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2015-03-19Armature select-hierarchy now uses connected bonesCampbell Barton
Traverse down connected child bones (when available) Also remove redundant bone loops.
2015-03-05Fix T43880 really stupid mistake from fixing stick mode selectionAntony Riakiotakis
2015-02-26Fix T43303 impossible to select a joint in stick bone edit mode.Antony Riakiotakis
Things here are simple, selected bone joint could have same priority as unselected bone, so bone would always win. Gave joints a little more priority than bones, usually user will be more precise just to select the joint anyway.
2015-02-26Remove redundant glInitNames calls (shouod be handled in selection codeAntony Riakiotakis
now.)
2015-02-17etch-a-ton: fix crash selecting strokesCampbell Barton
2015-02-06cleanup: styleCampbell Barton
2014-09-29Fix crashing regression in Armature EditBone Select shortest path/Select ↵Bastien Montagne
Linked actions. Dummy typo in some recent refactor I guess. This is to be backported to 2.72 for sure!
2014-09-26CleanupCampbell Barton
2014-09-24gooseberry request:Antony Riakiotakis
Attempt to select closest bones when possible. Occlusion query selection does't support this well because we can't really derive depth information from occlusion tests. May be possible to improve this somewhat in the future.
2014-07-23Occlusion Query based selection.Antony Riakiotakis
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!
2014-04-27Code cleanup: avoid warning about bit-shift outside int rangeCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2013-11-25Code Cleanup: rename vars for detecting change to be more consistentCampbell Barton
rename change/is_change/is_changed/modified -> changed also use bools over int/short/char and once accidental float.
2013-11-22Armature Editing: select shortest path (Ctrl+RMB matching mesh operator)Campbell Barton
Patch originally from Terry Struven, modified to use more generic functions.
2013-11-16pose mode: extend selection flipping to use the same method as editmode.Campbell Barton
adds extend and active only opton.
2013-11-16armature editmode: option for select mirror to use active bone only.Campbell Barton
2013-11-06patch [#37305] Quick Hack: Armature Mirror SelectCampbell Barton
from Terry Struven (tlstruven), with some modifications.
2013-11-04code cleanup: remove unused operator (select all handles this case now)Campbell Barton
2013-08-06code clenup: remove benchmarking left in by accident and GPU print, also ↵Campbell Barton
some minor style edits
2013-07-28use '_exec' suffix for operator execute callbacks, also picky change to ↵Campbell Barton
sizeof() use in BLI_array.h
2013-07-19patch [#35789] Quick hack select more/less tool for armaturesCampbell Barton
by Pedro Riera (priera), Andrey Dubravin and parts rewritten by myself.
2013-07-16move ED_armature_edit_bone_select() into a more general utility function so ↵Campbell Barton
view3d-select bone operators can use it and get matching selection behavior when entering editmode. - specifically - write to the connected parents tipsel flag when setting the rootsel flag.
2013-07-15allow deselection when bones BONE_UNSELECTABLE flag is set (lasso/box/circle ↵Campbell Barton
select)
2013-07-15fix [#36128] Not deselect all bone when I press the A button in edit modeCampbell Barton
2013-03-20code cleanup: use booleans for mesh and selection code.Campbell Barton
2013-03-13code cleanup: use const events for modal and invoke operators.Campbell Barton
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-03-02fix [#34486] Selection of bones in armature edit mode only toggles between ↵Campbell Barton
two bones
2013-02-28code cleanup: includesCampbell Barton
2013-02-28Code Maintenance - Splitting up Armature/Pose Editing FilesJoshua Leung
This commit splits editarmature.c and poseobject.c into several files, such that certain types of functionality are (mostly) self-contained within particular files (instead of being mixed in with other functionality in a large file). In particular, this was done so that: 1) Armature EditMode tools are now in the armature_*.c files only, and Pose Mode tools in pose_*.c files only. - In one or two cases, this hasn't been possible as the two modes rely on much of the same shared infrastructure. 2) The "clear loc/rot/scale" operators and pose show/hide are no longer housed in editarmature.c 3) Selection operators, Transform operators, structural (add/delete) operators, and supporting utilities for the modes (enter/exit/roll-calculations) are not all interleaved in an ad-hoc manner Notes: * I've tried to ensure that the history of the new files has been maintained by doing svn copy {editarmature.c/poseobject.c} {armature_*.c/pose_*.c} Unfortunately, this means that the diffs are a bit messy. * There should be no functional/logic changes here. Just code moving around and cosmetic comment tweaks where needed. * #includes have largely been untouched for now, but could be cleaned up later * CMake changes untested, but should work in theory.