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2009-12-11Various UV editor / notifier related fixes:Matt Ebb
[#20336] Missing notifier - properties view does not update on UV unwrap [#20337] Shift select is not working in UV-editor island mode [#20338] Update automatically menu item has strange icon behavior [#20339] Select all will quit working in UV editor
2009-11-301. Extend option for 3d view border select now does something (default True ↵Martin Poirier
to keep same behavior) 2. Add action parameter to Select_All_Toggle operators, rename to Select_All. Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all. NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
2009-11-27UV Editor: Added missing Snapping Operator keymaps (Shift-S) + menus (under ↵Joshua Leung
UV's -> Snap)
2009-11-10Math LibBrecht Van Lommel
* 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
2009-11-07- modal keymap for border selectCampbell Barton
- revert circle select keys adjustments & view navigation while selecting (durian guys liked but allowed activating multiple circle select's at once)
2009-11-05- converted circle select use a modal mapCampbell Barton
- now works exactly like 2.4x, except that its accessed from the CKey - hack to remember circle size, need some better way to do this
2009-11-03- remove UV mapping operator, call a header menu directly (so python can add ↵Campbell Barton
items there) - forgot to move bpy_sys.py last commit
2009-11-02how embarrassing!Campbell Barton
2009-10-25Fix minor typos.Guillermo S. Romero
2009-10-25description patch from Ron WalkerCampbell Barton
2009-10-13Various warning fixesNicholas Bishop
2009-10-13Context operators for adjusting context values directly to avoid adding ↵Campbell Barton
operators for adjusting single values which also need duplicate notifiers. wm.context_set(path="scene.tool_settings.someattr", somevalue) wm.context_toggle(path="scene.tool_settings.somebool") wm.context_toggle_values(path="scene.tool_settings.some_enum", value_1="somevalue", value_2="othervalue") # switch between 2 values wm.context_cycle_enum(path="scene.tool_settings.some_enum", reverse=False) the path value is taken from the context so the full path is context.scene.tool_settings... This means in keymaps you can cycle draw modes, change PET- anything with rna access. If its not so nice to map keys to operators like wm.context_set we could use macro's to wrap it and have its own name Use this for PET and setting pivot options - Made userpref key shortcut Ctrl+Alt+U since its not used in 2.4x - added pivot_point_align (Alt+Comma) - added PET wasnt rna wrapped correctly.
2009-10-08Key ConfigurationBrecht Van Lommel
Keymaps are now saveable and configurable from the user preferences, note that editing one item in a keymap means the whole keymap is now defined by the user and will not be updated by Blender, an option for syncing might be added later. The outliner interface is still there, but I will probably remove it. There's actually 3 levels now: * Default builtin key configuration. * Key configuration loaded from .py file, for configs like Blender 2.4x or other 3D applications. * Keymaps edited by the user and saved in .B.blend. These can be saved to .py files as well to make creating distributable configurations easier. Also, user preferences sections were reorganized a bit, now there is: Interface, Editing, Input, Files and System. Implementation notes: * wmKeyConfig was added which represents a key configuration containing keymaps. * wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap. * Modal maps are not wrapped yet. * User preferences DNA file reading did not support newdataadr() yet, added this now for reading keymaps. * Key configuration related settings are now RNA wrapped. * is_property_set and is_property_hidden python methods were added.
2009-09-21Fix #19382: crash on uv edit stitch, tweaking limit property in tool area.Brecht Van Lommel
2009-09-21tested running the cheat-sheet, found a number of segfaultsCampbell Barton
pressing escape in the outliner was also crashing (somehow it tried to exit the file selector)
2009-09-18Keymaps now have a poll() function, rather than adding/removingBrecht Van Lommel
their handlers based on notifiers, which is simpler and more reliable. This fixes for example editmode or uv edit keymaps not working when creating a new 3dview or image space.
2009-09-16Image PanelsBrecht Van Lommel
* The image panels in the image editor and texture buttons should be more complete now, with working new/open, refreshes, and using the layout engine. * Paint panels in image editor are now consistent with the ones in the 3d view toolbar. * Curves panel also uses layout engine, and doesn't look squashed anymore.
