Commit Graph

2176 Commits

Author SHA1 Message Date
82c86af7f7 Bunch of fixes for py ui messages (all those using 'formating' were not translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails!
And another "final point in UI message" removal!
2013-02-09 18:26:40 +00:00
d26c063121 disable translations for some python buttons. 2013-02-08 16:41:02 +00:00
23aa0c9067 Fix uilists showing data names translated (reported on bf-translations ML by Satoshi Yamasaki aka yamyam, thanks!). 2013-02-08 16:01:21 +00:00
a3bd7de8a3 Added warning below MultiSample User Preference option for Linux systems.
(All 8 reports in tracker for selection failures were linux...)
2013-02-08 13:15:30 +00:00
1dfb6404b7 Release todo: added userpref for Mac users having "Natural Scroll" set.
As per discussion and analysis of all trackpad usage, we now
follow this convention:

- Blender follows system setting for trackpad direction preference.

- If you set your system to "natural" scroll, we need to invert a couple
  of cases in Blender we do "natural" already. Like:

   - view rotate (the inversed option just never feels ok)
   - scroll active items in list or pulldown menu (up/down is absolute)
   - ALT+scroll values in buttons (up/down is absolute)

The new User Preference setting "Trackpad Natural" handles this.

For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.

(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
2013-02-08 12:12:57 +00:00
08326778c5 use sys.platform for checking the OS. 2013-02-08 11:23:22 +00:00
26ee2a1f79 patch [#33886] Combine Dissolve Menu with Delete Menu 2013-01-30 05:19:27 +00:00
df53f46065 Fix #34031: in the keymap editor, Timer and Text Input types did not show field
to edit the operator name.
2013-01-29 17:30:30 +00:00
fe26492538 Merged changes in the trunk up to revision 54171. 2013-01-29 03:42:19 +00:00
cf9e619889 Skeleton Sketching bugfixes/tweaks
* Disabling Skeleton Sketching now refreshes the view properly, so that strokes
don't linger on even after being disabled
* Added the delete operator to the panel
2013-01-29 03:04:24 +00:00
d6b166d1a1 Bugfix [#34012] Skeleton Sketching settings unclear
Although the bug report here wasn't exactly clear about what exactly was wrong,
it soon became apparent that the UI stuff here was in need of some love.

Changes:
* Ported over missing tooltips from 2.49 (i.e. most of them)
* Fixed a few incorrect tooltips (mostly the subdivision length settings)
* Made the autonaming and number/side settings slightly clearer - number/side
are used to replace placeholders in the names of template bones (&N and &S
respectively) when autonaming is disabled. When it is enabled, these values are
determined automatically.
2013-01-29 02:00:33 +00:00
56f82655ed Window menu: Make Screencast (should be Save?, to match screenshot?) option.
Thought of setting the operator context before so it wouldnt invoke the confirmation dialog, but better leave it by default to confirm since it might be clicked by mistake and start dumping video/image-sequence and can get annoying.
2013-01-29 01:43:03 +00:00
12a4a84ee5 Info Editor: Adding Save Screenshot option to the Window menu, was only available through search or shortcut (CTRL+F3) 2013-01-28 23:06:27 +00:00
6fdaa9c99a Fix [#34023] r54146 breaks name-display of default "UI_UL_list"
draw_item *is* optional (it then uses default C function), even though there is not much sense to register a class without it, except for our default UI_UL_list!
2013-01-28 18:46:04 +00:00
Lukas Toenne
0bf264f7ef Fix for errors caused by fixing RNA function register flags. Default UIList class now has a dummy draw_item callback. Panel draw_header is now optional (most panel classes don't define it). 2013-01-28 12:18:00 +00:00
Dalai Felinto
0976a780eb BGE UI: removing "use_occlusion_culling" from the ui
(and marking rna as deprecated)

I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that
the feature should be removed.

In case someone was actually using it the rna is still available. But next
release we remove both the rna, the DNA and the flag in the code.

I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True)
always perform better than when it's off. Even when no occluder objects are in the scene.
2013-01-27 19:57:47 +00:00
a2e55171fe Bunch of fixes for UI messages.
Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!).

Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
2013-01-27 18:14:24 +00:00
2545e832e2 Pack UI:
Oops! So there was an Unpack button, hidden in the Nkey properties of Image window.
This was drawn next to greyed-out buttons, didn't notice it well.

I also now found the unpack() menu in editors/util, and there's an Image unpack op.
Also the RNA api has an unpack!

Will remove the generic unpack op, and add a sound and vfont unpack instead.
2013-01-27 17:20:08 +00:00
556912792a Merged changes in the trunk up to revision 54110.
Conflicts resolved:
source/blender/blenfont/SConscript
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_scene.c
2013-01-26 23:49:13 +00:00
296f91c4cc add 'deform - integrate' option to mesh-cache,
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.

In practice this is most useful for using corrective shape-keys with mesh-cache.
2013-01-24 04:02:30 +00:00
17b1c19054 UI todo:
Added "Panel Title" style to Theme settings.
Allows to make these nice larger or draw differently.

