Age | Commit message (Collapse) | Author |
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When inserting keyframes on previous un-animated Objects/bones, F-Curves will be added into Action Groups into either "Object Transform" or <PoseChannel Name>. Ob->Material settings are not grouped for now to illustrate what's possible.
Old files are currently not patched to use do this, as it's still not clear whether this will be ideal.
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- Screen browse button back
- Several fixes in using screens in more windows.
Still has loose ends, but things are definitely more stable!
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Safe method to move render results to the displayed image.
It now allocates a single image for display, and on each
refresh callback from render, it copies the refreshed
section over to this image, in 32 bits. While rendering
that image then only shows progress updates, as usual.
This also now works for scenes in composte and results
for composite.
This should solve reported crashes for MBlur or SSS.
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Render back! And not only back, even full threaded now. :)
Current state is unfinished, but too much fun to not to
commit for review and test!
WARNING: because render is in a threaded job, it will
use data as can be edited in the UI. That'll crash in many
cases of course... the idea is to limit UI usage to viewing
stuff, especially for the Image Window to inspect layers
or zoom in/out.
What works now;
- F12 render (no anim)
- ESC from render
- ESC pushes back temporary Image Window
- Render to ImageWindow or full-screen.
- Executing composites, and edit composites after render.
Note that the UI is 100% responsive in a render, you can
switch screens, slide area dividers around, or even load
a new file during render. :) It's quite stable even.
I'll collect all crash reports especially to get a good
picture of where the protection is required at least.
Also added: XKey "Delete Objects", to get things crash...
unfortunately it didn't for me.
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Sanitized the 'tweak' event.
Original idea was to have WM event system generating it
automatically. However, I first tested it via a handler
and operator, to check what kind of configurations would
be useful. It appeared to not work nice, also because
that inserting a tweak operator in a keymap is confusing.
Now 'tweaks' are generated automatically, and can be
catched by keymaps as any event. The current definition
of tweak is:
- if Left/Middle/Rightmouse pressed
if event wasn't handled by window queue (modal handlers)
start checking mousepositions
- while mousepositions are checked
- escape on any event other than mouse
- on mouse events:
- add tweak event if mousemove > 10 pixels
- stop checking for tweak if mousebutton released
- Tweak events have a define indicating mousebutton used
EVT_TWEAK_L, EVT_TWEAK_M, EVT_TWEAK_R
- In keymap definitions you can use _S or _A to map to
action or select mouse userdef.
- Event value in keymap should be KM_ANY for all tweaks,
or use one of the eight directions:
EVT_GESTURE_E, _SE, _S, _SW, _W, _NW, _N, _NE
- And of course you can add modifier checks in keymaps for it.
- Because tweaks are a result of mouse events, the handlers get
both to evaluate. That means that RMB-select + tweak will work
correctly.
In case you don't want both to be handled, for example the
CTRL+LMB 'extrude' and CTRL+LMB-tweak 'lasso select', you will
need to set the first acting on a EVT_RELEASE, this event only
gets passed on when tweak fails.
The current system allows all options, configurable, we had in 2.48,
and many more! A diagram of what's possible is on the todo. :)
Also in this commit: lasso select editmesh failed with 'zbuffer
occluded select'. Also circle-select failed.
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Edit Mesh:
- Added back "Edge Shortest Path select"
It now also does regular selection, more fun!
It's mapped to CTRL+click now, and makes or clears selections
between current and previously activated edge.
Seam/Sharp/etc marking is a toolsetting mode still. These
options cannot become properties easily, because the tool
uses the properties of selected edge to clear...
- Removed a whole bunch of G.f flags, related to mesh drawing.
It's all now local in me->drawflags. Here's the list of
removed old globals:
G_DRAWEDGES
G_DRAWFACES
G_DRAWNORMALS
G_DRAW_VNORMALS
G_ALLEDGES
G_HIDDENEDGES
G_DRAWCREASES
G_DRAWSEAMS
G_DRAWSHARP
G_DRAWBWEIGHTS
G_DRAW_EDGELEN
G_DRAW_FACEAREA
G_DRAW_EDGEANG
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Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
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* Copied files containing code for tools from Action Editor to use as a base for the Graph Editor's tools. The toolsets are now very similar, so it should just be a case of making a few tweaks here and there. Currently all of these tools are #if-def'd out, as there are still a few things to clean up.
(BUILDSYSTEM MAINTAINERS BEWARE!)
* Tweaked some UI stuff (width of mode selector in header, names in the spacetype choosing menu)
* Fixed a few bugs which were causing crashes when loading old files with IPO Editors open.
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This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.
Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.
It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.