2009-09-102.5: UV EditBrecht Van Lommel
* Make mirror operator and menus work. * Added TFM_OT_mirror transform operator specific for mirror. * Assign image from image space when unwrapping in 3d view.
2009-09-052.5Brecht Van Lommel
Notifiers --------- Various fixes for wrong use of notifiers, and some new notifiers to make things a bit more clear and consistent, with two notable changes: * Geometry changes are now done with NC_GEOM, rather than NC_OBJECT|ND_GEOM_, so an object does need to be available. * Space data now use NC_SPACE|ND_SPACE_*, instead of data notifiers or even NC_WINDOW in some cases. Note that NC_SPACE should only be used for notifying about changes in space data, we don't want to go back to allqueue(REDRAW..). Depsgraph --------- The dependency graph now has a different flush call: DAG_object_flush_update(scene, ob, flag) is replaced by: DAG_id_flush_update(id, flag) It still works basically the same, one difference is that it now also accepts object data (e.g. Mesh), again to avoid requiring an Object to be available. Other ID types will simply do nothing at the moment. Docs ---- I made some guidelines for how/when to do which kinds of updates and notifiers. I can't specify totally exact how to make these decisions, but these are basically the guidelines I use. So, new and updated docs are here: http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
2009-07-282.5: code cleanup, added CTX_wm_space_* for each space type,Brecht Van Lommel
instead of casting everywhere.
2009-07-092.5: Mesh and Various FixesBrecht Van Lommel
* 3D view Mesh menu works again, but incomplete. * Add Properties and Toolbar to 3D View menu. * Added "specials" menus back, vertex/edge/face and general. * Various fixes in existing mesh operators, some were not working. * Add MESH_OT_merge. * Merge all subdivide ops into MESH_OT_subdivide, subdivide code changes to make smooth + multi give good results. * Rename all select inverse ops to *_OT_select_inverse. * Fix "search for unknown operator" prints at startup, and some warnings in py code. * Don't run .pyc files on startup. * Remove unused image window header C code.
2009-07-082.5: code consistencyBrecht Van Lommel
* Rename BIF_transform/retopo.h to ED_transform/retopo.h for consistency. * Move MESH_OT_duplicate_add to editmesh_add.c. * Remove some code from BIF_gl.h which is not needed there anymore.
2009-06-232.5: Tool SettingsBrecht Van Lommel
* Moved proportional edit, snap, autokey mode, and a few others from Scene to ToolSettings. * RNA wrapped properties in ToolSettings for the UV editor: proportional edit, snap settings, selection modes.
2009-06-162.5: Image EditorBrecht Van Lommel
* Started porting over to python, menus nearly done, header WIP. * Game Properties panel is in python too * Deprecated "Tiles" as a per face flag here, now it's always on the image, used to be both, working in a very confusing way. Unlikely someone actually had a purpose for this being per face. * Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore, so I don't want to bother updating it. * Fix crash in image painting (own mistake in porting over bugfix from 2.4x).
2009-06-16RNABrecht Van Lommel
* Added icon to property and enum property items. The latter is responsible for the large number of files changed. * For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA as argument instead of a C pointer, instead of doing it implicitly with the AnyType type. * Material: properly wrap diffuse/specular param variables, and rename some things for consistency. * MaterialTextureSlot: added "enabled" property (ma->septex). * Image: make animated property editable. * Image Editor: make some things editable, notifiers, respect state. * Context: fix issue with screen not being set as ID.
2009-04-11as per discussion with ton, the editmesh accessors now liveJoseph Eagar
in blenkernel.
2009-03-30editmesh accessor functions. most editmesh access now goes through:Joseph Eagar
EditMesh *EM_GetEditMesh(Mesh *me); void EM_EndEditMesh(Mesh *me, EditMesh *em); as discussed on the mailling list, this is to facilitate migration to bmesh. next step is to merge this this to the bmesh branch. this was done in the 2.5 branch to prevent too great a divergance. also, made makesdna/makesrna work on cygwin/msvc2008/scons.
