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authorCampbell Barton <ideasman42@gmail.com>2009-09-08 11:35:07 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-09-08 11:35:07 +0400
commit1d0a567023d89b4e397800eeb164512b40336184 (patch)
treef74e408485e26ad12428ab69d7a73621e59583c2 /source/blender/editors/transform/transform_manipulator.c
parentfab4bf0816834744664858cdcca96792a6225ca3 (diff)
Curve/Surface Editing
- rename "Nurb" to "Spline" in RNA, eg. bpy.data.curves[0].splines[2].type == 'NURBS' from a user perspective spline is a more generic term while Nurb is misleading when used for beziers and poly lines. - added curve.active_spline property so the python UI can display the last selected curve. - set the active spline when entering editmode (uses first selected spline) - added back Hide Handles as a curve property (removed the global flag), access from the view panel in editmode. - added hide normal option for curve, normal size access for curve and mesh display. - changing orderU/V, endpoints, cyclic, bezierU/V now work in editmode and calls update functions. - entering editmode was crashing with text objects - curve.switch_direction() crashed (own fault from last commit) - Tkey for tilt was overridden by Toolbar, made Tilt Ctrl+T. - OBJECT_OT_mode_set check for compatible modes before running - so curves dont try go into paint mode with V key for eg.
Diffstat (limited to 'source/blender/editors/transform/transform_manipulator.c')
-rw-r--r--source/blender/editors/transform/transform_manipulator.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c
index 9fa20c2d674..93bc02d7180 100644
--- a/source/blender/editors/transform/transform_manipulator.c
+++ b/source/blender/editors/transform/transform_manipulator.c
@@ -260,7 +260,7 @@ int calc_manipulator_stats(const bContext *C)
* if handles are hidden then only check the center points.
* If 2 or more are selected then only use the center point too.
*/
- if (G.f & G_HIDDENHANDLES) {
+ if (cu->drawflag & CU_HIDE_HANDLES) {
if (bezt->f2 & SELECT) {
calc_tw_center(scene, bezt->vec[1]);
totsel++;