Commit Graph

422 Commits

Author SHA1 Message Date
Dalai Felinto
6c01b7b4f8 Logic Editor - fix for Keyboard Sensor + Copy Game Property fancy submenu
* Keyboard Sensor entry keys (key, modifier 1 and 2) can actually be any key
- (you can use Shift as main key, and D as modifier if you want). It's
- strange in my opinion, but it's 2.49 way of doing it.

* Copy Game Property (operator found in SPACE menu)
- reorganized it so the properties appear as submenu items.
- a "little lot" of work for such a small eye-candie but well I hope more
- people like it as well :)

Matt, I had to recreate the dynamic_enum to make it work. I'm count on you
for a real fix for this ;)
2010-05-24 10:38:05 +00:00
Dalai Felinto
a7a9862cc9 Logic UI and Operators: adjusts on Layout + copy properties operator + fix on copy logic bricks operator (and moved to OBJECT_OT)
* adjusts on Layout:
 - in order to avoid much changes when copying Logics, it's nice to have the logic s/c/a always displaying even though it's not valid (e.g. edit mesh used from a camera object).
Now a message shows in the s/c/a alerting to the problem.

* logic operators under OBJECT_OT - copy properties and logics

Matt, is it possible to have the object game properties listed as a submenu from "Copy Properties" ?
So from the "Copy Game Property" menu we would have three options:
"Copy a property" -> (submenu) prop1, prop2, prop3 
"Replace all Properties"
"Merge all Properties"

For the current task list in Logic Editor:
http://www.pasteall.org/13245
2010-05-19 09:40:45 +00:00
4f77bea8f6 restrict render_clear was operating on hidden objects, now work on selection 2010-05-13 07:53:06 +00:00
413c4c91ca Fix [#22296] Wrong Operator Names? 2010-05-10 01:49:35 +00:00
22a34cc83b render hide/unhide (Ctrl+H, Ctrl+Alt+H, Ctrl+Alt+Shift+H) 2010-05-04 15:04:28 +00:00
610c4befd4 option to copy constraints without making their ID references direct links.
needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
2010-04-29 15:31:53 +00:00
ace1c998c4 warning cleanup, also made voxel.c and volumetric.c use BM_INLINE define rather then having their own ifdefs in each file. 2010-04-24 10:08:07 +00:00
9c69a8028b bugfix [#22091] Crashing on Add Shortcut 2010-04-21 07:56:34 +00:00
909493eac9 booleanops.c was moved to MOD_boolean_util.c, remove empty file. 2010-04-11 22:20:02 +00:00
45ce1c003d Modes are now toggled on using operators on load if the file was saved in
that mode. This ensures proper initialization happens like creating the
cursor or building an acceleration structure. It also means edit and
particle mode are now saveable.

Not sure yet if this is a good feature, though personally I like being able
to load my exact state again after saving, but maybe entering edit mode is
too slow in some cases? It's easy to make it work only for the sculpt/paint
modes again if wanted.

This fixes bug #21004 about a missing sculpt cursor on load.
2010-04-07 08:27:13 +00:00
ab1aab93d1 Simple crasher fix: TAB to change mode crashed after moving all the scene's objects to a hidden layer. 2010-04-02 10:07:31 +00:00
2910d75f2c svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r27875:27895 2010-03-31 07:22:18 +00:00
4a451714d6 Fix [#21832] Add Modifier, Pinned Context
Added convenience function ED_object_active_context(C) to get either the
object in the data context, or if not, the active object.
2010-03-31 00:55:01 +00:00
515592438f Baking for dupligroup & linked library objects
- library data allows pointcache writing (hard to know how this should work long term so ifdef'd for now)
- changing the frame now updates the dupligroup objects
- BKE_ptcache_ids_from_object(), option to get the id's from duplis

