a pose for the Pose browse functionality to set now works
correctly. Previously, some old depsgraph hacks were actually
interferring with correct updating (only the armature updated
correctly, but deforms didn't occur)
- Fixed a case of accessing freed memory, which I'm surprised no
static checkers have reportedly picked up on yet, or that nobody has
really had issues with (probably due to low memory "turnaround" so
far)
2011-02-16 02:05:41 +00:00
147309e3c5 Pose Lib: Start of PoseLib UI in Armature buttons
This presents a UI from which PoseLibs can be assigned/removed from
Objects. From here, it is also possible to see the list of poses and
add/remove poses from this list.

Known Issues:
- [Py/RNA/Operators BUG ALERT!] If after immediately starting Blender
you try to remove a pose from the PoseLib using the UI buttons, you'll
get a an error the first time you do so (but not for subsequent
attempts). This seems to be caused by the "pose" enum (dynamically
generated) of the POSELIB_OT_pose_remove operator, which does not seem
to be getting initialised when the operator's exec gets called without
the invoke having been called previously
- Changing the active Pose Library still seems to be broken (to be
fixed soon)

Todos:
- Operator button to make the selected pose get shown in the 3d view
- Restore the "validate action" operator and add that to this panel
- Rename pose access
2011-02-16 00:17:22 +00:00
e9ff1b98cb - Do not use old anchor toggling operator. It used to set brush flags to
unawaliable state.
- Also changed dynamic space bar menu, so it now also wouldn't allow to
  set brush stroke flags to unavaliable state.

Also tried to remove use_anchor, use_space, use_restore_mesh and
use_airbrush, so user would be unable to set flags to unavaliable state,
but it was quite difficult for non-sculpt paint modes. They don't support
all of stroke methods, so brush.stroke_method can't be used for them.

Keep this area unchanged for now.
2011-02-15 19:19:36 +00:00
8b7482892b made most variables which are only used in a single file and not defined in header static for blenlib, blenkernel and editors. 2011-02-14 17:55:27 +00:00
54190dd8e5 Bone Colour Sets (theme ones) can now be edited from the User
Preferences UI again
2011-02-14 03:43:28 +00:00
35abb674b2 Forgot NLA Editor support for this... 2011-02-14 03:04:59 +00:00
b8a19d3a43 Graph Editor part of the changes in the previous commit... 2011-02-14 02:50:52 +00:00
52525a00f7 DopeSheet: Add menu entries and hotkeys to select all keyframes
left/right to current frame in dope sheet

This commit separates out this selection functionality out of the
click-selection operator into a separate operator, so that hotkeys and
menu entries can be assigned to it.

This is based on an idea+patch (#23738) submitted by Torsten Rupp
(rupp), though I've ultimately decided not to go with the suggested
implementation as I don't think this fits that well under the "column"
select operator.

Todo: Graph Editor support will be coming shortly...
2011-02-14 02:30:33 +00:00
7b4c4183f3 Small addition to particle grid distribution:
* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
2011-02-13 13:50:19 +00:00
373fea6662 Small update for billboards:
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
2011-02-12 23:25:03 +00:00
0a83817672 Small particle effectors update:
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
2011-02-12 17:54:24 +00:00
fafbd9d71b Particles todo item: particle textures
* Effecting particle properties with textures was possible in 2.49,
  but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
  for objects with particle systems), which are totally separate from
  the material textures.
* Currently a basic set of particle properties is available for
  texture control. Some others could still be added, but the whole
  system is not intended as an "change anything with a texture" as
  this kind of functionality will be provided with node particles in
  the future much better.
* Combined with the previously added "particle texture coordinates"
  this new functionality also solves the problem of animating particle
  properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
  "multiply" blending mode, so in order for the textures to effect
  a particle parameter there has to be a non-zero value defined for
  the parameter in the particle settings. Other blend modes can be
  added later if they're considered useful enough.
2011-02-12 14:38:34 +00:00
4612034cf4 patch [#25809] Auto-Registration as utility function.
This removes auto-registration, committed by Martin r30961.
Realize this is a contentious topic but Brecht and myself both would rather opt-in registration.

TODO:
- addons need updating.
- class list will be modified to use weakrefs (should have been done for existing system too).
- will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
2011-02-10 23:48:22 +00:00
d240206c88 fix for crash with GLSL material when image couldn't be loaded.
also quiet pep8 warnings.
2011-02-10 14:59:17 +00:00