Age | Commit message (Collapse) | Author |
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initializers is a c99 feature.
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double click didnt check mouse distance moved so you could click twice in different areas of the screen very fast and generate a double click event which had old mouse coords copied into it but was sent to an operator set to run on single click (because the double click wasnt handled).
Also added MEM_name_ptr function (included in debug mode only), prints the name of allocated memory.
used for debugging where events came from.
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Reported by Terry Wallwork
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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was using the 4th selection flag on tri's.
also some minor changes, removed unused args and corrected some comments.
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the source are enabled (better for retopo workflow).
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made a number of files build without unused warnings.
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- Added EM_project_snap_verts so other functions can re-use this, similar to old retopo_do_all().
- Changed how the normal for selected geometry is calculated, was accumulating half selected edge's into normals which was OK with even surrounding geometry but could skew too easily if the surroundings were not so even. Now use the 2D screen space selected edge vector to calculate the normals in relation to the target mouse position.
- Option to rotate initial selection, gives better results in some cases. (Ctrl+Shift+Click to disable)
http://wiki.blender.org/index.php/File:ClickExtrudeFix.png
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edges/faces.
also remove is_mat4_flipped() from transform_manipulator.c.
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- depth was incorrect, changes since 2.4x.
- minor edit to transform manipulator, no functional change.
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http://www.vrchannel.de/blender/cylinder_rename.png
Mesh Tube > Mesh Cylinder
NURBS Tube > NURBS Cylinder
Metaball Cylinder > Metaball Capsule
I know that naming is something not everyone agrees on, but these terms look geometrically correct.
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Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
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[#22905] Adding objects with a grid size of <1m results in a 0 size object
The problem here is that the return value of the function
ED_object_new_primitive_matrix is a float, not an int.
This come from an old revision, before the two dia and depth
multiplication was using the function (two call to the same
function). This was change to only call the functio one time
and store the value in the "scale" variable, but the scale
was declare as int, not float.
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Restored auto-naming newly created objects by type, for Mesh, Lamp, Meta
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assigning it to any layers.
now initialize from the scene (when the value is unset), and throw an error when the value is set to all false.
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object added.
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works.
Also changed some usage of CTX_wm_region_view3d(C) to ED_view3d_context_rv3d(C)
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Added back the 'corner cut pattern' as an operator property for subdivide operator.
Not added for knife yet, since operator redo doesn't seem to be working at all -
already logged in the tracker.
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Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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faces)
Torus is generated flat shaded like the rest of primitives for easier
tweaking of resolution and consistency with the rest of the primitives
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behind G_DEBUG.
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Now add object operators take a layer parameter (hidden in UI) to determine their layer when created.
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+ Cleaned up the nurbs spin operator and gave it properties rather than
relying on context
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Align to View boolean
is now just used to set the rotation property value during invoke.
This removes some reliance on 3d view info for non-interactive use, and also lets you specify
new object's locations/rotations explicitly when calling from Python.
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override to extrude that means it runs without removing selected faces first, even on a partial selection
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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useful for python but in rare cases this also happens for users.
Active layer getting out of sync is an old bug but hard find when it happens.
This at least fixes segfaulting on adding objects.
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enter_editmode where its used. Makes running the operator from python pradictable without having to know the user prefs.
- missing return in function
- python error in view3d (assumed active object exists)
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* Unused functions
* Uninitialised vars
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Removing old add tube operator and replacing it with add cylinder. The resulting operator is called add tube, since that's the name in the menu. Other people can debate about the name and change it later if they feel like it.
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Patch by Howard Brooks
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bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
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Notifiers
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Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
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The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
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descriptions)
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Operator goodies!
--- Macro operators
Operators now can consist of multiple operators. Such a macro operator
is identical and behaves identical to other opererators. Macros can
also be constructed of macros even! Currently only hardcoded macros are
implemented, this to solve combined operators such as 'add duplicate' or
'extrude' (both want a transform appended).
Usage is simple:
- WM_operatortype_append_macro() : add new operatortype, name, flags
- WM_operatortype_macro_define() : add existing operator to macro
(Note: macro_define will also allow properties to be set, doesnt work
right now)
On converting the macro wmOperatorType to a real operator, it makes a
list of all operators, and the standard macro callbacks (exec, invoke,
modal, poll) just will use all.
Important note; switching to a modal operator only works as last in the
chain now!
Macros implemented for duplicate, extrude and rip. Tool menu works fine
for it, also the redo hotkey F4 works properly.
--- Operator redo fix
The operators use the undo system to switch back, but this could give
errors if other actions added undo pushes (buttons, outliner). Now the
redo for operator searches back for the correct undo level.
This fixes issues with many redos.
Note for brecht: removed the ED_undo_push for buttons... it was called
on *every* button now, which is probably too much? For example, using
the 'toolbar' redo also caused this...
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correctly in edit mode, but it's a bit more usable than before.
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