this missed some cases, now also disallow ints to be wrapped as floats.
This commit also exposed a number of cases where ints/floats were incorrectly wrapped.
Bugs like [#25416] wont slip through the cracks anymore.
Fixed by patch attached by submitter. Cheers Jacob F (racoon)!
<quote>
If you write something like...
def do_something:
...and press return it makes the new line with a tab which is good,
but if you want to move the def line down to make room above it by
pressing return while your caret is at the start of the line it
indents the new line which has the def statement on it.
Attached patch just checks if it's checking for a colon after the
caret and returns if it is.
</quote>
"Numpad 1" shortcut to set preview view zoom to 1:1 (i.e. 100%) did
not exist in View menu. While investigating this, I found that the
operator was missing a description/tooltip, so added one too.
Clobbered together some new code to do this based on the code for Edit
Bone circle select as this case doesn't seem to have been implemented
yet.
NOTE: the code in view3d_select.c needs some urgent love and tidying
up (like a room full of flaking paint).
Lamp shadows for offscreen render (opengl anim) had to be remade
to cope with animated objects. Fix proved by Alexander Kuznetsov
in the tracker log. Thanks!
- rather then use unlink="None", just don't pass unlink as a keyword. This is more pythonic.
- added an RNA flag for properties which cant be unlinked by setting to None.
Bugfix for job cancellation (reported by Carsten in email)
Ended up recoding part of the communication pipe (use json more consistently)
Fix bpy data modifications where it shouldn't happen (as a bonus, thumbnailing is now done out of process)
Frame Mapping (map old, map new) didn't set the the framelen
variable. Note that this feature is half-working, and on the
to. Might be removed/replaced with something better.
Keyframes for locked channels are now shown faintly so that it is
possible to easily distinguish between keyframes for locked channels
and unlocked channels. Hopefully this solves the problem where you
have some keyframes selected, and try to move them but forget that
those channels are locked (without any feedback other than a single
icon).
Thanks for pointing out this problem Ronan Zeegers!
compositor
Now ungrouping grouped-nodes copies the animation back to the main
nodetree. This means that it is now possible to successfully roundtrip
group/un-group nodes and their animation data.
---
This should also be done for the Separate Armature operator... hmm...
compositor
This commit fixes the original bug reported here by adding some
methods to move the relevant F-Curves (and drivers) over to the new
Node-Tree's (i.e. group-node) AnimData. Animated nodes which
subsequently get grouped will still be able to animate as a result of
this commit.
TODO's:
- Ungrouping now will not yet merge the animation back (or at least
copy it)
- Buttons for nodes freshly grouped do not correctly show animated
status indicators for some reason, yet normal animation does
Loading a vector font (.ttf) didn't have option for Relative Path
in the file window. Now it does, and it sets it to the default.
Todo note: the actual path is not visible in the UI yet, nor does
outliner RNA view allow to edit path.
Some AnimData looping functions were not updated to take into account
the addition of AnimData for some additional datatypes (i.e. meshes
and lattices) as well as the changes to make nested nodetrees (i.e.
for Material and Texture nodes).
Auto-IK: applying back the IK transform on bones fails for constrainted
bones themselves. This would require the post-transform of IK to be
converted to a pre-transform for the constraint. That's too much of
a headache for bugfixing days.
To keep the autoIK feature work it now stops IK chains at constrainted
bones. Added todo item for a matrix wizzard to fix this one day.
(What would be really cool is a matrix-api for armature to easily
get all the required pre- and post transforms and apply. There's a lot
of duplicate exception handling for hinge bones for example.)
Mesh "Add grid" was quite broken:
- it added an edge to a previous (not selected) vertex
- it ignored cursor location
- and it didn't use 'align to view'
Now it does behave :)
Reported by Nils Austa
There was double handling of modifier keys. With my autumn work on the modifier keys I had moved state checks for
modifier keys into convertKey(), but left the call to handleModifierKeys. That caused problems with proper
modifier key handling in the entire key handling code of GHOST.
UI name buttons with Search callback show red when item couldn't be
found. The check was too simple though, since the searches also find
partial matches. This caused KeyingSet browse to show red for "RotScale".
Now 10 matches are stored, and each match is being checked. Still a
bit weak for cases with more than 10 matches, but in that case it
won't show red-alert.
Reshuffling order of "sync" and "Auto-Keying" buttons so that they are
grouped more appropriately. Hopefully this isn't too much of a muscle-
memory breaker...
Compositor: "Read & Compo Full Sample Buffers" option stopped after
1 pass; the break callback was returning '1' falsely.
Also made it show "wait cursor" again, since it doesn't run in
thread nor updates UI while compositing buffers. Check console for
progress for now.
again)
- Graph Editor "Active Keyframe" panel now displays more descriptive
error messages. In particular, hopefully this helps to alert users of
the default generator modifier for Driver F-Curves
- The first F-Modifier added to a list is now set to be active one for
that list.
- Adding drivers from the UI (not from py-scripts though) will now
automatically add a "Transform Channel" driver variable to the newly
created drivers. This makes setting up drivers a bit more convenient
for the most commonly used case.
- Drivers now report their errors using the Reports system instead of
writing these directly to the console.
- Clarified some comments to be more insightful about the "why's" of
some design decisions, and related formatting/cleanup tweaks
- Reduced scope of "path" vars to just the scope they're required in
- Removed some unused defines from a failed experiment in the original
Keying Sets code ("templates" and "template flags") which was
superseeded by the more flexible + nicer "Builtin KeyingSets"
adjust dependency calculations for cache files of smoke simulations (no more separate paths for low and high). That was changed a while ago in the api, just didn't update yet.
Compositor: Texture node didn't use texture-nodes itself.
Now composites initialize texture nodes correctly.
Also reviewed the fix for crashing texture nodes for displace.
It appears texture nodes also are used for sculpt/paint
brushes, in these cases it can be allowed again. But, don't
do this during rendering for now!
- OpenGL still render failed when output format was set to Movie.
Now it just doesn't save a file and renders anyway.
- Bone heat weight was missing 'wait cursor'.
- Waitcursor for Mac Cocoa is back! Made all OS's use the same
nice hourglass cursor.
(Note: this violates Mac UI guidelines, we should rely on the
spinning wheel of death instead. Highly disputable that.)
runs in user mode, not elevated to admin. Otherwise users can't install to the default which used to
be Program Files, which causes more problems than necessary. Although unconventional location, probably
currently a better solution.
Network admins etc. can override install location on command-line. NSIS docs tell how.
Normal Map bool and the normal_space menu are only used for material based textures, not for textures used by lamp/world etc. Accidentally ported this over from 2.49, where these buttons are drawn even they don't work in that context.
Node editor
Some nodes - when muted - didn't draw a red line to indicate
a pass-on action. Stil, the node then is muted and either passes
on a buffer of same type, or just black.
To more clearly indicate muting, it now draws the header in a
reddish blended color too.
Hair render: using strand "Blender Unit" size didn't correctly
clip for larger/wider strands. Now code clips strands based
on the maximum width.
Also found bad code for using clipping flags, which was mixed up,
and probably caused hair strands to be missing in cases.