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2013-04-03code cleanup: use more (blender) conventional naming for group functions.Campbell Barton
also change dump_rna2xml.py to dump bpy.data by default.
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
2013-03-11Fix for [#34598] Modifier-Icon in Outliner does not appearThomas Dinges
* OBJECT_OT_make_links_scene did only trigger an 3D View update which was insufficient for Outliner (modifiers for example) and also some parts inside the Properties Editor (Mesh Data, Material Data).
2013-03-10patch [#34103] check_for_dupid.patchCampbell Barton
from Lawrence D'Oliveiro (ldo) - more comments - more uses of bool type - define symbol for length of in_use array in check_for_dupid
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
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.
2013-02-15Translate "Set Parent To" menu (ctrl-P), reported on bf-translations ML by ↵Bastien Montagne
Satoshi Yamasaki, thanks!
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.
2013-02-05set drag/drop operators as 'INTERNAL', there not useful to access from ↵Campbell Barton
operator search.
2013-01-27Operators name "cleanup"Dalai Felinto
The operator names all show up in the Search button. As such is nicer if they can all have the main words capitalized. e.g. "Snap strips" should be "Snap Strips" "Copy to clipboard" should be "Copy to Clipboard" This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :) + fix bge stereo eye separation tooltip
2013-01-26Fix [#34005] blender will close immediately in debug mode on deleting objectsSergej Reich
Was silly mistake from rigidbody merge, base was used after it's been freed. Now don't free base in BKE_scene_base_remove() and rename it to BKE_scene_base_unlink().
2013-01-23rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body simSergej Reich
This is just the basic structure, the simulation isn't hooked up yet. Scenes get a pointer to a rigid body world that holds rigid body objects. Objects get a pointer to a rigdid body object. Both rigid body world and objects aren't used directly in the simulation and only hold information to create the actual physics objects. Physics objects are created when rigid body objects are validated. In order to keep blender and bullet objects in sync care has to be taken to either call appropriate set functions or flag objects for validation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-12-04cmake was missing some header files.Campbell Barton
2012-11-27Move to layer: remove the OK button and make it apply immediately like it didBrecht Van Lommel
before, is much nicer workflow. Now only if global undo is disabled will the OK button show. This is also a more generic fix for #26891 that solves other operators that were also broken with global undo disabled.
2012-11-26Fix #33310: unnecessary redraw of outliner when editing materials and textures.Brecht Van Lommel
2012-11-13code cleanup: use ptrdiff_t when comparing pointers and tag event as an ↵Campbell Barton
unused arg to move_to_layer_invoke()
2012-11-13Bugfix #26891Ton Roosendaal
Recoded the move-to-layer popup to wait for execution of operator until you press Enter or OK button. That excludes undo/redo, which makes it faster for many too. (note the menu is all hotkey driven, so it's MKEY, <number>, Enter) Also fixed: missing MEM_free in this popup type.
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
2012-10-23style cleanup: also rename bmesh_decimate.c --> bmesh_decimate_collapse.cCampbell Barton
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-15safety NULL check for r51327, don't assume ED_object_modifier_add() succeeds.Campbell Barton
2012-10-15Parenting an object to a deformer (armature/curve/lattice) will now attempt toJoshua Leung
check if the object is already parented to said deformer before trying to add a new modifier This should help reduce the number of cases where users inadvertantly end up creating multiple deform modifiers pointing to the same object, which has been known to be a cause of "double-transform" artifacts. Note that this is only able to detect these cases by checking if the parent object is selected, so this will only really work for the Ctrl-P shortcut where you have to select both objects first. However, it shouldn't be a problem either in the Outliner (drag and drop), as the object probably won't be a child of its parent already if you're doing this.
2012-10-15Unparenting objects from armatures/curves/lattices now removes the correspondingJoshua Leung
modifiers now This makes it harder for users to unwittingly create multiple deform modifiers by parenting and unparenting a number of times, with the net result being that "Clear Parent" is now the true inverse operation of "Make Parent".
2012-09-27fix [#32616] Changing parent does not keep transformationCampbell Barton
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.
2012-09-24fix [#32635] no viewport update when link and object to a sceneCampbell Barton
also comment unused static RNA functions.
2012-09-09style cleanup:Campbell Barton
also remove some redundant conversions int -> short -> int
2012-08-12new parameter in assign_material() to specify where material shall be ↵Gaia Clary
assigned: object, obdata, by userpref(default) (as discussed with ideasman_42)
2012-08-03add option to link fonts in make links menu.Campbell Barton
2012-07-26Fix #32139: Making vertex parent hides facesSergey Sharybin
Call normals update and re-tesselate the BMesh before generating derived mesh for vertex parent. this is needed for proper display of mesh in edit mode. Tried to use EDBM_update_generic, but it gave artifacts due to it doesn't update normals. usually it's not a problem, because it's used at the end of operator and all needed data is handles by depsgraph. It doesn't work for vertex parent because derived mesh is being created here outside of generic object update, so one extra manual step seems to be needed here.
2012-07-21Fix incorrect RNA access in parenting operatorSergey Sharybin
2012-07-18make links now allows groups - this means you can make objects have matching ↵Campbell Barton
groups to the active more easily.
2012-07-15"Fix" [#32033] In the execution result of with_automatic_weight, the ↵Bastien Montagne
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).
2012-07-05code cleanup: replace magic numbers with enum.Campbell Barton
2012-07-05add the ability to make objects and obdata local but not materials.Campbell Barton
2012-06-10OBJECT_OT_drop_named_material -- missing notifier for material panel UI updateDan Eicher
2012-06-01Action Group Colors for Bones (Part 2)Joshua Leung
Colors used by Bone Groups are now copied/assigned to Action Groups too when they're created now. This completes the work started in r.46960 to restore this functionality from 2.48. Currently, there is no control over when/whether these colors are copied over (although it is possible to disable the display of these colors for relevant animation editors if desired). Originally I was going to make this a more generic Keying Sets feature, though that turned out to be a bit too complex to manage. Other notes: * Split out the code for copying colors to a common library function
2012-05-29Outliner Drag & Drop fixesDan Eicher
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
2012-05-29OUTLINER_OT_scene_drop -- "Drag object to scene in Outliner" operatorDan Eicher
Refactored the two (well, three now) other places where an object is linked to a scene into ED_object_scene_link()
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.
2012-05-07Style cleanup: displist moduleSergey Sharybin
2012-05-07Style cleanup: rename BKE_metaball* to BKE_mball -- mball is more commonly ↵Sergey Sharybin
used term in Blender
2012-05-05code cleanup: BKE_libblock_find_name() now takes an ID constant rather then ↵Campbell Barton
a string.
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: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-05code cleanup: brush/camera namingCampbell Barton