Age | Commit message (Collapse) | Author |
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or get it from the context instead.
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export, rendering & anim evaluation.
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scene/view functions from view3d_view.c into BKE_screen since they need to be accessed when changing cameras from outside the view.
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Toggling all layers will revert back to the active layer.
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C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 and 27683 by Campbell from render25 branch)
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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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always keep the first editmode objects layer enabled in cases where switching hides the editmode object.
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[#20713] vertex, edge and face toggling acts like shift select (in 2.49) with or without shift pressed
revert own changes from 26035
- python buttons were toggles so clicking on 1 didnt disable the others.
- for some reason the layout engine wasnt working right here and made the buttons skilly in localview.
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- fix for all of them being able to be disabled at once.
- 3D header now uses the rna buttons.
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- toggle setting the layers (mainly useful when accessed from the keys)
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Also: big purge of old 3d view header menus and old unused code
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* Removed hardcoded shortcut keys in 3dview header tooltips
* Removed an unused function
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* Finished fixing the layer UI template. It's now used in the 3dview header rather than the custom layer grid.
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* Moved more of 3dview header to python
* Fixed the layout of the ui layers template to show the correct number of buttons
* Added support for layer icons (active layer, used layers)
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* Started moving buttons out of the C 3dview header template and into the python UI script
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* Removed most of the manual positioning from the 3dview header
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* Added icon to paint mask RNA
* Added v3d->scenelock RNA
* Moved more of the 3dview header to use uiItems
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* Removed retopo paint code from view3d header
* Added icons to 3dview pivot RNA
* Small warning fix
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* Added icons to proportional edit RNA
* Converted proportional edit and snap buttons in 3dview header to uiItems
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* Set default particleedit selection mode in add scene (TODO: not yet changed in the default blend)
* Corrected names for particleedit selection mode in RNA, added icons
* Added occlude geometry flag to view3d RNA
* Converted particleedit buttons to uiItems in view3d header
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* Convert pose buttons in the 3dview header to uiItems. Fixes the spacing between pose buttons and opengl render buttons.
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and recently on IRC).
http://wiki.blender.org/index.php/User:Theeth/Snapping
The new widget isn't there yet, but the rest works, including:
Increment (gears) is now a snap mode
Ctrl click to toggle snap on or off (in transform and 3d view)
Shift+Ctrl click to select snap mode (3d view only)
Snap status (on/off) is persisted in tool settings, no need to always turn it back on when entering transform.
It's still possible to have something resembling the old system by editing the transform modal keymap to snap on on ctrl press and snap off on key release.
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- added curve tilt and shrink/fatten buttons into the toolbar
- fix typo in last commit for view3d snap header button
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Make it a bit more generic to cover Ctrl hold or toggle.
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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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Martin please doublecheck, but it should be all good.
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Limitations:
1) Parents and children of selected objects are excluded from the pool (siblings are ok) Making it work with that would required unparenting and reparenting after transform, that would turn nasty really quick.
2) Does not support Connected (this could be done through parent links, but see 3 first).
3) Parent relationships in affected objects aren't taken into account. When parent and children in the area of effect, remember that the children will also take the motion of the parents (with additive results). This could perhaps be fixed, but it could be nasty.
Other stuff:
New BASE_EDITABLE macro that checks if base is editable (like TESTBASELIB except it doesn't check for selection)
Add scene parameter to TESTBASELIB_BGMODE macro (using it from current scope is nasty)
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operators)
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
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scene layer or other 3d view layers were changed.
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* Paste Flipped Pose in PoseMode should now work. The parameters weren't getting set before
* Added a notifier that gets sent when changing layers with scene lock on. For some reason, this doesn't seem to be sending the correct updates though.
* Made the tools region no longer overlap the 3D-View. The default .b.blend file still needs to be updated so that this gets reflected.
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- Reuse proportional edit enums between rna scene and transform operator
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This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise).
Not sure if making it available as a snap option is sensible, this is up for discussion.
NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping.
This will need an icon too.
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belongs here still, but this came up often, it avoids having to
switch tabs a lot when creating things.
Also renamed uiLayoutFreeBlock to uiLayoutAbsoluteBlock.
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Correct spacing with snapping buttons in 3d view header.
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*Fixed some spacing issues in 3D View and Outliner headers
*Made the Bone properties layout consistent with Object properties
*Put Rotation Mode menus below transformation channels, being less important.
*Tiny layout tweak for area lamps
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many tools fail, add objects for eg.), check localvd instead.
- Accent (`) key now sets all layers (like in 2.4x)
- added Alt+C keybinding for converting object types.
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