Notes:
* Fixed a few bugs in RNA User-Preferences wrapping
* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?
* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.
* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
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-r17853:HEAD
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Font object + editing back.
Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.
To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.
Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
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* Triple Buffer is now more complete:
- Proper handling of window resize, duplicate, etc.
- It now uses 3x3 textures (or less) if the power of two sizes
do not match well. That still has a worst case wast of 23.4%,
but better than 300%.
- It can also use the ARB/NV/EXT_texture_rectangle extension
now, which may be supported on hardware that does not support
ARB_texture_non_power_of_two.
- Gesture, menu and brushe redraws now require no redraws at all
from the area regions. So even on a high poly scene just moving
the paint cursor or opening a menu should be fast.
* Testing can be done by setting the "Window Draw Method" in the
User Preferences in the outliner. "Overlap" is still default,
since "Triple Buffer" has not been tested on computers other than
mine, would like to avoid crashing Blender on startup in case
there is a common bug, but it's ready for testing now.
- For reference "Full" draws the full window each time.
- "Triple Buffer" should work for both swap copy and swap exchange
systems, the latter still need the -E command line option for
"Overlap".
- Resizing and going fullscreen still gives flicker here but no
more than "Full" drawing.
* Partial Redraw was added. ED_region_tag_redraw_partial takes a
rect in window coordinates to define a subarea of the region.
On region draw it will then set glScissor to a smaller area, and
ar->drawrct will always be set to either the partial or full
window rect. The latter can then be used for clipping in the 3D
view or clipping interface drawing. Neither is implemented yet.
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Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
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This is work-in-progress patching support for converting animation saved in old system to work in the new one.
* Only IPOs/Actions directly attached to Objects + Shapekeys are converted for now. More types will follow...
* This is currently done as a step outside of do_versions() due to problems with various pointers not having been resolved yet, but which are necessary for correct resolution of issues such as drivers... However, the current code does illustrate how the data should be converted to give best results/compat between the two systems.
* Still need to get the converted data working with depsgraph correctly. Currently, some of my testfiles work, but the BBB files still don't.
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* Added undo push for toggling sculpt mode
* Little optimization for brush texture, was generating quite large textures unecessarily
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* Drawing code from wm_event_system.c split into separate wm_draw.c file.
Now there's 3 different draw methods implemented, not sure what survives
or will be added but is useful for debugging.
* Draw All: redraws everything each time, for reference.
* Draw Overlap All: what the code did before this commit, only draw
regions marked for redraw, and anything that overlaps them.
* Triple Buffer: copies/retores all area regions into a texture, and
blits that before drawing. Menus, brushes, gestures, etc are redrawn
always on top of that.
Currently "Draw Overlap All" is set hardcoded to be used still. Triple
Buffer code is not complete, it doesn't handle window resize yet. Cards
that don't support non power of two textures can need quite large
textures as well, this could be split into multiple smaller ones.
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* Streamlined the filtering code to remove a few redundant options, which required tweaking the code for most tools
* F-Curves are simply displayed using their full paths right now. This should eventually be the UI-string stored in RNA, but right now there are still a few missing things.
* There are a few tools which are not available yet which were available in 2.5 before Animato was added:
- Copy/Paste
- Rearrange channels
Also, the DopeSheet is not totally functional (in terms of displaying animation data for sub-object data yet). That will be added tomorrow.
* Added 'Action Group' pointer to F-Curves, as it will be handy for allowing Bone channels to still remain grouped as they were before with the Action Channels. However, reintroducing such a structure to the data-storage is not anticipated...
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- removed static vars _last_seq, last_imagename and last_sounddir, replacing them with with vars in the "Editing" struct. didnt manage to get the active sequence to load so currently thats lost when loading.
- removed flag SEQ_ACTIVE
- Added operators cut, mute, unmute, deselect_all, select_invert, select, select_more, select_less, select_pick_linked, select_linked and borderselect.
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View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
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* Reorganised all animation-related file-writing code to be in the same area in the code, and clearly marked which parts of code are only used to ensure we can load old files to version-patch.
* Added file reading code for new datatypes, so it is possible to load the quit.blend file saved from the previous session. Version patching to work with the new system has yet to be done...
* Assorted whitespace fixes in places I skimmed through...
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* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.
* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...
* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).
* File writing code should now only write the new data to files
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- mouse select, loop select, select linked, unlink selection operators.
- added edge selection mode.
- fix 2.45 bug with unitialized theme colors, which caused the active face
and face centers to be not drawn.
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scene->toolsettings, moved the RNA to reflect that too.
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Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
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* Work around bScreen/Screen DNA name patching, so bScreen does not
require manual callbacks to be written for properties.
