- removing duplicate chunks of code -> hide unused sockets now works
- moving some functions to the files that they get called from -> view all/home
- made duplicate a macro operator like the other places that work like this, eliminating the unnecessary transform-related property there still
- removed a few chunks of unused code
* Restored Mute and Hide Operators, M and H keys respectively
* Restored Make Links Operator (F). However, I can't figure out how to set the sockets so that this can be used
* Made Alt-RMB the new hotkey for breaking links by dragging, since Alt-LMB was taken for panning already
* Fixed a nasty bug which meant that it was impossible to set an active node. Was caused by ntreeCopyTree() getting called when compo updates were done and clearing the active flags. The active flag clearing is only really needed for the "internal_select" case which is only used for duplicating selected nodes (from Shift-D duplicate).
* Recoded click-selection code. Was a mess of old code, bad exceptions from the old code half ported, duplicate operators, unnecessary flags/modes.
* Fixed bug #19927: compositing node groups can't be access via "tab" or ungrouped via "alt+g". Was probably related to the active group not being able to be set.
* Made resizing nodes work again. Again, this was due to the active node bug.
* Made adding a new group with Ctrl-G correctly update the views
This commit restores Grease Pencil functionality for the Nodes Editor. Grease Pencil data is now stored at the NodeTree level, which means that annotations remain with the NodeTree they were made for.
Possible TODO's:
* In future, it may be worth investigating attaching Grease Pencil data to individual nodes, to allow annotations to stay attached to nodes as they are moved
* Include the settings for the 'active node' in a panel in the new NKEY region where the Grease Pencil buttons appear.
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.
This calls a registered menu as a popup so we can reuse header menus , currently used for Node editor and Sequencer add menu (Shift+A), can be used for toolbox too.
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.
*Cleaned up Transform panel in n-key area. It's now single column so that this view can be nice and slim, while you can still access everything.
This is especially important in edit mode where you cannot change the transform values numerically from the Properties.
Transform properties don't seem to work for Metaball edit yet, so wasn't able to test this
*Removed some lingering tools in curve transform and put them in the toolbar instead.
*Improved alignment in toolbar
*Made Image Properties use regular checkmark toggle buttons
*Added Delete as an alternative to X key, as it was in 2.4x
* 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.
- Scrollers now only disappear for regions with a fixed total view, like
lists, buttons, channels. More or less infinite views keep scrollers to
indicate that you can still pan or zoom further.
- Nodes: put back SHIFT+D "Add duplicate"
(Also fixed duplicate objects menu name... it should be a bit more
descriptive)
- 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
- Node editor: link cut back, now under ALT+LMB, to prevent
accidents. Note it now nicely intersects the real curved
noodles with a line you draw!
- To make above work, replaced ogl curve draw with own bezier
code.
- Added new WM standard operator callback for lines-gesture,
the Lasso gesture now draws a closed line.
- Both callbacks have optional property 'cursor' to make it
give modal info. For future also linestyle or color can be
defined.
- Changed 'pin' icon in Image header to something that looks
less scary... but there's no pin icon yet?
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.
- 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!
Made 'select-tweak-grab' work in 3d window, fcurve and nodes.
For nodes it works with both left/right, the others follow
user preset for select.
Tweak is a WM event, which also follows user preset for
tablet-style tweaks (release = apply).
You enable tweak events with an operator WM_OT_tweak_gesture.
Keymap entries can assign to left/middle/right button or to
action/select button tweaks.
Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
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.
* [Use nodes] added. For future improvements: a panel which enumerates
materials, textures and scenes for selection and editing in the opened
node-editor without having to set it in Buttons (or 'global' scene).