Also tried to put hinting in Style, but this needs to be a per-font
setting. uiFont data is still not being saved (also not allowing
to set own font files for UI). That's a todo for 267 then.
2013-01-23 16:01:35 +00:00
90a97a4710 rigidbody: Fix constraint buttons only showing for mesh objects
Was silly indentation mistake.
2013-01-23 13:45:52 +00:00
3e6892e18f File Menu, "Save startup file" no asks for save-over confirm.
Being a destructive action (and there are no versions saved as backup) it's an
OK convention to prevent accidents.
2013-01-23 12:08:23 +00:00
be21034ae4 UI / Layout scripts:
* Code cleanup for new Rigid Body panels. 
* Removed some unneeded split() calls.
* Remove redundant check for "ob.rigid_body_constraint" in the draw() function of the "Rigid Body Constraint" panel. The check is already made in the poll.
2013-01-23 11:40:35 +00:00
45fb9f9f09 scene panel for rigid body - remove operator isnt greyed out when rigidbody is disabled 2013-01-23 08:07:39 +00:00
6b51bb39c8 move rigidbody toggle into the header for scene and objects. 2013-01-23 07:42:28 +00:00
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
cdc8ed24bf rigidbody: Add "Copy Rigid Body Settings" and "Bake To Keyframes" operators
Based on a script by liero, thanks!
2013-01-23 05:56:49 +00:00
2d8637946b rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.

The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.

Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:44 +00:00
089cf12435 rigidbody: Add point cache support
Add read/write/interpolate functions.

In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().

Rigid body cache is drawn in the orange color of the bullet logo.
2013-01-23 05:56:34 +00:00
Dalai Felinto
13f890a26c Game Engine UI: Image Sampling Texture Panel cleanup
removing non-GE supported features.

The idea of splitting the draw() function comes from Campbell Barton.
Review from him as well.

The main reason for not implement this in properties_games.py is to make sure the
panel is in the same order for both BI and BGE engines.
2013-01-22 18:42:16 +00:00
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
3eb41c7a5f fix for error where linking objects to the scene would show the popup if activated from the object menu. 2013-01-22 04:54:31 +00:00
8cde4e5182 add an influence slider to mesh cache. 2013-01-21 16:43:04 +00:00
caac27dcbc mesh-cache deform modifier,
supports MDD and PC2 formats.

see wiki docs:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
2013-01-21 15:41:00 +00:00
595dc2e252 Add (vertex-only) Bevel to Mesh > Vertex menu. 2013-01-21 14:15:57 +00:00
22b5f097d2 Patch [#33926] Menu separators to group the items on Specials Menu
Submitted by: Harley Acheson (harley)

This patch adds separators to group items in the Special Menu in EditMode. Order
of items is untouched.
2013-01-21 10:48:18 +00:00
5f9ea0d7eb move draw all edges into the object settings (object panel), makes more sense here since its next to draw extra wire 2013-01-18 19:01:26 +00:00
0601d54068 Release Cycle:
* Readme and release log links for the Blender 2.66 release.
2013-01-17 00:56:04 +00:00
ea86ac5446 revert previous commit, the properties here are confusing since there are 2 rna properties to access the same value. 2013-01-16 19:51:47 +00:00
677f61baf5 sculpt mode: there was no UI access to the brushes 'use_space' option, yet its used to draw the interface and by sculpting tool as well. 2013-01-16 19:46:30 +00:00
f1cd290e08 Shape enhanced method exaggerates a shape using a Laplacian smoothing operator in the reverse direction.
http://wiki.blender.org/index.php/User:Apinzonf/shape_enhanced
2013-01-16 19:38:50 +00:00
44115a7415 Style cleanup: spaces at the end of lines 2013-01-16 17:07:29 +00:00
1d45242208 Get rid of the BRUSH_FIXED_TEX flag, use mapping modes instead. Version
patched all previous texture paint brushes to use tiled mapping since
mappping is now shared between 2d and 3d painting.
2013-01-16 14:36:13 +00:00
c997f69bf9 UI / Scene Context:
* Made Color Management and Audio panel closed by default to save space. 
* Added COMPAT_ENGINES to color management panel.
2013-01-16 13:59:19 +00:00
cb8158cce6 Unification of brush code
* rename sculpt_brush_texture_settings to brush_texture_settings
* Expose texture scale and offset in texture paint mode
* Introduce still inactive mapping mode for texture paint, tiled and
view aligned only. Projective paint uses only tiled, while 2d paint can
use both. Commit will come that will use both appropriately for both
modes, omitting fixed brush flag (which is tiled with another name)
2013-01-16 12:57:35 +00:00
97d62f0183 style cleanup 2013-01-15 23:15:32 +00:00
51f36ac80a Added new function 'Remove Selection from All Vertex Groups' to the Vertex Group Special functions popup 2013-01-15 16:07:43 +00:00
8496a5a501 replace vertex slide with the transform operator. (MESH_OT_vert_slide -> TRANSFORM_OT_vert_slide) 2013-01-15 03:48:13 +00:00
94ae0232b0 Merged changes in the trunk up to revision 53729.
Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenloader/intern/readfile.c
2013-01-12 02:02:53 +00:00