Commit Graph

389 Commits

Author SHA1 Message Date
7dbce1930a Reports #34042 and #33749
Tweak for new option for Relative Bone parenting
(which transforms child object based on rest pose, so you can change bones 
in editmode to define pivot)

In the original commit it was made default, but that was too invisble for
users. Now it's an option in the Make Parent menu to choose. Communicates
a new feature better.
2013-02-12 14:42:46 +00:00
adf9dffa30 set drag/drop operators as 'INTERNAL', there not useful to access from operator search. 2013-02-05 14:38:19 +00:00
Dalai Felinto
236bc27484 Operators name "cleanup"
The operator names all show up in the Search button. As such is nicer if they
can all have the main words capitalized.

e.g. "Snap strips" should be "Snap Strips"
     "Copy to clipboard" should be "Copy to Clipboard"

This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :)

+ fix bge stereo eye separation tooltip
2013-01-27 07:23:58 +00:00
c84383301c Fix [#34005] blender will close immediately in debug mode on deleting objects
Was silly mistake from rigidbody merge, base was used after it's been
freed.

Now don't free base in BKE_scene_base_remove() and rename it to
BKE_scene_base_unlink().
2013-01-26 17:38:45 +00:00
27601aaf01 rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body sim
This is just the basic structure, the simulation isn't hooked up yet.

Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.

Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.

Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:22 +00:00
ba14beb000 Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from blenkernel... 2012-12-23 11:31:15 +00:00
767bfba808 cmake was missing some header files. 2012-12-04 14:43:42 +00:00
b43c022373 Move to layer: remove the OK button and make it apply immediately like it did
before, is much nicer workflow. Now only if global undo is disabled will the
OK button show.

This is also a more generic fix for #26891 that solves other operators that
were also broken with global undo disabled.
2012-11-27 16:02:15 +00:00
c91562d0ff Fix #33310: unnecessary redraw of outliner when editing materials and textures. 2012-11-26 08:52:07 +00:00
f579aea076 code cleanup: use ptrdiff_t when comparing pointers and tag event as an unused arg to move_to_layer_invoke() 2012-11-13 15:46:55 +00:00
37cc2b4fdc Bugfix #26891
Recoded the move-to-layer popup to wait for execution of operator until you 
press Enter or OK button.
That excludes undo/redo, which makes it faster for many too.

(note the menu is all hotkey driven, so it's MKEY, <number>, Enter)

Also fixed: missing MEM_free in this popup type.
2012-11-13 14:34:36 +00:00
c9dade4fe0 Big i18n commit: add "reports" from bmesh/readfile/tracking/dynapaint (and a few others), and another bunch of UI messages tweaks/fixes, as well as some BKE_report()<->BKE_reportf()... 2012-10-26 17:32:50 +00:00
0e494b74c4 style cleanup 2012-10-26 04:14:10 +00:00
1767b65846 style cleanup: also rename bmesh_decimate.c --> bmesh_decimate_collapse.c 2012-10-23 03:38:26 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
0093ea2a79 safety NULL check for r51327, don't assume ED_object_modifier_add() succeeds. 2012-10-15 03:56:01 +00:00
04f063de84 Parenting an object to a deformer (armature/curve/lattice) will now attempt to
check if the object is already parented to said deformer before trying to add a
new modifier

This should help reduce the number of cases where users inadvertantly end up
creating multiple deform modifiers pointing to the same object, which has been
known to be a cause of "double-transform" artifacts.

Note that this is only able to detect these cases by checking if the parent
object is selected, so this will only really work for the Ctrl-P shortcut where
you have to select both objects first. However, it shouldn't be a problem either
in the Outliner (drag and drop), as the object probably won't be a child of its
parent already if you're doing this.
2012-10-15 03:16:38 +00:00
2babbb59b9 Unparenting objects from armatures/curves/lattices now removes the corresponding
modifiers now

This makes it harder for users to unwittingly create multiple deform modifiers
by parenting and unparenting a number of times, with the net result being that
"Clear Parent" is now the true inverse operation of "Make Parent".
2012-10-15 03:00:27 +00:00
d4e40b5230 fix [#32616] Changing parent does not keep transformation
add an option to apply the transform of an object when re-parenting.

the reason for this is you dont always want to apply transform because...
- your object may be driven/animated and the transformation will be lost.
- with negative scales and rotation it can end up giving odd/not-useful results.
2012-09-27 12:24:38 +00:00
2a0649d61d fix [#32635] no viewport update when link and object to a scene
also comment unused static RNA functions.
2012-09-23 23:44:10 +00:00
aa2d84da37 style cleanup:
also remove some redundant conversions int -> short -> int
2012-09-09 00:00:21 +00:00
3ebbfe2c40 new parameter in assign_material() to specify where material shall be assigned: object, obdata, by userpref(default) (as discussed with ideasman_42) 2012-08-12 17:12:07 +00:00
07da83a3b3 add option to link fonts in make links menu. 2012-08-03 13:27:58 +00:00
5eea2832e9 Fix #32139: Making vertex parent hides faces
Call normals update and re-tesselate the BMesh before generating
derived mesh for vertex parent. this is needed for proper display
of mesh in edit mode.

