- Outliner now sorts Objects alphabetically
(i tried sort 'by type', but thats very unclear... need think over) - Vertex Groups are visualized in Outliner (and selectable) - Armature Bones are visualized & editable too In general; Outliner now also supports indirect data (Structs with no ID) - changed weirdo NLA icon into something that makes sense. (Thnx sten!)
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@@ -1715,8 +1715,8 @@ static void editing_panel_armature_type(Object *ob, bArmature *arm)
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static void editing_panel_armature_bones(Object *ob, bArmature *arm)
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{
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uiBlock *block;
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EditBone *curBone;
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uiBut *but;
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EditBone *curBone;
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char *boneString=NULL;
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int bx=148, by=180;
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int index;
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@@ -1731,7 +1731,7 @@ static void editing_panel_armature_bones(Object *ob, bArmature *arm)
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uiNewPanelHeight(block, 204);
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uiDefBut(block, LABEL, 0, "Selected Bones", bx,by,158,18, 0, 0, 0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "Selected Bones", bx,by,158,18, 0, 0, 0, 0, 0, "Only show in Armature Editmode");
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by-=20;
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for (curBone=G.edbo.first, index=0; curBone; curBone=curBone->next, index++){
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if (curBone->flag & (BONE_SELECTED)) {
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@@ -1764,24 +1764,11 @@ static void editing_panel_armature_bones(Object *ob, bArmature *arm)
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/* Dist and weight buttons */
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uiBlockBeginAlign(block);
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but=uiDefButS(block, MENU, REDRAWVIEW3D,
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"Skinnable %x0|"
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"Unskinnable %x1|"
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"Head %x2|"
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"Neck %x3|"
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"Back %x4|"
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"Shoulder %x5|"
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"Arm %x6|"
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"Hand %x7|"
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"Finger %x8|"
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"Thumb %x9|"
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"Pelvis %x10|"
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"Leg %x11|"
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"Foot %x12|"
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"Toe %x13|"
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"Tentacle %x14",
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bx-10,by-19,117,18,
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&curBone->boneclass,
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0.0, 0.0, 0.0, 0.0,
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"Skinnable %x0|" "Unskinnable %x1|" "Head %x2|"
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"Neck %x3|" "Back %x4|" "Shoulder %x5|" "Arm %x6|"
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"Hand %x7|" "Finger %x8|" "Thumb %x9|" "Pelvis %x10|"
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"Leg %x11|" "Foot %x12|" "Toe %x13|" "Tentacle %x14",
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bx-10,by-19,117,18, &curBone->boneclass, 0.0, 0.0, 0.0, 0.0,
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"Classification of armature element");
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/* Dist and weight buttons */
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