Revision 2d0d4e7 by Joseph Eagar November 1, 2009, 00:06 (GMT) |
commit before doing some hefty shapekey change, will break compilation |
Revision d964808 by Campbell Barton October 31, 2009, 23:35 (GMT) |
made scripts pass the pep8 test (though not fully pep8 yet) added comment in header to know if a script has been converted or not. |
Revision 41c0236 by Campbell Barton October 31, 2009, 20:16 (GMT) |
GPL2 header from firebird (without disclaimer), notice theres no copyright attributed and only the GPLv2 (without the v2 or later clause). Contributors list isnt used much in our C code so probably its easier if people just use svn blame for this. Can change if this isnt acceptable but I guessed people didnt care so much since most scripts had no header. |
Revision 944a8d3 by Campbell Barton October 31, 2009, 19:57 (GMT) |
renamed buttons ui files to properties to match UI name change, needed to update some imports too |
Revision f9b19d5 by Campbell Barton October 31, 2009, 19:31 (GMT) |
tabs to spaces, remove trailing white space. (apart of pep8) didnt do "release/scripts/io" since some exporters cant be auto converted |
Revision af72bb5 by Campbell Barton October 31, 2009, 18:48 (GMT) |
improved class validation, variables defined by the rna interface as non-optional could fail silently when absent in the class. Set these to PROP_REGISTER_OPTIONAL and raise an error when others are not found. last commit broke povray too. |
Revision e4881ee by Campbell Barton October 31, 2009, 16:40 (GMT) |
define operator properties in the class, similar to django fields # Before [ bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""), bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True), bpy.props.BoolProperty(attr="use_normals", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True), bpy.props.BoolProperty(attr="use_uvs", name="Export UVs", description="Exort the active UV layer", default= True), bpy.props.BoolProperty(attr="use_colors", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True) ] # After path = StringProperty(attr="", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "") use_modifiers = BoolProperty(attr="", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True) use_normals = BoolProperty(attr="", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True) use_uvs = BoolProperty(attr="", name="Export UVs", description="Exort the active UV layer", default= True) use_colors = BoolProperty(attr="", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True) |
Revision ea265fc by Campbell Barton October 31, 2009, 13:31 (GMT) |
change blender python interface for classes not to ise __idname__ rather bl_idname since __somename__ is for pythons internal use. replacements... "__idname__" -> "bl_idname" "__props__" -> "bl_props" "__label__" -> "bl_label" "__register__" -> "bl_register" "__undo__" -> "bl_undo" "__space_type__" -> "bl_space_type" "__default_closed__" -> "bl_default_closed" "__region_type__" -> "bl_region_type" "__context__" -> "bl_context" "__show_header__" -> "bl_show_header" "__URL__" -> "_url" |
Revision 85eb9d6 by Thomas Dinges October 31, 2009, 10:17 (GMT) |
Commit of Patch [#19768] Add View3d Menu Items: View -> Playback Animation and View->Cameras->Active Camera by Jeff Doyle (nfz). Thanks! |
Revision ea8c41b by Martin Poirier October 31, 2009, 02:54 (GMT) |
Resizing didn't handle PET correctly for size attributes (position was ok, that's why it worked alright in edit mode). |
Revision 9efc427 by Campbell Barton October 31, 2009, 01:23 (GMT) |
pep8 compliance for bpy_ops.py add bpy.props to the modules so you can do... from bpy.props import * |
Revision a8e56a2 by Thomas Dinges October 30, 2009, 21:56 (GMT) |
Commit of Patch [#19711] Add Menu Item: View3d -> View -> Show All Layers by Jeff Doyle (nfz). Thanks! This adds: * "Show All Layers" to the View3d -> View menu * "Center Cursor and View All" and "Align Active Camera to View" to the align view submenu. |
Revision 9c1fc84 by Campbell Barton October 30, 2009, 21:40 (GMT) |
small change to strip-swap, Made keys Alt+L/RArrowKey, added in menu, dont treat color strips like other effects |
Revision 9aa380b by Martin Poirier October 30, 2009, 20:47 (GMT) |
Make Collada False by default everywhere |
Revision 0cf1d39 by Andrea Weikert October 30, 2009, 20:40 (GMT) |
2.5 Sequencer Swap active sequence with the sequence on the right (CTRL+R) or left (CTRL+L). was small Durian wish. Note: in find_next_prev removed the code to find selected only if sel was != 0 I believe it should be possible to pass -1 in the case I want to find the next strip regardless of selection state. |
Revision 93173a6 by Damien Plisson October 30, 2009, 20:20 (GMT) |
Mac / COCOA : - fix 10.4 compile issues - fix some scons issues & add WITH_BF_COLLADA = False in scons darwin_config.py to allow build waiting for complete Collada Mac implementation |
Revision f03257c by William Reynish October 30, 2009, 20:02 (GMT) |
B.blend update Received some additional feedback on the various screens *Added Game Logic screen, with Logic editor, text editor, outliner and 3D view *Added Properties screen, good for having direct access to loads of properties on a second monitor *Tweaked UV Editing screen, removing timeline, and providing access to texture mapping and texture layers *Tweaked Compositing screen, adding image editor and 3D view camera, and providing fast access to passes. *Reordered some panels in the N-key area *Added n-key properties area in the sequencer. |
Revision c47a768 by Thomas Dinges October 30, 2009, 19:31 (GMT) |
2.5 Nodes: * Wrapped Math, Vector Math and Texture Node. |
Revision ac8480f by Martin Poirier October 30, 2009, 17:50 (GMT) |
Revert changes committed by accident in 24168 (this was experimental code for "ladder-like" mouse adjustment of float values) |
Revision d5921a2 by Martin Poirier October 30, 2009, 17:48 (GMT) |
Proportional edit for object mode. Limitations: 1) Parents and children of selected objects are excluded from the pool (siblings are ok) Making it work with that would required unparenting and reparenting after transform, that would turn nasty really quick. 2) Does not support Connected (this could be done through parent links, but see 3 first). 3) Parent relationships in affected objects aren't taken into account. When parent and children in the area of effect, remember that the children will also take the motion of the parents (with additive results). This could perhaps be fixed, but it could be nasty. Other stuff: New BASE_EDITABLE macro that checks if base is editable (like TESTBASELIB except it doesn't check for selection) Add scene parameter to TESTBASELIB_BGMODE macro (using it from current scope is nasty) |
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