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authorTon Roosendaal <ton@blender.org>2005-05-03 14:54:42 +0400
committerTon Roosendaal <ton@blender.org>2005-05-03 14:54:42 +0400
commit422b69fe1ec7f4fbce9a1adff2a3924b454a9941 (patch)
tree44dfdfe02c24e8b9f909c159d17d0277510bb42f /source/blender/src/transform_manipulator.c
parentcdca939c2cd4c382f2713b14bc95b7e6a9d1455f (diff)
UI cleanup work;
Proportional edit: - Proportional mode added to header as button/menu. Including new option to have only connected geometry influenced. - Added icons for proportional & proportional modes - Make proportional edit data part of Scene, so all gets saved. The Global flag G_PROPORTIONAL was removed - Made sure #defines get used properly, also tweaked order for proportional so it starts with regular 'smooth' by default. - Use ALT+O in editmode to switch to new proportional 'connected' mode Other UI stuff: - in EditMode, the layer buttons get hidden... the amount of icons in 3d header grows to fast. :) - made less ugly icons for the Manipulators. Still can be better. - Added alpha-filter for pre-processing Icon-image, giving nicer display of icon-antialising on dark or bright backdrops - disabled Manipulators when in editmode, and current layers don't show the edited data. - Added the value used to define Normal size (editmode draw) in Scene too, so it gets saved.
Diffstat (limited to 'source/blender/src/transform_manipulator.c')
-rw-r--r--source/blender/src/transform_manipulator.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/src/transform_manipulator.c b/source/blender/src/transform_manipulator.c
index 8fabd38d27f..1e8916bfc99 100644
--- a/source/blender/src/transform_manipulator.c
+++ b/source/blender/src/transform_manipulator.c
@@ -181,7 +181,8 @@ static int calc_manipulator(ScrArea *sa)
if(G.obedit) {
ob= G.obedit;
-
+ if((ob->lay & G.vd->lay)==0) return 0;
+
if(G.obedit->type==OB_MESH) {
EditMesh *em = G.editMesh;
EditVert *eve;
@@ -320,6 +321,8 @@ static int calc_manipulator(ScrArea *sa)
bArmature *arm= G.obpose->data;
ob= G.obpose;
+ if((ob->lay & G.vd->lay)==0) return 0;
+
Trans.mode= TFM_ROTATION; // mislead counting bones... bah
/* count total */