Tried to use EDBM_update_generic, but it gave artifacts due to it
doesn't update normals. usually it's not a problem, because it's used
at the end of operator and all needed data is handles by depsgraph.
It doesn't work for vertex parent because derived mesh is being
created here outside of generic object update, so one extra manual
step seems to be needed here.
2012-07-26 08:41:55 +00:00
21e3e3b8fc Fix incorrect RNA access in parenting operator 2012-07-21 08:50:11 +00:00
88fddb3cc3 make links now allows groups - this means you can make objects have matching groups to the active more easily. 2012-07-18 09:45:50 +00:00
b67b73e2d8 "Fix" [#32033] In the execution result of with_automatic_weight, the difference is seen right and left.
This auto/heat vgroup creation seems to be fuzzy/unstable (each run gives a slightly different result). I have not the competences (nor time) to investigate that laplacian stuff, so for now just adding an option when parenting to an armature with envelope/heat, to mirror weights along the X axis (as it is done by default when doing it from the Weight Paint mode).
2012-07-15 12:53:16 +00:00
9208aa5792 code cleanup: replace magic numbers with enum. 2012-07-05 12:09:43 +00:00
2442bcf807 add the ability to make objects and obdata local but not materials. 2012-07-05 11:37:04 +00:00
02bcba341d OBJECT_OT_drop_named_material -- missing notifier for material panel UI update 2012-06-09 21:43:22 +00:00
1ced356009 Action Group Colors for Bones (Part 2)
Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.

Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.

Other notes:
* Split out the code for copying colors to a common library function
2012-06-01 13:54:44 +00:00
52aad984b6 Outliner Drag & Drop fixes
OUTLINER_OT_parent_drop
 * use scene of child instead of active scene
 * poll to check if parent and child are in same scene

OUTLINER_OT_parent_clear
 * get scene from child instead of only working on active scene
 * poll to check if no parent

OUTLINER_OT_scene_drop && OBJECT_OT_make_links_scene
 * memory leak on error
 * would only link some objects on error
2012-05-29 18:12:13 +00:00
e0c2ddb886 OUTLINER_OT_scene_drop -- "Drag object to scene in Outliner" operator
Refactored the two (well, three now) other places where an object is linked to a scene into ED_object_scene_link()
2012-05-29 08:20:11 +00:00
af3e348430 code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also replace do prefix with do_ for bool vars. 2012-05-19 13:28:19 +00:00
3ef11693f5 Style cleanup: displist module 2012-05-07 06:58:03 +00:00
c7b20e79cd Style cleanup: rename BKE_metaball* to BKE_mball -- mball is more commonly used term in Blender 2012-05-07 06:38:41 +00:00
6292fb4cbd code cleanup: BKE_libblock_find_name() now takes an ID constant rather then a string. 2012-05-05 17:00:11 +00:00
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
a731e13043 code cleanup: function naming, use BKE_*type* prefix. 2012-05-05 14:03:12 +00:00
084fedd03a code cleanup: brush/camera naming 2012-05-05 00:58:22 +00:00
a5af5e8f50 style cleanup: re - http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Braces_with_Macros 2012-04-30 16:22:40 +00:00
1b47e2678e style cleanup: missed these from previous cleanup 2012-04-29 17:55:54 +00:00
f88cfd9168 Code and style cleanup in own modules in BKE and also mball module
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
  from public header file.

Further cleanup is coming.
2012-04-28 16:49:00 +00:00
e2c453b5f9 style cleanup: editors / mesh & object 2012-04-28 15:42:27 +00:00
ef054e165c style cleanup: format 'for' loop macros the same as for loops, some renaming to BLI_array macros. 2012-04-28 15:14:16 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
9d40c3046b Fix #31072: Making texture single user was modifying textures of original material 2012-04-23 15:51:25 +00:00
6701933f5c style cleanup 2012-04-21 12:51:47 +00:00
475ecbb0ce remove BM_ITER, BM_ITER_INDEX macros, use ELEM or MESH variants only (the maceros had unused args in both cases). 2012-04-19 13:47:58 +00:00