I'm having a crazy time figuring out how to install that linked code, @wazou Do you know where I can find some sort of guide? Pasting it into the console is deeeefinitely not going well.
GSOC proposals accepted: http://code.blender.org/index.php/2011/04/google-summer-of-code-2011-blender-summer-of-polish-2/ Hopefully they integrate some of the stuff that was done last summer during the feature freeze as well.
Bit off-topic, but would it be hard for blender to color code UV wireframes in the UV editor-- based off the color of their material? I've been doing mechanical stuff lately and keep forgetting which piece is which.
Bmesh is a re-coding of the way Blender handles geometry to allow for ngons. EDIT: It's had a lot of drama, but appears to be inching forward. At least there's another developer taking a look at it now, see the links on this page for more info.
Why would I code an add-on to accomplish a poor knockoff of a built-in functionality that now actually exists and solves my use case, though? My second question was about whether I'm doing it in the most efficient way since the feature isn't particularly well tutorialized so far, but it does work fine. If it's about going…
Source code. They have now the crazy system that they recolor the monochrome icons by code afterwards. Search for the UIIcons.h file. There they are all defined. The different coloring is defined in line 25 to 50. The DEF_ICON_ ... . And every icon then has something like DEF_ICON in front of it. That's the white ones.…
https://twitter.com/riakiotakis/status/626066197822472192 there seems that underlying and necessary code re factoring has begun to be able to edit such massive amounts of data...(129M triangles) albeit not showing yet in pictures due to its early state.
This is also connected to the startup.blend. First close all tabs by right click at them and choosing delete. Then save the startup file. One tab has to exist though. You can't remove them all without to modify the source code.
@pior Thanks, it's a good video :) Unfortantly it doesn't help me in this case. the "issue" is in the code for the modal operators, for example using the knife tool left click puts down a new cut, and it doesn't check if alt is held down before doing that.
It looks like it's using a native command, bpy.ops.transform.create_orientation It's the second entry: https://docs.blender.org/api/current/bpy.ops.transform.html The pie .py code is this: prop = pie.operator("transform.create_orientation", text="Pivot Custom", icon='FACESEL') prop.use = True prop.name = "Pivot Custom"…