Age | Commit message (Collapse) | Author |
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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Own mistake - not copying enough data.
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Attempt to select closest bones when possible.
Occlusion query selection does't support this well because we can't
really derive depth information from occlusion tests. May be possible to
improve this somewhat in the future.
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number of selected data since the offset, not the offset!
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This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
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Call operator types directly and avoid a lookup when their known.
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also rename some functions to match our convention
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Opted to keep includes if they are used indirectly (even if removing is possible).
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bezier nodes in 3D view
This is a regression introduced in fbc7ab30f and caused by the wrong object
being passed to the function.
Not sure passing editnurb as an argument is a good thing to do..
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D395 from Henrik Aarnio with some improvements.
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This used to work (unintentionally), now check for paint-select
modes as well as editmode for ctrl+rmb to force object selection.
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This was disabled with circle select (which makes sense), but all other
paint modes allow this and sculpt isnt using select mouse.
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Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code.
- Made active point access functions into BKE API calls.
- Fixes operators where curve de-selection resulted in unsel-active point.
- Split curve delete into 2 functions
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Wasn't working because of editmode override (which uses regular object selection in editmode)
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rename change/is_change/is_changed/modified -> changed
also use bools over int/short/char and once accidental float.
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masking, like lasso selection.
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Holding Ctrl+RMB is supposed to select objects, while in editmode,
however it would end up calling editmode selection as well as pose selection while an armature was in editmode (which caused the crash).
Add the ability for view3d_opengl_select() to skip editmode selection.
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This means it's possible now to snap stuff to
reconstructed tracks positions.
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with the lasso in some cases, will look into this after release.
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view3d-select bone operators can use it and get matching selection behavior when entering editmode.
- specifically - write to the connected parents tipsel flag when setting the rootsel flag.
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select)
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3x speedup.
from Alex Babahin (tamerlan311)
replace goto's with static functions.
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Lasso select could crash if there was an Armature in PoseMode somewhere.
Issue also in previous release(s).
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because its defined at 1, but confusingly checks against RIGHTMOUSE fail.
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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also dist_squared_to_line_segment_v2 is quite simple so remove radius checks.
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Two main things:
- Made a python operator for selection in a viewport
which will de-select everything if nothing is under
the mouse.
To do so needed to modify VIEW3D_OT_select, so invoke
sets mouse location which is later used by exec
function.
This way it's possible to select stuff from python
defined operator.
Not best-ever solution since ideally exec() shall not
do OpenGL stuff, but we've got this issue in some
other operators. We'll solve this later.
- Used a keymap from Gianmichele Mariani as a reference,
updated his keymap to latest changes in operators.
We shall match Maya keymap much better now, thanks
for the keymap dude!
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BKE_editmesh_bvh.h
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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