* Added SpaceLink and SpaceImage RNA.
* Fix issue initializing ID property arrays with default values.
DNA
* Some DNA changes for space image.
* And a fix for corrupt clone image pointer in reading brushes.
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Another one back: editcurve.c
- removed global editNurb everywhere
(cu->editnurb now has listbase with edit data)
- also added 'active bpoint' and 'active nurb' in
Curve struct
- editmode in/out works, mouse/border select works
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* add a list area for material/texture/scene selection.
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* Tweaked a few incorrect comments in Constraints code
* Made Sequencer use View2D system correctly (only looked at the 'time-grid' thing so far).
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- Weightpaint back (CTRL+TAB or menu)
Also weightpaint is sortof non-modal, allowing to use all existing
hotkeys while in paint mode. Only leftmouse is overridden.
- Made vpaint and wpaint entirely local, stored in scene (and saved!)
- Small bugfix (also in 2.48): on weightpaint mode, all armature objects
in 3d window were drawing as active poses. Now only the armature
deformer is.
Nice point for the UI agenda: are paint modes on ACTION mouse? Only then
you can combine it with SELECT mouse...
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Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
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* Removed texfade, wasn't a very useful option (same result can be created with the falloff curve)
* Removed CurveMapping from sculptdata, moved instead to Brush
* Removed rake field from sculptdata, moved to Brush.flag
* Moved Anchored flag from sculpt to Brush, same for direction field
* Removed BrushData, replaced usages with the regular Brush type
* Removed hardcoded brushes and brush_type from sculptdata, replaced with a pointer to the current Brush
* Made sculpt tool type settable in Brush
* Changed symmetry and axis lock fields to flags
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fixes for crashes that seem to have been introduced by changes in context handling.
TODO: initialization for windowtype pupmenu if a previous SpaceFile was there.
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soc-2008-nicholasbishop branch.
Note: any old code with multires_test() or multires_level1_test() can
just be deleted, not needed by the multires modifier.
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- basic drawing of list and thumbnail view (switchable through 'favourits' icon in header)
- selection of files and directories (bookmarks) works with the RMB (right mouse button)
- load operator for files still unstable (no check for correct file type) and incomplete. (WM_operator_free missing)
immediate TODOS:
- fix load file operator
- finish drawing of buttons in header
- drawing of detailed list with all file info.
- finish selection and execute operators (LMB and MMB execute)
later todos:
- parent dir
- keymap for all the shortcuts
- append/link and databrowse
- ...
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* Animation channels - cleaned up the code for selecting channels (removed various TODO stuff that's going to be replaced by something better later). Also, added back the ctrl-shift select feature for groups, which should be extended for other channels too at some stage.
* Outliner - added missing flags to do-versions, and replaced the width calculations with the rna-width version for now, as that uses constant width of 100 with OL_X*indention
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- remove Verse support. This will be brought back in The Future (probably jiri + me)
This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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- Make sure shader, composit and texture ntrees have an id.name. This is to ensure
that node trees in Material, Scene and Texture are properly identified through RNA
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From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
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* Added back deselect all (and invert all) tools for Animation Channels (i.e. channel list in Action Editor).
* Resolved all MSVC warnings (I came across) in View2d code. Also, added a new API method to get the coordinates (in 'view' space) of a listview 'cell' given the row + column the cell is in.
* Tidied up a few comments here and there
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* Dopesheet - clicking on keyframes in Object channels (if they came from Object-Data such as Lamps, etc.) would crash. I noticed this error in AnimSys2 yesterday
* Action Editor - do versions code now totally reinitialises the Action Editor View2D data (for the timespace), since I found a few files where there appeared to be some weird settings set.
* RNA Browser (Outliner->Datablocks) would crash when the Area was ripped (using Alt-R hotkey) as seen in mfoxdogg's 2.5 Tour 2
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My last one for 2008: global undo/redo back :)
Happy 2009 all!
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So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.
Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
Although it means unlimited editmodes, for migration purposes we
better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning
anymore. EditMesh is not context senstitive anymore, only the
edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
removed all G.editMesh there.
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* Store RNA collections different in ID properties, using a generic
ID property array, using the patch provided by Joe.
* Fix bug accessing registered operator properties in the wm from the
outliner.
* In the outliner, only use the RNA icon for RNA data, and use dot
again for unknown icon.
* Also, show pointer properties data in the second column, and auto
expand two levels when opening them.
* Added small RNA_struct_defined_properties function to get only the
defined properties without builtin and undefined id properties
(for py operators).
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Old oops views were not being converted to Outliner views), so the View menu was empty.
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