Age | Commit message (Collapse) | Author |
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ED_object_editmode_load/enter/exit
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Useful for python exporters to avoid toggling editmode on export, moved into own function ED_object_editmode_load(obedit).
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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.
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- update face normals when triangulating.
- avoid divide by zero when interpolating customdata on a zero length edge.
- replace zero float comparisons with fabsf() < FLT_EPSILON to avoid numeric error.
also renamed BLI_heap_empty() --> BLI_heap_is_empty() so its obviously readonly function.
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Made it so meshes, curves, surfaces and metaballs are scaling to a grid cell size,
which makes them behave consistently now.
There're still issues to be resolved still:
- Lattice is not scaled to grid cell size yet, it uses slightly different add
function which makes scaling a bit tricky and hacky. Would prefer to do a
bit bigger refactor here, so it's a TODO for now.
- Cameras, speakers and other helpers are not scaling. They don't have data
on which scale could be applied and perhaps it should be some kind of draw
scale. Also would consider it's a TODO for now.
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- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
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flag is passed down directly rather then converting the enum into a flag, also fix own recent crash lasso seleting in object mode with pose objects.
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drawobject.c (since they are used for selection too), into their own file: object_iterators.c
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* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).
Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
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add an option to apply the transform of an object when re-parenting.
the reason for this is you dont always want to apply transform because...
- your object may be driven/animated and the transformation will be lost.
- with negative scales and rotation it can end up giving odd/not-useful results.
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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Supports selecting using object data, material and library.
Would be nice to hide this menu item from menus appearing for
datablocks which does not support such a selection, but that
could be done separately.
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difference is seen right and left.
This auto/heat vgroup creation seems to be fuzzy/unstable (each run gives a slightly different result). I have not the competences (nor time) to investigate that laplacian stuff, so for now just adding an option when parenting to an armature with envelope/heat, to mirror weights along the X axis (as it is done by default when doing it from the Weight Paint mode).
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When removing a skin or multires modifier, it skips deletion of the
associated CustomData layer if the object has any other modifiers of
that type. This check has been extended to all objects that use the
object's data.
Similarly, deleting higher multires levels and multires subdivision
will not update the maximum level of any other multires modifiers on
objects that link to the same mesh.
Note that modifier_apply_obdata() doesn't need any changes as it
does not allow applying to multi-user data.
Object joining has also been modified to synchronize multires levels
objects that share a mesh. This is needed because joining can
subdivide or delete levels in order to match the maximum level of the
join-from object to the join-to object.
Fixes bug [#31880] instance multiresolution modifier error.
http://projects.blender.org/tracker/index.php?func=detail&aid=31880&group_id=9&atid=498
Reviewed by Sergey:
http://codereview.appspot.com/6332047/
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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was messy)
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OUTLINER_OT_parent_drop
* use scene of child instead of active scene
* poll to check if parent and child are in same scene
OUTLINER_OT_parent_clear
* get scene from child instead of only working on active scene
* poll to check if no parent
OUTLINER_OT_scene_drop && OBJECT_OT_make_links_scene
* memory leak on error
* would only link some objects on error
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Refactored the two (well, three now) other places where an object is linked to a scene into ED_object_scene_link()
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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.)
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Error
In fact, error was much deeper and DND parenting in outliner used to parent all selected
objects to drop target, not just currently dragging object.
This was caused by code sharing between Parent Set operator and this DND operator which
was iterating all selected objects in scene and was setting parent to it.
Solved issue by separating actual parenting code which makes specified object be parented
to specified parent and moved iterating to Parent Set exec callback.
Now both of discovered issues (unneeded loop error and parenting all selected objects)
are solved, but more extensive testing of this changes are welcome.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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Submitted by Perry Parks (scuey)
From the patch:
This patch enables drag and drop parenting for objects in the outliner.
Drag and drop is supported for a selection of multiple objects as well. Also,
all of the "special" parenting tasks (armature, curve, lattice) are possible
through the usual parenting context menus. For example, drag a mesh object onto
an armature and you are prompted for using bone envelopes, automatic weights,
etc.
Demonstration on Vimeo: http://vimeo.com/25698606
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CTX_data_pointer_get_type(C, "object", &RNA_Object).data
with api call:
ED_object_context(C)
... since getting the context object is such a common operation.
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This method not added to animation-specific structures yet/
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http://markmail.org/message/fp7ozcywxum3ar7n
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https://svn.blender.org/svnroot/bf-blender/trunk/blender \nwith some manual edits
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mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
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Fixed some bugs with mesh primitive add
operators. Suzanne now faces forward,
instead of down. Cylinder and circle
both now work. Cone lets you adjust the
diameter at both ends now.
I also reorganized the walker code, to
be more maintainable and understandable.
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view3d_get_view_aligned_coordinate() could modify the event->mval.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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