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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.
2013-02-24Another bunch of UI translation fixes, thanks to Leon Cheung, Gabriel ↵Bastien Montagne
Gazzán and S. Lockal for spotting them!
2013-02-21Dependency Graph: some refactoring which should have no user visible impactBrecht Van Lommel
besides performance in some cases. * DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in most cases. This will clear the dependency graph, and only rebuild it right before it's needed again when the scene is re-evaluated. This is done because DAG_scene_sort is slow when called many times from python operators. Further the scene argument is not needed because most operations can potentially affect more than the current scene. * DAG_scene_relations_update will now rebuild the dependency graph if it's not there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare cases that need it. * Remove various places where ob->recalc was set manually. This should go through DAG_id_tag_update() in nearly all cases instead since this is now a fast operation. Also removed DAG_ids_flush_update that goes along with such manual tagging of ob->recalc.
2013-02-12Reports #34042 and #33749Ton Roosendaal
Tweak for new option for Relative Bone parenting (which transforms child object based on rest pose, so you can change bones in editmode to define pivot) In the original commit it was made default, but that was too invisble for users. Now it's an option in the Make Parent menu to choose. Communicates a new feature better.
2013-02-06fix for crashes running some operators in background mode and some divide by ↵Campbell Barton
zero errors.
2013-02-06Bugfix [#34123] Armature "Switch Direction" doesn't work when selected boneJoshua Leung
belongs to more than one chain For example: /----->C A-->B-: \----->D If bone B is selected, then it would get operated on twice, creating the illusion that it had not been operated on. This is because we traverse up the chains (child to parent) as the EditBone structure only stores parent to children relationships only. A second invocation of this operator would then work fine, as all the links to other bones would have been removed, thus preventing further problems. Fixed by tagging bones that have been operated on.
2013-01-24Bugfix [#33974] Bone roll flips 180 degrees when extruding bones verticallyJoshua Leung
For example, if you're making a chain of bones (e.g. for a spine) by extruding the tip joint of an initial bone, the bone rolls would be: 0 (for the initial bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing B-Bones to twist to match the roll values at the other end of the bone. The fix here seems to improve the situation in this case: bone roll values don't flip or change anymore (in fact, the bone axes stay perfectly aligned now, as they should). It also doesn't seem to cause any problems in other common cases I checked.
2013-01-23tweak to recent commit to clamp vertex range so new empty vgroups are in ↵Campbell Barton
fact empty. - don't clamp if no empty groups are created - no need to call ED_vgroup_data_create, this was very old code for weight paint r1596 - weight paint works without adding 'dvert'array.
2013-01-22fix [#33889] Unexpected weights after parenting with Empty GroupsCampbell Barton
out of range dvert's are now cleared before adding new-empty groups.
2013-01-12patch [#33738] Extend Selection option unified and added to few operatorsCampbell Barton
from Sebastian Nell (codemanx), with minor edits
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-12-21Armature bone feature:Ton Roosendaal
New Bone option: "Relative Parenting". This makes Child-Objects of Bones transform similar to how deformations of bones are calculated. Allows to move bones in editmode to set pivot. The option is in Bone Panel, with clear label. It is ON now by default when you add new bones Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's very useful.
2012-12-17code cleanup: use 'const float *' when getting the 3d cursor and not editing it.Campbell Barton
2012-11-20code cleanup: make bmesh operator names more consistant since python has ↵Campbell Barton
access to these as input arguments and return values. all output values currently have ".out" suffix, this may go in the future, but for now it makes it clear in C code what are inputs and outputs.
2012-10-26Big i18n commit: add "reports" from bmesh/readfile/tracking/dynapaint (and a ↵Bastien Montagne
few others), and another bunch of UI messages tweaks/fixes, as well as some BKE_report()<->BKE_reportf()...
2012-10-26style cleanupCampbell Barton
2012-10-21style cleanup: bge, switch statements mostly.Campbell Barton
also left bmesh decimator on in previous commit.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-19More UI messages fixes and tweaks, BKE_report<->BKE_reportf, and stuff to ↵Bastien Montagne
translate...
