Plus: moved particle interaction and effect buttons back to a single
Object context. The proposed solution (sub context) has workflow issues,
(adds another click (no hotkey) to view settings)
whilst almost all Object buttons nicely fit in single view still.
This was on todo since first particle commit, actually the idea was to
move particle related issues to a special sub-context, but leave the
effects themselves in the Object main menu. Splitting off Particles from
the Effect system isn't in the scope of what is feasible now.
Also note; the current panel 'particle interaction' actually should be
a generic 'forces and collision' panel, since it's also relevant for
soft body feature (WIP)... that can be changed later.
while working there added 3d cursor there as well.
I admit it isn't the best location ever, but let's do the threaded
discussions after 2.34 is out. :)
delays and lotsof redraw events for the desktop, it also made it impossible
to drag a renderwindow to a desired position.
Now it only re-opens on render size changes. Maybe enables to have the
window permanent on 2nd monitor for extended desktops?
Note; the 'pref position' preset in F10 still works, but only on window
open of course.
Caused by commit Kester 7 weeks ago, adding sound actuator always crashes
when no sounds have been loaded. He forgot to put a MEM_Free within the
brackets. :)
* Made the shaded ends of popup menus the right shape,
when the button is aligned, connected to another button.
Found by desoto, fix by desoto
* Made the icons inside icon buttons scale up with zoom,
rather than just sit down in the bottom-left corner. The
scaling up is rather ugly - consider this a temporary
measure until we can find a nicer solution, on the
backburner for 2.35. Found once again by Bugmaster
Desoto, fix by ton.
old files still use the old fast OSA, and when you want a specific
material to have specular/shader/texture AA you can set this individual.
When rendering ray_mir or ray_transp or ray_shadow the new OSA will be
effective by default however.
Still todo; make this switch work for transparant faces and unified...
if video card is open GL accelerated and has 16 Mo or more
start window in maximized mode wich is a full screen mode
but keeping access to other windows and sytem menu items
older comps start as usual
whether redraw was needed. This shows on (some) windows cards that the
button continuously keeps updating/flashing.
Since I can't test it here, please confirm :)
Important for everyone to know; buttons with event return code 0 pass on
the button event to other buttons. This was in yafray panels so, causing
buttons unwanted to be pressed when dragging sliders.
The official 'empty' event is B_DIFF, to denote that back and frontbuffers
are different, since the button was updated in front only with a press.
Alternative is B_NOP, which doesnt do anything.
New objects were not created with correct 'ipowin' value, to denote the
default ipo to show. That caused sometimes wrong display with weird empty
menu button in header.
This problem appeared to be a famous one, with some fun read to be found
on the web. The solution as I commit here is described on the site:
http://www.blender3d.org/cms/Misc_improvements.355.0.html
As extra (I needed it quite some!) added requested feature to have the
renderwindow display in titlebar whether the spare page is shown (JKEY)
- new submodule Scene.Radio, for radiosity: still incomplete, but in shape for demos, updated SConscript to include it;
- new functions in Window module;
- doc updates: adding a todo file and a new start page for our docs: API_intro.py + other updates;
- small fix in Ipo.c provided by Damien McGuinnes (thanks!): Nathan has a patch with IPO additions and fixes for this and more, but until it is committed, there's this fix for Ipo.getCurve('LocX'), LocY, Z and QuatW,X,Y,Z too, according to Damien.
Other files:
- radpreprocess.c: added check for "during_script()" so eventual msgs don't popup during scripts;
- drawmesh.c: made a pointer (display list) be checked before accessed, fixes crash in scripts that forget to update display lists for subsurf meshes when a 3d view is in textured view mode.
Script: updated bevel_center by Loic Berthe.
- while editing creases (SHIFT+E) it works like scaling now (towards or
away from center selection).
- ESC while crease edit now works.
(note; doesnt fit in Trans structs...)
- button 'draw edges' and 'draw creases' now exclude each other
- Enabled the NDEBUG define (to disable assertions) on all platforms in scons.
This is already the default in Makefiles.
- Free MEdge data after decimating, it is not valid anymore.
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...
-- 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
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.