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2018-11-09Keymap: move builtin keymaps from C to PythonBrecht Van Lommel
This should be purely an implementation change, for end users there should be no functional difference. The entire key configuration is in one file with ~5000 lines of code. Mostly avoiding code duplication and preserve comments and utility functions from the C code. It's a bit long but for searching and editing it's also convenient to have it all in one file. Notes: - Actual keymap is shared by blender / blender_legacy and stored in `keymap_data/blender_default.py` This only generates JSON-like data to be passed into `keyconfig_import_from_data`, allowing other presets to load and manipulate the default keymap. - Each preset defines 'keyconfig_data' which can be shared between presets. - Some of the utility functions for generating keymap items still need to be ported over to Python. - Some keymap items can be made into loops (marked as TODO). See: D3907
2018-09-02Cleanup: move select all/none/invert into templateCampbell Barton
2018-08-31Merge branch 'master' into blender2.8Campbell Barton
2018-08-31Cleanup: rename WM_keymap_find -> WM_keymap_ensureCampbell Barton
2018-08-143D View boarder/lasso select tool optionsCampbell Barton
Add tool options to control how select operates (add/sub/set/and/xor). Note: edit mode armature select still needs to support all options, this is complicated by how it handles partial end-point selection.
2018-07-03Keymap: Select/De-Select now use A, Alt-ACampbell Barton
There are still some keys to update because some operators only support toggle.
2018-07-02Keymap: add back X-Key for deleteCampbell Barton
This is needed as part of modeling work-flow, so keep it accessible.
2018-06-29Fix T55645: broken particle Use Count option for instancing objects.Brecht Van Lommel
There is now a manual refresh button on the panel to update the list of objects in case it changes, and it also gets refreshed when changing the collection or toggling the use count option. This is a bit more manual but the previous code of refreshing the list while evaluating the depsgraph was unreliable. This also fixes it to take properly take into account visibility, and to work with linked collections for which index writing was missing.
2018-06-29Keymap: minimal default keymapCampbell Barton
Use 2.7x keymap preset for full keymap. Use define to allow further adjustments. See T55666.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2017-04-073D View: manipulator from custom-manipulators branchCampbell Barton
Original code from @Severin with changes from @dfelinto & @hypersomniac. This doesn't cause many functional changes besides using new transform manipulators. Submitted as D2604
2017-03-02Fix another part of T50565: Planar constraints were always initialized to ↵Sergey Sharybin
accurate transform Now it is defined by keymap.
2016-12-16Make Shift+LMB on transform manipulator configurableJulian Eisel
It's now possible to change the shortcut that enables planar transformation with the transform manipulators (shift+LMB on axis). This actually fixes the workaround added in rB20681f49801fd. Thing is that we needed to allow using the manipulators, even if a modifier key is held so things like snapping work right away. That's why normal LMB behavior uses KM_ANY. However, event handling would always execute the KM_ANY keymap handler because it's iterated over first. Simply solved this by registering the KM_SHIFT keymap item first, so it has priority over the KM_ANY one.
2016-09-23Particles: Add operator to quicly duplicate active particle system to the ↵Sergey Sharybin
same object
2016-04-26Hair edit: Add operator to uniform length of selected hairsSergey Sharybin
Request by Andy, should help him a lot doing weird and wonderful hair styles. A bit experimental yet, details of behavior might be changed after some real usage feedback.
2015-01-20New operator for copying (hair) particle systems from one object toLukas Tönne
another, including edit data (grooming). This uses basically the same method as the existing connect/disconnect feature. The main difference is that it allows working with multiple objects and transferring the //particle/hair data// instead of the //mesh// data (which is what connect/disconnect expects). This is a much more realistic workflow when rigging, topology etc. changes and groomed hair has to be transferred to the changed model.
2015-01-20New hair editing feature "Shape Cut", for cutting hair based on a meshLukas Tönne
shape instead of a brush tool. The brush cutting tool for hair, while useful, is not very accurate and often requires rotating the model constantly to get the right trimming on every side. This makes adjustments to a hair shape a very tedious process. On the other hand, making proxy meshes for hair shapes is a common workflow. The new operator allows using such rough meshes as boundaries for hair. All hairs that are outside the shape mesh are removed, while those cutting it at some length are shortened accordingly. The operator can be accessed in the particle edit mode toolbar via the "Shape Cut" button. The "Shape Object" must be set first and stays selected as a tool setting for repeatedly applying the shape.
2014-11-28Cleanup: unused headersCampbell Barton
2014-10-08Select Random in Particle Edit Mode, by jezvLukas Tönne
Added the select random functionality in particle edit mode for hairs or control points. Reviewers: campbellbarton, lukastoenne Reviewed By: lukastoenne Subscribers: campbellbarton, kevindietrich, jezv Projects: #quick_hacks, #bf_blender, #physics Maniphest Tasks: T37873 Differential Revision: https://developer.blender.org/D809
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2013-06-25Include DNA_scene_types before ED_object instead of forward enum declarationSergey Sharybin
Forward enum declaration is a bad idea, especially for C++ which requires enum specification to dteermine which data type to use to store it. Alternative would be to not use enum as an arument and pass it as int, but actually would rather be strict on typing -- using explicit enum as parameter type helps understanding the code and prevents possible mistakes when using the function.
