* Some tweaks to the modifier UI
* Hide sharpness property, instead of greying out.
The policy is to use greying out when a property depends on a boolean, if it depends on an enum item, hide it.
* even offset, uses same shell distance method as solidify to give even with beveled faces.
* distance offset, this is mostly for compatibility with the modifier in trunk which uses the bevel width as a distance rather then a percentage. at the moment this is awkward for the operator since it makes percent act differently where the 0-1 range doesnt make sense.
still need to bring back more options from trunks bevel modifier.
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
* Changed the user interface for the Ocean modifier, to use less space and look better.
* Changed rna name cachepath to filepath for consistency (fluid cache path also uses "filepath")
- Make gettext stuff draw-time. so switching between languages
can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
(it was codepage issue).
- Added operator "Get Messages" which generates new text block with
with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
messages collected from rna to automatically gathered messages.
To update .pot you have to re-generate messages.txt using "Get Messages"
operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.
TODO:
- Custom fonts and font size.
Current font isn't nice at least for russian locale, it's
difficult to read it.
- Put references to messages.txt so gettext can merge translation when
name/description of some property changes.
* The new NAVMESH Modifier did not show any buttons, console printed errors instead!
* Poll of "PHYSICS_PT_game_obstacles" panel caused errors as well, self instead of cls was used as argument.
* Check to show/hide buttons in "WORLD_PT_game_physics_obstacles" panel did not worked due to wrong ENUM identifier ('None' instead if 'NONE')
* Moved "SCENE_PT_navmesh" panel out of properties_scene.py into the properties_game.py where it belongs and renamed it. Also, don't use abreviations in Panel Headers (Navmesh > Navigaion Mesh)
* Code cleanup, removed unnescecary code.
* bpy.types.Panel > Panel