View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
* Added more compact property definitions, with a single function.
Only used by operators at the moment, would need to tweak regular
expressions a bit more to use it also for other RNA definitions.
* The operator properties defined now were completed a bit more but
still have many issues that need to be adressed, specifically;
* Some properties that should be booleans or enums are defined as
ints, note that ints are only for numeric values, not bitflags
or multiple choice.
* Soft/hard limits and default values of many properties are not
well defined still,
* Inconsistent naming, especially for example mouse locations or
bounds are named differently in different places. Also mouse
locations and other vector like properties should become a single
vector property instead of multiple X/Y properties.
* Almost no properties have descriptions, these would be good to
have for docs and tooltips.
So, please verify that the properties of the operators you wrote are
well defined.
Transform operator replay support for constraints.
Code isn't nice, will have to split some properties to separate what's part of the "saved data" from operator arguments.
- after talking with Martin P (theeth), I have now shuffled code around
so that there is no more exception code for nodes in the wrong places.
This means node editor now also use entirely common translation.
As proof of concept, there is now also resize and rotate support. It already
works, but there need to be a bit more thought in how those
actions are initialised for node editor. Probably some way to tell
what to use as pivot point, etc.
Transform operator replay
Basic support working. Only saves mode and values, not constraint setup.
Removed event pointer from TransInfo (it's not available in operator exec). Replaced checks to event->modifiers to a functional modifier bitfield in TransInfo (that is, instead of checking for Shift, it checks for MOD_PRECISION) to make it remappable later.
Misc:
X-Mirror for mesh now working with transform
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.
Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
Although it means unlimited editmodes, for migration purposes we
better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning
anymore. EditMesh is not context senstitive anymore, only the
edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
removed all G.editMesh there.
Note: there were some crashes that would occur if context was not reset everytime the modal callback was run. Probably there's something about the context info we need to be more careful about.
* Fixed up most of the relevant Fixme's for Action Editor and/or some animation stuff
* Added keymap for action editor transforms to transform keymap.
* Added context pointer to TransInfo struct. This was needed to avoid passing context to everything. As such, renamed the old 'context' setting to options.