Age | Commit message (Collapse) | Author |
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Opted to keep includes if they are used indirectly (even if removing is possible).
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autocomplete will allocate a sequencer.
... instead add scene.sequencer_editor_create / clear, these match id.animation_data_* functions.
- refactor for names, for scene level functions call them BKE_sequencer_*
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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else if's
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ended up having to add a new pointer into the uiBlock (which I'd rather have avoided), but setting the uiLayoutSetContextPointer(..) was complicated to properly use for submenus and popus.
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to enable from python:
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
from C:
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO|OPTYPE_PRESET;
- added context member 'active_operator'
- enable this for 'Add Torus' for testing.
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http://markmail.org/message/fp7ozcywxum3ar7n
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bad level calls in the weight paint branch.
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for armature type object first.
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paint rna vars, using 'image paint' internally.
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header static for blenlib, blenkernel and editors.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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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.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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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.
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screen context, allowing some operators to run from the console which previously only worked in the 3D view.
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painting mode
pose operators now run in weightpaint mode when the weight paint objects pose armature is in pose mode.
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context
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useful for copying blend modes & opacity
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'context.selected_objects', now returns []
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Also fixes [#21576] bpy.ops.object.select_all() doesn't function
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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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added use_ prefix to bools offset --> use_offset, tail --> use_tail for eg.
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- EditBone was missing 'selected'
- renamed 'selectable' to --> 'restrict_select', matching object mode.
- renamed 'active_pchan' --> 'active_pose_bone'
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was: object.pose.pose_channels["Bone"]
now: object.pose.bones["Bone"]
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made it possible to remove properties from rna types.
eg.
del group["someprop"]
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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.
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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.
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armature
also fix for warning with printf
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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.
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a mouse up event)
- context.active_bone wasnt set to an editbone type
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add rna functions id.animation_data_create() and id.animation_data_clear() - works for all ID types that support animdata.
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for now
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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
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- 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__)
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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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* Made particle edit object-localized.
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* 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?
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