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2011-04-04crash fix: screen context editable_bones & visible_bones were not checking ↵Campbell Barton
for armature type object first.
2011-04-01while looking into adding back brush tool keys found mixed texture/image ↵Campbell Barton
paint rna vars, using 'image paint' internally.
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-15moving dir strings into global namespace for doc access (coming up)Campbell Barton
2011-02-14made most variables which are only used in a single file and not defined in ↵Campbell Barton
header static for blenlib, blenkernel and editors.
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-12-08Changed armature active bone so it is separate from selection this is ↵Campbell Barton
consistent with active object, mesh editmode, curves & metaballs. - active is no longer assumed to be selected. this fixes a simple bug - eg: Adding a new armature, entering pose mode and toggling selection failed. - outliner editbone selection now works like object and pose mode. - mouse selection sets the bone active even when the tip is selected. - active, unselected bones draw as wire color with a 15% tint of the selected color.
2010-12-04Maintenance, Campbell Barton
- remove some redundant declarations - changed VertexTangent and Path structs to avoid compiler alignment padding.
2010-11-03fix [#24499] Consistency Issue with LassoSelect/ExtendOptionCampbell Barton
Added extend option to lasso. also... - selecting bones wasn't checking their layer of if they were hidden in a number of places. - fixed memory leak. small unrealed changes - added PBONE_VISIBLE macro - renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's. - removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific. Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
2010-10-19patch by Elia Sarti, adding selectable_objects and selectable_bases to the ↵Campbell Barton
screen context, allowing some operators to run from the console which previously only worked in the 3D view.
2010-10-08bugfix [#21610] alt-r for bone (reset rotation) doesnt work in weight ↵Campbell Barton
painting mode pose operators now run in weightpaint mode when the weight paint objects pose armature is in pose mode.
2010-08-08remove unused includesCampbell Barton
2010-07-06selected_sequences wasnt working right, added 'sequences' property to the ↵Campbell Barton
context
2010-07-04'Copy To Selected' (right click menu item) now works for sequence strips, ↵Campbell Barton
useful for copying blend modes & opacity
2010-04-24py api: fix for context returning None for an empty list such as ↵Campbell Barton
'context.selected_objects', now returns []
2010-04-01Added visible_bases and visible_objects to screen Context.Elia Sarti
Also fixes [#21576] bpy.ops.object.select_all() doesn't function
2010-03-23more lint includesCampbell Barton
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
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-02-12correct fsf addressCampbell Barton
2009-11-25selected_pchans --> selected_pose_bones, same for visible_pchansCampbell Barton
added use_ prefix to bools offset --> use_offset, tail --> use_tail for eg.
2009-11-24RNA apiCampbell Barton
- EditBone was missing 'selected' - renamed 'selectable' to --> 'restrict_select', matching object mode. - renamed 'active_pchan' --> 'active_pose_bone'
2009-11-18rename pose_channels to bonesCampbell Barton
was: object.pose.pose_channels["Bone"] now: object.pose.bones["Bone"]
2009-11-17my chnges broke 'del idprop["key"]'Campbell Barton
made it possible to remove properties from rna types. eg. del group["someprop"]
2009-11-11- In the context, EditBones and Bases were set as 'RNA_UnknownType', ↵Campbell Barton
replaced with propper types. - renamed RNA_Base to RNA_ObjectBase - only include id_data for the python api's autocomplete if it has an ID type set.
2009-11-10modify the python context access so invalid names will raise an exception ↵Campbell Barton
rather then returning None. this way the UI scripts are less likely to fail silently and wont let typos work ok. also allow subclassing of the context, added a copy function, bpy.context.copy(), returns the context as a python dict to be modified and used in python. This also showed up an invalid brush member in the screen context.
2009-11-10fix for own error in active bone commit, wasnt checking object type was an ↵Campbell Barton
armature also fix for warning with printf
2009-11-10use armature active bone as a pointer rather then a flag for each bone that ↵Campbell Barton
needs looking up. - rna vars arm.bones.active & rna.edit_bones.active - needed special undo support. - readfile.c loads. - duplicate and copy_armature support. - keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing. Note: it may be better to allow active/unselected as with objects.
2009-11-05- circle select mouse wheel resize now works (somehow mouse wheel generates ↵Campbell Barton
a mouse up event) - context.active_bone wasnt set to an editbone type
2009-11-05python console autocomplete would crash (missing NULL check for pose channels)Campbell Barton
add rna functions id.animation_data_create() and id.animation_data_clear() - works for all ID types that support animdata.
2009-10-30own commit r24178 broke adding objects, need to look into why but this fixes ↵Campbell Barton
for now
2009-10-30use context functions rather then macrosCampbell Barton
2009-10-29moved the following into the screen context rather then the view3d context ↵Campbell Barton
so python scripts can access these when running in the console. "visible_bones", "editable_bones", "selected_bones", "selected_editable_bones", "visible_pchans", "selected_pchans", "active_bone", "active_pchan", added "C" to the consoles namespace, temp hack but useful
2009-10-08- object.selected is now editable (uses update function to flag the scene base)Campbell Barton
- editing properties from python wasnt running their update function. - missing commas made dir(context) give joined strings. - added __undo__ as an operator class attribute so python ops can be set as undoable. (like existing __register__)
2009-09-092.5: Object moduleBrecht Van Lommel
* 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...