2009-03-29- use clear, set, add, enable, disable and toggle as a prefix in operator namesCampbell Barton
- use select as a suffix eg UV_OT_loop_select -> UV_OT_select_loop - Each select all operator was using slightly different wording... select_all, deselect_all, de_select_all, select_de_select_all -> select_all_toggle - selection -> select - POSE_OT_select_connected -> POSE_OT_select_linked to match other operators - NODE_OT_delete_selection -> NODE_OT_delete since its not used in other operators - ANIM_OT_previewrange_define -> ANIM_OT_previewrange_set to match other operators - NODE_OT_fit_all -> NODE_OT_view_all to match other operators - View2D_OT_* -> VIEW2D_OT_* to match VIEW3D - View2D_OT_view_downscroll -> VIEW2D_OT_scroll_down more logical - removed MARKER_OT_mouseselect_extend and made extend a boolean property of MARKER_OT_mouseselect - MARKER_OT_mouseselect -> MARKER_OT_select - GROUP_OT_group_remove -> GROUP_OT_objects_remove more logical since its removing objects from groups - MESH_OT_removedoublesflag -> MESH_OT_remove_doubles - redundant words MESH_OT_split_mesh -> MESH_OT_split, OBJECT_OT_object_delete -> OBJECT_OT_delete renamed selection operator properties extend_select -> extend column_select -> column select_children_only -> children_only ... Since these are all in the context of selection operators there is no need for the extra 'select' in the property name. Updated docs http://www.graphicall.org/ftp/ideasman42/html/bpyoperator-module.html
2009-02-202.5: Particle Edit, work in progress commit.Brecht Van Lommel
* Still incomplete and some operators don't work, refresh issues, etc. * Made Hide/Reveal operators consistent for various modes.
2009-02-192.5Ton Roosendaal
Assorted smaller fixes: - Fix: modal keymaps for editmode in view3d were not set again when you copy areas or go fullscreen. - Improved "redo last op" (F6) to search back in history for a redoable operator. Operator also used wrong pupmenu type. - On creating new FCurve editor, the channel rainbow colors are set correct. - EditMesh: fixed code for Spin/Screw, correct props, init and error reporting. (Spin hotkey ALT+R temporary) - recompiled all to check for uninitialized variable warnings. (compile flag should be -O for this). Fixed some proto's.
2009-02-112.5: Image window operators, quite a few of these still haveBrecht Van Lommel
missing parts and are work in progress. Set 3D Cursor Set Tile Sample Color New Open Replace Reload Save (As) Save Sequence Pack Unpack Record Composite The file select operators have context issues still. They need to get the image space in the context on exec() but it's not there currently, not sure how to solve that yet. Also added name parameter to uiMenuItemEnumO, and fixed "mute" argument in ED_update_for_newframe calls in fluidsim bake.
2009-02-092.5: UV Editor module porting pretty much finished now, only missingBrecht Van Lommel
still is mirror transform. This commits adds the remaining operators: * UV mapping operators (U key menu): cube, sphere, cylinder, etc. * Hide/Show operators. And solves most XXX's, including: * Fix bad includes and calls into space image. * Aspect ratio correction. * Create UVs if they don't exist yet on unwrap. * Assign image to UVs. * Drawing proportional edit circle.
2009-02-072.5: UV Editor, more operators.Brecht Van Lommel
Border Select Circle Select Pin Select Pinned Unwrap Minimize Stretch Pack Islands Average Islands Scale Snap Cursor Snap Selection
2009-02-022.5Ton Roosendaal
Sanitized the 'tweak' event. Original idea was to have WM event system generating it automatically. However, I first tested it via a handler and operator, to check what kind of configurations would be useful. It appeared to not work nice, also because that inserting a tweak operator in a keymap is confusing. Now 'tweaks' are generated automatically, and can be catched by keymaps as any event. The current definition of tweak is: - if Left/Middle/Rightmouse pressed if event wasn't handled by window queue (modal handlers) start checking mousepositions - while mousepositions are checked - escape on any event other than mouse - on mouse events: - add tweak event if mousemove > 10 pixels - stop checking for tweak if mousebutton released - Tweak events have a define indicating mousebutton used EVT_TWEAK_L, EVT_TWEAK_M, EVT_TWEAK_R - In keymap definitions you can use _S or _A to map to action or select mouse userdef. - Event value in keymap should be KM_ANY for all tweaks, or use one of the eight directions: EVT_GESTURE_E, _SE, _S, _SW, _W, _NW, _N, _NE - And of course you can add modifier checks in keymaps for it. - Because tweaks are a result of mouse events, the handlers get both to evaluate. That means that RMB-select + tweak will work correctly. In case you don't want both to be handled, for example the CTRL+LMB 'extrude' and CTRL+LMB-tweak 'lasso select', you will need to set the first acting on a EVT_RELEASE, this event only gets passed on when tweak fails. The current system allows all options, configurable, we had in 2.48, and many more! A diagram of what's possible is on the todo. :) Also in this commit: lasso select editmesh failed with 'zbuffer occluded select'. Also circle-select failed.
