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2013-03-21code cleanup: rename editmode functions so we have ↵Campbell Barton
ED_object_editmode_load/enter/exit
2013-03-21py api: add Object.update_from_editmode(),Campbell Barton
Useful for python exporters to avoid toggling editmode on export, moved into own function ED_object_editmode_load(obedit).
2013-03-13code cleanup: use const events for modal and invoke operators.Campbell Barton
2013-03-08style cleanupCampbell Barton
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.
2013-02-19minor change to own recent commit with transform fcurve centers and some ↵Campbell Barton
style edits and typo corrections.
2013-02-18Fix some popups being too small on retina display, among them the new image ↵Brecht Van Lommel
dialog.
2013-01-28add collision masks to copy-game-physics settings. (another GGJ missing ↵Campbell Barton
feature :) )
2013-01-23rigidbody: Add point cache supportSergej Reich
Add read/write/interpolate functions. In order to get rigid body point cache id from object it's now required to pass the scene to BKE_ptcache_ids_from_object(). Rigid body cache is drawn in the orange color of the bullet logo.
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-12-22code cleanup and minor changesCampbell Barton
- use DummyRNA_NULL_items to replace empty enums. - replace calloc with malloc in copy_dverts since its copied over after. - add wmGesture->userdata, so operators that use gestures have somewhere to store their own data (not used yet).
2012-12-17Bug fix, IRC report.Ton Roosendaal
With 2 windows, 2 scenes, linked objects: - enter editmode in 1 window. - the other window allowed to enter editmode too. - and crash happened on exit editmode. Since editmode is in Context (scene->obedit) a bad conflict arises. New function BKE_object_is_in_editmode() returns this info outside of context. Note I didn't use BMEdit_FromObject() because of the assert(). NOTE: contextual storage of editmode could need rework... five places: - ob->mode / ob->restore_mode - scene->object - CTX_data_edit_object() - BKE_object_is_in_editmode() - view3d mode handling menu
2012-11-21Fix #33241: can't exit edit mode when object gets hidden via animation.Brecht Van Lommel
2012-11-15Image thread safe improvementsSergey Sharybin
This commit makes BKE_image_acquire_ibuf referencing result, which means once some area requested for image buffer, it'll be guaranteed this buffer wouldn't be freed by image signal. To de-reference buffer BKE_image_release_ibuf should now always be used. To make referencing working correct we can not rely on result of image_get_ibuf_threadsafe called outside from thread lock. This is so because we need to guarantee getting image buffer from list of loaded buffers and it's referencing happens atomic. Without lock here it is possible that between call of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would be called. Image signal handling too is blocking now to prevent such a situation. Threads are locking by spinlock, which are faster than mutexes. There were some slowdown reports in the past about render slowdown when using OSX on Xeon CPU. It shouldn't happen with spin locks, but more tests on different hardware would be really welcome. So far can not see speed regressions on own computers. This commit also removes BKE_image_get_ibuf, because it was not so intuitive when get_ibuf and acquire_ibuf should be used. Thanks to Ton and Brecht for discussion/review :)
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-04Kind of cleanup of "menu strings": always have a space between the entry's ↵Bastien Montagne
label and value (these strings are a nightmare to handle in RTL languages like arabic or persian, but a bit less of a nightmare this way ;) ).
2012-09-27Fix #32667: Curve softbodies doesn't render animation (cycles)Sergey Sharybin
Issue was caused by cycles being duplicated curve objects before converting them to mesh. This duplication will loose pointcache which resulted in object not being properly deformed.
2012-09-18fix for a strange linking error where set_property() in ↵Campbell Barton
source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system. Give functions in property.c more unique names.
2012-08-18utility functions: BLI_findptr, BLI_rfindptr --- use for finding an item in ↵Campbell Barton
a linked list by a pointer.
2012-07-08style cleanupCampbell Barton
2012-07-07style cleanup: use c style comments in C codeCampbell Barton
2012-06-25style cleanupCampbell Barton
2012-06-18Fix #31825: 3D View Editor Header > Object > Game > Copy Properties ↵Sergey Sharybin
affecting other commands. Mark property to be copied/moved as SKIP_SAVE. That was giving the issues.