2012-10-13And more UI messages spell check.Bastien Montagne
2012-10-07style cleanup: line length,Campbell Barton
rename V3D_PROJ_RET_SUCCESS -> V3D_PROJ_RET_OK
2012-10-07style cleanup: if();Campbell Barton
2012-10-05fix for circle select ignoring lock selection option for pose and edit ↵Campbell Barton
modes, added macros PBONE_SELECTABLE, EBONE_SELECTABLE
2012-09-27incorrect spelling in commentsCampbell Barton
2012-09-15code cleanup: remove paranoid NULL checks (these cases would crash earlier ↵Campbell Barton
of the vars were in fact NULL)
2012-08-17fix own error in recent smoothview cleanup, also correct some cross ↵Campbell Barton
references in bmesh docs.
2012-08-04style cleanupCampbell Barton
2012-07-19fix for separate loose parts doing full depsgraph rebuild for every object ↵Campbell Barton
split off.
2012-07-08style cleanupCampbell Barton
2012-07-07style cleanup: use c style comments in C codeCampbell Barton
2012-07-03More spell and typo fixes (mostly visualise->visualize, grey->gray, ↵Bastien Montagne
normalise->normalize).
2012-06-28fix [#31940] crash with automatic weightsCampbell Barton
2012-06-06style cleanupCampbell Barton
2012-06-04Removed some old cruft - commented out select_actionchannel_by_name() linesJoshua Leung
2012-06-03Part-Bugfix, Part-Feature Completion: 'Armature' Option for Mask ModifierJoshua Leung
finally works This commit finally hooks up the Mask Modifier's "Armature" option with the relevant depsgraph updates on bone selection. Hence, this feature finally works as it was originally intended - that is, bone selections can be used to control which parts of the mesh that the mask modifier is applied to are displayed, giving riggers more freedom to experiment with rigs that don't necessarily feature overbearing/cluttering widgets. Regarding the implementation ("has_viz_deps" flag): This feature is just the "tip of the iceberg" of a number of related set of rigging/visual animation tools I've had in mind for a while now (dating back to the introduction of this modifier). Key considerations - Not all rigs will use this, so we don't want an extra (depsgraph-flush + search) recalc cost for those that don't use this. - There are some planned features which will also use this
2012-05-27style cleanupCampbell Barton
2012-05-25Modifications to the view3d.select() operator: Nathan Vegdahl
1. Two new boolean options have been added to the operator: "deselect" and "toggle". 2. The previous behavior of "extend" (toggling the selection) has been moved to the "toggle" option. 3. "extend" now only extends the selection, it never deselects. 4. "deselect" is pretty self-explanatory: it deselects (i.e. opposite of extend). 5. The built-in keymap has been changed to use "toggle" where "extend" was used before for this operator, to maintain the previous behavior in the default keymap. In short, this works towards making "extend" and "deselect" fully consistent across all selection tools (adding to and removing from selection, respectively), but still preserves the old behavior as well. (Patch reviewed by Brecht.)
2012-05-20code cleanup:Campbell Barton
- style - multi-line ifs move braces onto new lines. - iterators - convert some to macros, other split up and move brace.
2012-05-19style cleanup: whitespace/indentationCampbell Barton
2012-05-19code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also ↵Campbell Barton
replace do prefix with do_ for bool vars.
2012-05-16Code cleanup: simplify standard GHash creation.Nicholas Bishop
Added four new functions as shortcuts to creating GHashes that use the standard ptr/str/int/pair hash and compare functions. GHash *BLI_ghash_ptr_new(const char *info); GHash *BLI_ghash_str_new(const char *info); GHash *BLI_ghash_int_new(const char *info); GHash *BLI_ghash_pair_new(const char *info); Replaced almost all occurrences of BLI_ghash_new() with one of the above functions.
2012-05-13code cleanup: use vector math function minmax_v3v3_v3() and other minor ↵Campbell Barton
vector function edits.
2012-05-09style cleanup: graph & armatureCampbell Barton
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-04code cleanup: double promotion & some style cleanupCampbell Barton
2012-04-30style cleanup: re - ↵Campbell Barton
http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Braces_with_Macros
2012-04-30- improve select grouped prefix/suffix from recent patchCampbell Barton
- added select similar direction (Y axis)
2012-04-29patch [#30834] Quick Hack: Select similar for bones in edit modeCampbell Barton
from Felix Schlitter (dalai) made some changes to select length measurement.
2012-04-29style cleanup: function calls & whitespace.Campbell Barton