Age | Commit message (Collapse) | Author |
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brecht).
Works correctly with menu, keymap definitions and keymap export/import.
Properties set in the macro definition overwrite those set by the user (there's no way to see that in the UI at this point).
MISSING: Python operator calling code to fill in the properties hierarchy.
Also contains some keymap export changes by Imran Syed (freakabcd on irc): the exported configuration will use the name of the file and the exported script will select the added configuration when ran.
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from Sergey Sharybin (nazgul)
- added own minor changes.
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NC_WINDOW notifier as well as NC_SCREEN, since both have changed.
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property if it wasnt found.
this is too arbitrary and could break if roperty order is changed.
store the property in the operator type that is to be used for menu and enum search func's.
python function for searching operator enums on invoke. (just need dynamic python enums now)
wm.invoke_search_popup(self)
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This can search operators enum property.
Make proxy menu could easily get too big. use the new search popup.
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Converted Command+LMB to send a RMB click event on Mac OS X, if Emulate 3 Button Mouse is switched on.
Also fixes for previous commit, didn't all go through.
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RNA notifiers don't have a window and didn't get picked up correctly by the animation redraw system. If there's no window defined in a scene notifier, handle it anyway if the scene matches (or if there aren't any).
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in modes other than object and edit
Was caused by event emulation (numpad and mmb) happening separately at each level of the keymap, so brush selection was latching on the event before it had time to test emulated values with view navigation entries (at a lower level in the hierarchy).
After discussion with Matt, decided that event emulation should be done at the root of the event loop, replacing the event with the emulated values. This is much more predictable and more logical as far as event emulation goes.
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on new screens. Was preventing openGL render and possibly other
things from working
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Seemed simple but actually turned out to be quite complex.
ND_MODE notifier was being misused, changed to ND_TOOLSETTINGS
Note: Although the fix itself doesn't involve this much, debugging uncovered
that listeners can't rely on notifier->swinid to be correct, since notifiers can
now be added from RNA without a region context.
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Opened preference window caused a crash (context pointing to freed screen) when Load UI was turned off.
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building with NAN_BUILDINFO
enabled
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Fileselect handlers are added to window's modalhandlers, and contain references to
other areas/regions/etc... Still seems a little bit dodgy, but fixes file selectors for now.
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Fun bug, took me the better part of the day to track down.
Happens because maximizing swaps spacedata lists between the old area and the newly created maximized area (this one being empty) while ui handlers are still hanging with references to the first area (then trying to access spacedata when handled). And then only if a maximizing operator was run before the UI realign timer event from the previous maximize was handled (fun, I told you).
After discussion with Matt on irc, we decided the best way to deal with that was to remove ui handlers that reference areas of a screen that is no longer used. That solution reflects the fact that the bug is more general that the reproducing steps would lead to believe. There's also absolutely no reason to run UI handlers on invisible areas.
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uses a hack to set the window for the popup for the menu, which is nasty but artists need to know when their files should not be resaved :(
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- 2 fingers scroll (MOUSEPAN / GHOST_kTrackpadEventScroll event) pans/scrolls the view
- 2 fingers pinch (MOUSEZOOM / GHOST_kTrackpadEventMagnify event) zooms the view
And in 3D view:
- alt + 2 fingers scroll rotates the view
- 2 fingers rotation (MOUSEROTATE / GHOST_kTrackpadEventRotate) orbits the view.
The implementation uses a new GHOST event type: GHOST_kEventTrackpad, that is then dispatched as Blender MOUSEPAN, MOUSEZOOM
or MOUSEROTATE events.
This is currently fully implemented for OSX (GHOST Cocoa fires the new events), with auto-detection of the source peripheral, so that a regular mouse still sends MOUSEWHEEL events.
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- fix for compiler warnigns
- bpath reporting was incorrect
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* Added very feint separator lines in menus
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Don't limit lasso to 1024 points, just realloc array with increased size when current limit is reached.
Also silence two stupid warnings.
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- fix for problem where proxy objects could enter editmode but not exit
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add "export WITH_OPENCOLLADA=true" to user-def.mk to enable it
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around an
extra space at the end of local revision version string.. weird!
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If you have a blend file and want to save in a new directory enabling this will save with the paths corrected relative to the new directory.
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NVidia (at least) GL drivers don't provide correct picking through GL_SELECT when the GL context is initialized with sample buffers.
So we can't have FSAA on for now as it breaks border,lasso,.. select.
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enabled). Also fixed cmake so buildinfo works.
Note to all:
** Please mention the revision number when making a bug report **
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as well as appending so its easy to know if an ID is newly added or not.
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Enables AA only for 3D view, and gives the user the option to turn it on/off (in system panel of user prefs)
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simpler and more compatible.
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Added GHOST_TUns16 numOfAASamples parameter to GHOST_CreateWindow to specify the number of AA samples (null if no AA wanted)
Implemented it in the cascade of GHOST classes.
Full implementation currently done for OSX/Cocoa, stubs for other OSes.
Moguri : it's ready for your win32 implementation !
Note that fallback to a non AA window (if gfx card doesn't support AA) is done inside GHOST OS specific layer, so that blender windowmanager still gets its window created properly.
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problems,
perhaps GLU incompatibilities? If any Windows GL guru can help here, it would be
most appreciated!
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Gives nice feedback for what will be selected, especially with lasso.
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enables you to set a parameter on the macro itself and have the operator it runs use it). Note that macro properties are not initialized from its operators yet, you have to add them manually. Also, this isn't really nice if two operators in the macro have the same property.
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This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
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bpy.types.register(MacroClass)
instead of
bpy.ops.add_macro(MacroClass)
The rest is unchanged.
Also remove some now unused code for the old registration methods (there's still some remaining).
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use a python menu instead.
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- shape key transfer poll function
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to give access to "self.layout" - like panels, headers and manu's have
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* operators now return sets (converted into flags)
* can't remove bpy_operator_wrap.c since macro's still use the custom register funcs
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