- mesh.add_geometry(v, e, f) --> mesh.vertices.add(tot), mesh.edges.add(tot), mesh.faces.add(tot)
- mesh.add_material(mat) --> mesh.materials.link(mat)
changed material.link so it always adds a material even if it exists in the list, this behavior is good for users but not scripts since it can mess up indicies (some formats may have the same material set twice).
patch [#23317] Changed some operators' RNA to accept lengths
by Lorenzo Tozzi (oni_niubbo)
with the minor change to use XYZ subtype rather then LENGTH.
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
- disable this tool if edge mode isnt enabled using its poll function. Also fixed a bug where it would de-select the last active edge.
- made view3d grid drawing use GL_LINES's for less context switching.
[#22905] Adding objects with a grid size of <1m results in a 0 size object
The problem here is that the return value of the function
ED_object_new_primitive_matrix is a float, not an int.
This come from an old revision, before the two dia and depth
multiplication was using the function (two call to the same
function). This was change to only call the functio one time
and store the value in the "scale" variable, but the scale
was declare as int, not float.
This was the old Ctrl + FKEY in object mode, now it's in
edit mode and is part of the Ctrl + FKEY menu (Faces).
I also assing this to the Ctrl + Alt + FKEY, but Matt please
check this and feel free to change (or tell me and I will change).
Still there is no "reverse" function, but I commit now to finish
in my home.
Spin tool steps property had no softmin/softmax (set to INT_MAX), and without continuous grab on, the number field dragging code would jump up to ridiculously high numbers.
Added a reasonable soft max for spin, and also added some protection to the button dragging code to prevent the drag increments from getting too high.
Probably need to doublecheck other op property softmaxes as well.
path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
* Now it displays the last report from the global list, not just from operators
* Rather than disappearing when a new operator is run, it stays until it times
out or a new report is added
* Fun animated transitions ;)
http://mke3.net/blender/devel/2.5/reports_header.mov
Now need to investigate report usage with popups. Ideally we can have most
reports non-blocking, so they're less intrusive, only popping up for dire errors.
Problem is many things in Blender right now are marked as RPT_ERROR
when probably RPT_WARNING is more appropriate. Should probably keep
RPT_ERROR for things that demand immediate attention.
Added ability to drag images and movies directly onto objects to assign them as textures.
You can drag them from the file browser, directly from the OS or even from other apps. Here's a video to demonstrate:
http://www.youtube.com/watch?v=fGe2U8F_JvE
Ton wanted to show me how to add it, but he ended up doing almost all of the coding himself ;)
Ton/Matt: Dropping a text file in the Text Editor fails for some reason. It aught to work - probably a keymap conflict of some sorts?
Made the loop cut confirmation (when finding an edge ring to cut) happen on
mouse press, rather than release.
This has a nice side effect when using the 'release confirm' option, combining
the two steps into one - with this on you can click once to immediately place the
cut in the center, or click+drag to move the cut line where you want it to.
See: http://mke3.net/blender/devel/2.5/loopcut_releaseconfirm.mov
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
Force mesh out of face select mode and into edge mode when doing loop cut -
it left an invalid edge selection in face mode, especially with edge slider afterwards.