Age | Commit message (Collapse) | Author |
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Moved duplicated code out to a special new function so that this doesn't need to be copied all over for each transform op that needs this.
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Second attempt at fixing. Last time, I missed the case where the "Only Insert Available" userpref was enabled, which was why the bugreport was reopened. Hopefully I haven't missed anything else...
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Checks are now done to see if only the active KeyingSet should be used instead of always using a hardcoded value only.
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- remove MEM_guardedalloc.h from header files (include directly)
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using the dupli's offset value.
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or get it from the context instead.
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[#23108] bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN') dosen't work in console
[#23115] Crash when moving armature origin
- setting the armature in editmode would leave editdata in some cases.
- transforming selected linked objects to account for the movement of the obdata was only done for meshes, now do for curves and text3d.
- added utility functions for getting curve & mesh bounds.
- text3d moving center wasn't working at all.
- changed drawobject.c to use BLI_math funcs in more places.
- remove some unused code from operator object.origin_set.
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copied to become unselectable in viewport
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- remove FreeCamera struct (wasnt used)
- remove world color alpha values (not used anywhre).
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make points have non-zero local z-coordinates, which is confusing for 2D.
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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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27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
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After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen.
For a more thorough discussion of this commit, see
http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1
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The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks.
Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage.
Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial.
Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
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changed some malloc to MEM_mallocN while trying to track down a memory leak.
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blender supports type changing for textures in a way that python doesnt.
add a new general function.
Example usage:
tex = bpy.data.textures.new("Foo")
tex.type = 'IMAGE'
tex = tex.recast_type()
Macro to give the number of users accounting for fake user.
ID_REAL_USERS(id)
Use this so you can remove a datablock if it has a fake users as well as apply transformations to it in the 3D view.
Move api function bpy.data.add_texture() --> bpy.data.textures.new()/remove()
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property if it wasnt found.
this is too arbitrary and could break if roperty order is changed.
store the property in the operator type that is to be used for menu and enum search func's.
python function for searching operator enums on invoke. (just need dynamic python enums now)
wm.invoke_search_popup(self)
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- Camera to 3D view didnt check for rotation order.
- Fly mode didnt check for rotation order.
added util functions.
- object_apply_mat4(ob, mat4); applies a 4x4 matrix to an objects loc,scale,rot (accounting for rotation modes)
- object_mat3_to_rot(ob, mat3, use_compat); apply a 3x3 matrix to the objects rotation, option to use a euler compatible with the existing euler.
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warnings
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Did a lot of cleaning Object operator poll functions to check if the object's linked
or not. For this, added the function ED_operator_object_active_editable() as
opposed to ED_operator_object_active()
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Also replace ObData by Geometry and Object Geometry after talk with Matt.
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etc popup menu much easier to understand.
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- Was missing notifier after editing
- Menu entries go bad naming after the UI api renaming
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* Removed ED_anim_dag_flush_update and ED_anim_object_flush_update. These
were wrapping DAG_* calls and were intended be used instead of them when
doing a DAG update from editors. That goes against the design in my opinion,
no matter who calls the DAG, that should update the editors correctly, so
any special checks in such functions for editors should be avoided.
* Driver RNA properties now do updates again, including DAG scene sorting,
text buttons no longer update as you type anymore, so this should be
safe I think.
* Remove scene.update() RNA function, all properties/functions should do this
automatically, if changing some property or calling a function/operator
does not do the correct update, that should be fixed.
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Clear Location/Rotation/Scale (Alt-G/R/S) now insert keyframes when Auto-Keyframing is enabled.
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- remove functions such as operator_int(), operator_enum(), operator_string
this mixed with keyword arguments in a way that made them hard to read.
Instead, have operator() always return properties rather then needing an argument.
- rename prop_pointer() --> prop_object(), pointer is more a C thing.
- missed item_enumR(), rename to prop_enum()
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* Added missing menus, 'Transform' and 'Mirror'
- mirror menu seems to be resulting in some memory leaks with RNA_enum_items_add len: 160 038832F8
* Apply Rotation operator for Objects now takes into account the different rotation modes
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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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macro
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Animating rotations using different rotation modes should now work more often than before.
Previously, quaternion and axis-angle values were stored in the same variable in DNA, but that was causing problems with other animation curves overwriting the values and causing the rotations to not work as expected.
There are still some issues, but I'll track those down later tonight
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This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations.
I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted).
General Notes:
* By default, Objects still default to using Eulers, while Bones will use Quaternions by default still.
* I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later).
* Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
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* Split object_edit.c into multiple files:
object_add.c, object_edit.c, object_hook.c, object_relations.c,
object_select.c, object_transform.c.
* Rename files to have consistent object_ and mball_ prefix:
object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c.
* Added operators:
* vertex group menu and set active
* apply location, rotation, scale, visual transform (location is new)
* make local
* make vertex parent
* move to layer
* convert to curve/mesh (not finished yet)
* Many small fixes for marked issues, but still much code to be cleaned
up here...
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