An operator Error throws up a menu, a Warning only a flashy header print.
In mesh editmode the menus for simple failures got very annoying, like
"Already a face" for Fkey on a face.
Proposal is to use warning for contextual failures, like:
- wrong selection
- unsupported combination
- wrong modes
And use errors for cases you really need user attention, for example when
issues are invisble or potentially damaging work.
- Memory failures
- Files not found
List can grow in future :) let's test this for mesh now.
I'll tackle this for other ops later after review.
(Also changed: loopcut disabled when editmode shows deformed result)
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
- report errors when join fails.
- toggle editmode with internal functions rather then ED_object_enter_editmode / ED_object_exit_editmode, which rely on context too much and didnt work properly when calling join from python.
Fix#22018: joining objects with different multires levels loses levesl from the higher multires object
- Synchronyze mulires subdivision level when joining objects
- Apply scale on MDISP layer when applying scale
- Re-calculate MDISP when joining scaled objects
- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
This was the old Ctrl + FKEY in object mode, now it's in
edit mode and is part of the Ctrl + FKEY menu (Faces).
I also assing this to the Ctrl + Alt + FKEY, but Matt please
check this and feel free to change (or tell me and I will change).
Still there is no "reverse" function, but I commit now to finish
in my home.
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
Better solutions could be...
- use a tool to set mirror locations (did a script for this in 2.4x), then run this if locations get messed up..
- find the closest mirror vertex, would be slower
- have a configurable threshold.
Available in object mode (Object -> Join as Shapes), only works for meshes at
the present. Will merge all selected objects as shape keys on the active object,
if the vertex count is the same.
This does not keep references to the external objects like in some applications,
rather it's a quick way to update the shapes on the active object (perhaps after
importing new versions from external applications).
* 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
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.