2012-06-14Interface:Thomas Dinges
* Rename "Clear Game Property" to "Rename Game Properties", because the operator deletes all game properties from all selected object(s), not only one. This fixes [#31828], patch by Philipp Oeser.
2012-06-06style cleanupCampbell Barton
2012-05-30clear active object when hiding unselected objects too.Campbell Barton
2012-05-27style cleanupCampbell 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.
2012-05-09style cleanup: whitespace/operatorsCampbell Barton
2012-05-07Style cleanup: rename BKE_metaball* to BKE_mball -- mball is more commonly ↵Sergey Sharybin
used term in Blender
2012-05-06Bugfixes for Motion Path drawing/updating in light of the recent changes:Joshua Leung
* Added proper "update" operators in place of the abuse of the calculate operators, so now the display ranges won't get overwritten everytime (with the default values) you go to update the paths. * Display range settings in properties editor now actually work. Before, the "In Range" mode only displayed the entire paths.
2012-05-06code cleanup: naming - BKE_mesh_*Campbell Barton
2012-05-05Second part of fix for [#31157]: Some (actually, 172) operators have no tooltip.Bastien Montagne
About 30 undocumented ops remaining...
2012-05-05code cleanup: BKE_ naming, also make bpy.data.images.load() always load a ↵Campbell Barton
new image. (not use existing one)
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-01code cleanup: tag unused varsCampbell Barton
2012-05-01Motion Paths GUI CleanupJoshua Leung
This commit refactors the way that the Motion Paths GUI works. The key problems this tries to address are: 1) Mode error - Confusion about whether we're dealing with the Object or Pose level Motion Paths panel 2) Display settings vs Baking Settings In line with the original design intentions for the 2.5/6 Properties Editor, I've now split out the actual baking-related settings away from the Properties Editor: * Now, when clicking "Calculate Paths" from the toolbar, you'll be prompted with a dialog to select the start/end frames (and for bones, whether to bake from heads or tails). This is less confusing than relying on firstly setting the range via the display range settings (and baking using that), since many people apparently only used the "around current" mode, and were confused why things weren't working * Added a display of the frame ranges of the current baked Motion Path on the active Object/Bone. This makes it clearer/easier to debug if the path suddenly starts disappearing after a certain frame. * Replaced Calculate/Clear Paths in the panels with a single "Update" button if there's already a baked Motion Path. Hopefully these changes (in combination with some of the other bugfixes) will make it more obvious how everything works.
2012-05-01Comment fixes - code for Object Motion Paths still referred to BonesJoshua Leung
2012-04-30style cleanup: re - ↵Campbell Barton
http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Braces_with_Macros
2012-04-28Code and style cleanup in own modules in BKE and also mball moduleSergey Sharybin
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks) - Make functions which are used by mball.c only static and remove their prototypes from public header file. Further cleanup is coming.
2012-04-28style cleanup: editors / mesh & objectCampbell Barton
2012-04-28style cleanup: format 'for' loop macros the same as for loops, some renaming ↵Campbell Barton
to BLI_array macros.
2012-04-28code cleanup: replace some long ELEM7 checks with macro ↵Campbell Barton
OB_TYPE_SUPPORT_EDITMODE()
2012-04-28style cleanup: changes to brace placement / newlines - for/while/if/switchCampbell Barton
2012-03-30Small fix for r45256, AKEY (de)selection not working.Nicholas Bishop
Added call to BM_mesh_select_mode_flush on entering edit mode.
2012-03-29converting a mesh to an undo mesh now skips using bmesh operator.Campbell Barton
2012-03-29skip using bmesh operators for converting to/from undo meshes (gives some ↵Campbell Barton
speedup)
2012-03-27style/name cleanup: have EDBM_* functions match our style guide and also ↵Campbell Barton
match BM_ function naming conventions
2012-03-27fix [#30651] bpy.ops.object.mode_set(...) editmode removes faces.Campbell Barton
problem was that BMesh had tessellation call when undo pushes were called. if python called an operator with no undo push, tessfaces would not be created. fix this by making it the responsibility of each editmesh operator to re-tessellate, as it is with notifiers and depsgraph. added EDBM_update_generic() function to add notifier, tag for depsgraph update and optionally re-tessellate.
2012-03-26style cleanup: add braces around checks - 'if ELEM() {...}', confuses some ↵Campbell Barton
parsers that done expand macros.