2009-01-302.5Ton Roosendaal
- Edit mesh: Add ctrl+click add vertex or extrude. I've made it not move the 3d cursor in that case. Also found out tweak events conflicted with existing keymap definitions; on tweak failure (= no mousemove) it now passes on the mouse event as 'mouse down' for the remaining keymaps to check. These then actually respond to mouse-up instead of down... The location in the keymaps where tweaks get generated remains important. Examples: 1 - 'select' mouse-handler, operator return pass-through 2 - tweak handler checks, and makes tweak event 3 - grabber responds to tweak event 1 - ctrl+mouse tweak handler checks, makes tweak event, or passes event on 2 - if tweak event, it runs lasso 3 - else when passed on, ctrl+click extrude happens In the first case, select works on mouse-down, immediate. In the second case, extrude happens on mouse-release, even though the keymap defined mouse-press. This will make designing nice balanced keymaps still not simple; especially because you can't tell operators to pass on the key... although we can add the convention that select-mouse operators always pass on to enable tweaks. Still a good reason to wait with custom keymaps when this is fully settled!
2009-01-292.5:Brecht Van Lommel
* UV Editor Transform, translate, rotate, scale, live unwrap, snap, gesture, etc work. * Also for selection operators, used OPERATOR_FINISHED|OPERATOR_PASS_THROUGH instead of just OPERATOR_PASS_THROUGH to make gestures work, seems more correct to me.
2009-01-25make operator names more consistentCampbell Barton
ANIM_OT_toggle_time -> ANIM_OT_time_toggle SCULPT_OT_toggle_mode -> SCULPT_OT_sculptmode_toggle UV_OT_select_inverse -> UV_OT_select_invert NODE_OT_toggle_visibility -> NODE_OT_visibility_toggle OBJECT_OT_toggle_editmode -> OBJECT_OT_editmode_toggle toggle was used last in other operators eg- VIEW3D_OT_vpaint_toggle and VIEW3D_OT_wpaint_toggle. 'invert' was used everywhere else.
2009-01-232.5: multiple small fixesBrecht Van Lommel
- wm draw method is now initialized correct when reading older files, but the SDNA bug causing the problem is still unsolved. is due to // char pad[8]; not being recognized as commented. - triple buffer proxy texture test follows spec better now, was disabling triple buffer unnecessarily on some drivers. - some cmake compile fixes related to sequencer pthread usage and removed bad level calls lib for player. - show outliner header buttons in oops mode as well until that can be switched in the UI. - fix region data free issue for tooltips - warning fixes
2009-01-182.5: uv editorBrecht Van Lommel
- mouse select, loop select, select linked, unlink selection operators. - added edge selection mode. - fix 2.45 bug with unitialized theme colors, which caused the active face and face centers to be not drawn.
2009-01-17RNABrecht Van Lommel
* Added more compact property definitions, with a single function. Only used by operators at the moment, would need to tweak regular expressions a bit more to use it also for other RNA definitions. * The operator properties defined now were completed a bit more but still have many issues that need to be adressed, specifically; * Some properties that should be booleans or enums are defined as ints, note that ints are only for numeric values, not bitflags or multiple choice. * Soft/hard limits and default values of many properties are not well defined still, * Inconsistent naming, especially for example mouse locations or bounds are named differently in different places. Also mouse locations and other vector like properties should become a single vector property instead of multiple X/Y properties. * Almost no properties have descriptions, these would be good to have for docs and tooltips. So, please verify that the properties of the operators you wrote are well defined.
2009-01-152.5: Space Image ported backBrecht Van Lommel
Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.