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authorTon Roosendaal <ton@blender.org>2009-02-10 18:38:00 +0300
committerTon Roosendaal <ton@blender.org>2009-02-10 18:38:00 +0300
commit25440893dde5ac0f635649d2fbc99fa67f997b75 (patch)
treed27eadcb6b552e20f8012f786023b548501fbc18 /source/blender/editors/armature
parentf7a65886326a8cc17d7f7cf5b6e3988699d95329 (diff)
2.5
*** Proof of concept! **** 3D window Panels back, in own designated region for now. Activate or hide it with Nkey. Note that Background Image doesn't work yet, Transform Orientations probably need tests by Martin, Sculpt options have to be recoded there by Nicholas. The UI design sessions will of course review all of this! We'll have to solve a lot of related topics; - navigation (where) and context (what) - non-overlapping layouts vs floating panels/bars - properties vs tools (toolbars) - drop panels and make nice (semi-automated) list views? I've also done experiments with making the main 3d view stay 'behind' the buttons region. That makes popping buttons in and out less distracting, but also makes it obscuring the view... it's not in this commit, it didn't work proper :) To get that work it has to be handled by the internal compositor, then it even can have fancy transparency in back. Anyhoo, time enough to play with this a while. Especially for Image window (paint) it can work well too.
Diffstat (limited to 'source/blender/editors/armature')
-rw-r--r--source/blender/editors/armature/armature_intern.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/editors/armature/armature_intern.h b/source/blender/editors/armature/armature_intern.h
index 4fa11197cf1..0f416c240d2 100644
--- a/source/blender/editors/armature/armature_intern.h
+++ b/source/blender/editors/armature/armature_intern.h
@@ -32,7 +32,6 @@
struct wmOperatorType;
/* editarmature.c */
-void armature_bone_rename(Object *ob, char *oldnamep, char *newnamep);
void ARMATURE_OT_align_bones(struct wmOperatorType *ot);
void ARMATURE_OT_calculate_roll(struct wmOperatorType *ot);