2013-03-07use bool for rna funcs.Campbell Barton
2013-01-25rigidbody: Improve add/remove operatorsSergej Reich
Now all add/remove operators for rigid body objects and constraints automatically add objects to the appropriate groups and create groups if they don't exist yet. This makes handling rigid bodies easier but doesn't take away functionality. If users want to handle groups manually they just need to create them before adding any objects. The previous behaviour was confusing and was even considered to be a bug since clicking on rigid body in the physics tab seemed to do nothing.
2013-01-23rigidbody: Add rigid body constraintsSergej Reich
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
2013-01-23rigidbody: Add rigid body simulationSergej Reich
Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-05-30split up proportional editing keymap functions (adding this in tomato branch ↵Campbell Barton
was messy)
2012-03-24style cleanup: mainly for mesh code, also some WM function use.Campbell Barton
2012-01-16more keymap editsCampbell Barton
- make sure defaults are not assumed (so reuse last settings doesnt override) - replace 0/1 for TRUE/FALSE defines.
2012-01-16went over all keymaps to check for cases where defaults were assumedCampbell Barton
(which could be wrong if the previous setting was used).
2012-01-15Fix all remaining unified paint settings uses of current Scene.Nicholas Bishop
Things like brush size and strength accessors now take a scene parameter rather than guessing about which Scene's unified paint settings to use. Setting the size/strength through RNA can now be done separately for the brush or the UnifiedPaintSettings. The UI python code required updating to check whether the size/strength controls should use brush or UnifiedPaintSettings RNA. Radial control also required some updates to switch between the two RNA sources.
2012-01-14remove *.select_inverse operators where the *.select_all operator has an ↵Campbell Barton
invert option.
2011-10-28Merge with trunk r41342Miika Hamalainen
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-08-03Dynamic Paint:Miika Hamalainen
* Object velocity can now be used to determine brush influence and color. * Brushes can now be set to "smudge" existing paint. * Added new operators to easily add and remove surface output mesh data layers from Dynamic Paint ui. * Fixed drip effect algorithm to work properly on forces pointing towards surface. * Adjusted drip effect speed. * Drip effect can now use canvas velocity and acceleration to influence drip direction. * Fixed texture mapping for material enabled brushes. * "Object Center" type brushes can now use "material color" as well. * Improved surface partitioning grid generation algorithm. * Fixed possible invalid brush collision detection when OpenMP enabled. * Fixed incorrect random sized particle displace/wave influence. * Fixed "Object Center" brush color ramp falloff. * Fixed invalid zero alpha sampling when rendering vertex colors. * Lots of smaller tweaking.
2011-07-08Dynamic Paint:Miika Hamalainen
* Canvas and brush can be now enabled simultaneously. This way it's possible for two canvases to interact. * Added basic anti-aliasing support for vertex surfaces. * 3D-view color preview now works even when there's subsurf modifier after Dynamic Paint in modifier stack. * Added a new brush option to use proximity from object center. * Default surface frame range now use scene's start and end values. * Improved ray checks for volume brushes. * Added new "non-closed" option for volume brushes. This way it's possible to use planar meshes as "volume" brushes with predefined ray direction. * New carrot branch splash image by CGEffex. * Improved brush affection code. * Lots of smaller improvements. * Fixed: Weight paint didn't work with particles. * Fixed: Point cache didn't work for non-wave surfaces anymore since last commit.
2011-06-16Dynamic Paint:Miika Hamalainen
Committed changes from previous weeks, biggest changes are: * Canvas can now have multiple "surfaces" that each can have specific format, type and settings. * Renewed UI to support this new system. * Aside from old "image sequence" output format, Dynamic Paint can now work on vertex level as well. Currently vertex paint and displace are supported. * Integrated vertex level painting with Point Cache. * Added viewport preview for Point Cache surfaces. Due to massive amount of changes, old Dynamic Paint saves are no longer supported. Also some features are temporarily missing or may not work properly.
2011-05-24Applied Dynamic Paint 1.18f patch as a codebase for GSoC.Miika Hamalainen
2011-05-15Fix for [#27142] manipulator in particle mode does not workJanne Karhu
* Manipulator operator wasn't registered in particle mode.
2011-05-12== Radial control ==Nicholas Bishop
Patch to make the radial control more generic with RNA. Patch was reviewed here: http://codereview.appspot.com/4280080/ Prior to this update, the radial control code in trunk had generic parts of the radial control implemented as an incomplete operator within WM. Then each different user of the radial control had to implement a separate operator to actually pass in specific brush data -- e.g. sculpt's brush size, vpaint's brush size, etc. This patch removes all the extra operators and makes the WM operator do everything. It now takes several RNA path strings as its properties -- the only required property is data_path, which specifies the data to be modified by the radial control. The other paths affect display in various ways, e.g. rotation, color, etc. In addition to decreasing some duplicate paint brush code, these updates make it pretty easy to enable radial control for other purposes (and it can be set up entirely though python or keymaps, no extra C code needed.)
2011-03-22properties were being used with wrong type functions, this resulted in bad ↵Campbell Barton
memory access when getting int from an enum.
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2010-07-31Separate proportional edit setting between edit and object mode. They are ↵Martin Poirier
now used and toggled independently.
2010-07-17reverting commit r28693. Making backspace a 3rd delete key.Campbell Barton
We already have 2 keys for delete, no need to add a 3rd, better use backspace only when it makes sense or allow users to hook it up to something.