2009-08-162.5/Particle edit:Nicholas Bishop
* Made particle edit object-localized.
2009-08-162.5/Texture paintNicholas Bishop
* Made texture paint object-localized too. Note for Brecht: gpu_draw.c had three uses of G_TEXTUREPAINT that I was not able to cleanly fix, so commented out for now. Can you take a look and see what should be done here?
2009-08-162.5/Paint:Nicholas Bishop
* Weightpaint is now object-local like sculpt and vertexpaint. * Fixed a bug spotted by DingTo, going from editmode to sculptmode didn't fully leave editmode
2009-08-162.5/Vertex paint:Nicholas Bishop
* Made vertex paint local to object, like sculpt mode. * New test for vertex paint is (ob->mode & OB_MODE_VERTEX_PAINT)
2009-08-152.5/Sculpt:Nicholas Bishop
* Made sculpt mode local to object. * This also fixes loading files from 2.4x saved in sculptmode Touched a lot of things here, let me know if anything breaks TODO: * The other paint modes should be converted as well
2009-07-262.5: PaintingBrecht Van Lommel
Various fixes for painting, sculpting and particle edit, still much to be done... * Move RNA paint and sculpt structs into rna_sculpt_paint.c, * Added Particle Edit RNA. * Some tweaks to existing Paint RNA. * Put texture paint and particle edit object in context. * Fix some errors in the brush layout, properly doing None checks, fixing some wrong property identifiers. * Added tool enum for texture paint and particle edit in panels. * Allow editing brush textures in the texture buttons, still with a stupid toggle, ideas for how to make the connection better are welcome.
2009-07-242.5: Top MenuBrecht Van Lommel
* Clean up File menu, added back recover last session op. * .blend compress now behaves a bit different, previously it would only respect the user preference. Now it saves existing files the same way they are saved, and new files following the user preference. The save operator has a Compress toggle in the file browser left panels now. * Add menu working again, some fixes to make these operators work outside the 3d view were needed. * Timeline menu removed, its contents will be moved to the timeline header menus. * Game menu can now start game, changed the start game op to choose another 3d view if none is available. * Render menu has a few items now. * Help menu contains a few links again.
2009-07-19Sculpt+Paint/2.5:Nicholas Bishop
* Moved brush NKEY panel from C to Python. Could use some UI review :) * Added a NULL check in bpy_internal_import.c, was crashing here on Python errors * Added RNA for vpaint brush and for weight paint * Added context for vpaint/wpaint similar to edit_object and sculpt_object
2009-07-19Sculpt/2.5:Nicholas Bishop
* Added pointer RNA for the sculpt brush * Converted sculpt settings panel (in the NKEY area) from C to Python * For Python UI, needed context for whether sculpt is enabled or not; discussed this with Brecht and added sculpt_object to scene context
2009-07-19operator macro playback (run operator reports in the console)Campbell Barton
- reports can be selected with RMB, Border (bkey) and (de)select all. - delete reports (X key) - run operators in the console (R key) - copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p Details - Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view. - RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)" - add flag to reports, use for seletion atm. opens a new world of context bugs :)
2009-06-20ContextBrecht Van Lommel
Python dir(context) now gives the items from the data context too, modified context callbacks to also return a list of items in the context.
2009-03-19ContextBrecht Van Lommel
* Made it based on string lookups rather than fixed enum, to make it extensible by python scripts. * Context callbacks now also have to specify RNA type when returning pointers or collections. For non-RNA wrapped data, UnknownType can be used. * RNA wrapped context. The WM entries are fixed, for data context only main and scene are defined properties. Other data entries have to be dynamically looked up. * I've added some special code in python for the dynamic context lookups. Tried to hide it behind RNA but didn't find a clean way to do it yet. Still unused/untested. * Also minor fix for warning about propertional edit property in transform code, and fix for usage of operator poll with checking if it was NULL.
2009-01-302.5: Fix for windows editmode tab crashes. This was due toBrecht Van Lommel
use of function pointers in the context callbacks. Apparently MSVC decides that some of these functions are the same and makes them into a single function with the same address. I couldn't figure out if this was a compiler bug or according to the C spec. Regardless, that means this method can't be used, so now it uses separate CTX_DATA_DEFINES.
2008-12-312.5Ton Roosendaal
So, editmode mesh is back! :) At the moment only TABkey works and mouse select, 1 vertex at a time. More will follow of course. Note for the devs: - G.editMesh has been removed, be careful with old code. - EditMesh now is property of Mesh itself Although it means unlimited editmodes, for migration purposes we better stick to 1 "obedit" per scene, which is in Context too - G.obedit will get removed soon, so use CTX_data_edit_object(C) Or if you can't, just scene->obedit for now - Also removed the CTX_data_edit_mesh(), this has no meaning anymore. EditMesh is not context senstitive anymore, only the edit-object for time being is. - Martin: I've already tucked some EditMesh pointer in T and removed all G.editMesh there.