1) Removed old annoyance in adding armature or bones.
- Add Armature or Bone (SHIFT+A) now adds by default a single Bone, view aligned and of unit-size 1. - Then use E-key (extrude) to draw chains, this option now doesn't popup the "OK" requester anymore, so works fast - Another new method is using CTRL+click to add Bones This makes it working identical to the other edit modes in Blender. The old modal loop for drawing bones just wasn't working well either. Related to this; have a real set of useful Armature primitives? 2) Removed event REMAKEALLIPO, which was added in NaN days for testing, and proved to be extremely slow. Code is moved now to editnla.c. Thanks Tom Hendrick to pointing to this nasty buggy feature!
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@@ -1108,7 +1108,7 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
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else if(G.obedit->type==OB_LATTICE)
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deselectall_Latt();
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else if(G.obedit->type==OB_ARMATURE)
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deselectall_armature();
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deselectall_armature(1); // 1 == toggle
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}
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else if (G.obpose){
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switch (G.obpose->type){
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@@ -4805,20 +4805,6 @@ void allspace(unsigned short event, short val)
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SpaceLink *sl= sa->spacedata.first;
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while(sl) {
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switch(event) {
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case REMAKEALLIPO:
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{
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Ipo *ipo;
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IpoCurve *icu;
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/* Go to each ipo */
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for (ipo=G.main->ipo.first; ipo; ipo=ipo->id.next){
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for (icu = ipo->curve.first; icu; icu=icu->next){
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sort_time_ipocurve(icu);
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testhandles_ipocurve(icu);
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}
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}
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}
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break;
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case REMAKEIPO:
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if(sl->spacetype==SPACE_IPO) {
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SpaceIpo *si= (SpaceIpo *)sl;
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