note! scene_update_tagged() is called from the main() loop, and runs BKE_ptcache_quick_cache_all(), this could become a performance issue, especially with duplis, should probably not call BKE_ptcache_quick_cache_all() all the time, even when not playing back animation.
(commits 27856 by Campbell from render25 branch)
2010-03-30 12:23:13 +00:00
b1475ae2c6 Fix vertex paint not getting restored after exiting editmode,
and fix the opposite problem when going to object mode from the menu.
(commit 27747 by Brecht from render25 branch)
2010-03-26 11:05:22 +00:00
f743b583bf more lint includes
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
2010-03-23 14:09:09 +00:00
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
391cc2d004 merge own commits into render branch into trunk since 27560
27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
2010-03-20 16:41:01 +00:00
6028470a9c Motion Paths + Auto-Keying:
Revised the conditions under which motion paths get recalculated after transforms (when auto-keying is enabled). Now, the type of path display does not matter, but rather that the object/bone in question has any paths at all. This makes animating with these a much smoother experience.
2010-03-11 11:15:25 +00:00
71003b9bcc merge with trunk at r27259 and commit of a patch by anthony jones to fix msvc (though further work may be needed because changes made by the merge 2010-03-09 04:32:40 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
148435b70a batch remove .'s used with RNA_def_struct_ui_text 2010-02-10 21:15:44 +00:00
107f6cb269 - duplicate window crasheing when it was full screen
- keymap item was missing NULL check crash
- editmode object in inactive layer crash
2010-01-27 09:16:28 +00:00
8d6a40c016 Fix #19802: tweaking the values of e.g. the add tube operator when
entering editmode on a second mesh would create a duplicate tube.

Cleaning the undo stack from the previous mesh would mess up the redo.
Also, OBJECT_OT_mode_set was causing enter/exit editmode undo push to
be done twice, now it leaves undo push to the operator it calls.
2010-01-26 15:54:42 +00:00
4907e8df20 Remove unneeded notifier data added in revision 26219.
Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
2010-01-25 19:42:33 +00:00
7759fc2983 Motion Paths - (Part 3) Operators, Drawing, and Fixes
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.

Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges

Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
2010-01-19 11:31:49 +00:00
3af4392087 typo 2010-01-13 08:52:00 +00:00
219b472920 merge with trunk/2.5 at r25907 2010-01-13 07:26:11 +00:00
b36a05bb7e - fix for crash if drivers were used in the .B.blend
- fix for problem where proxy objects could enter editmode but not exit
2010-01-10 20:01:13 +00:00
67ff197cb1 Merge with trunk/2.5 at r25563
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.
2010-01-05 22:33:41 +00:00
57cd505d3f bake is now modal like render and updates the image view while baking.
it also has an exec function which doesnt update (like render too)
2009-12-30 14:37:25 +00:00
010e3fccb2 bake operator and UI, no feedback while baking yet 2009-12-29 18:55:38 +00:00
e299798bbf Fix for [#20203] Linked objects - A few bugs
Did a lot of cleaning Object operator poll functions to check if the object's linked 
or not. For this, added the function ED_operator_object_active_editable() as 
opposed to ED_operator_object_active()
2009-12-04 06:33:01 +00:00
abd16aac5a ok, apparently didn't commit this either. apparently includes a merge with trunk/2.5 at r24811 I thought I'd committed but did not, yeek. 2009-11-29 00:53:23 +00:00
baac1f2267 Bugfix #20069: Centre to cursor or centre to mouse, centre object.
- Was missing notifier after editing
- Menu entries go bad naming after the UI api renaming
2009-11-26 10:19:09 +00:00
2e7dbdf025 Depsgraph/Drivers
* Removed ED_anim_dag_flush_update and ED_anim_object_flush_update. These
  were wrapping DAG_* calls and were intended be used instead of them when
  doing a DAG update from editors. That goes against the design in my opinion,
  no matter who calls the DAG, that should update the editors correctly, so
  any special checks in such functions for editors should be avoided.

* Driver RNA properties now do updates again, including DAG scene sorting,
  text buttons no longer update as you type anymore, so this should be
  safe I think.

* Remove scene.update() RNA function, all properties/functions should do this
  automatically, if changing some property or calling a function/operator
  does not do the correct update, that should be fixed.
2009-11-24 11:48:16 +00:00
0e165c55bb did math lib conversion, equivilent to merge with trunk/2.5 at r24464 2009-11-23 14:41:22 +00:00
20043a0fc0 add hook in vertex and control point menu's, Ctrl+H
TODO's
- add for lattice
- break up add_hook
- add other hook operators
2009-11-16 13:59:27 +00:00
37e4a311b0 Math Lib
* 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
2009-11-10 20:43:45 +00:00
2ead17843c merge with trunk/2.5 at r24378 2009-11-07 23:10:18 +00:00
59eaa1ff50 last commit broke entering editmode 2009-11-05 14:42:39 +00:00
b1ac71b3a0 enter editmode when adding objects even if the object is not in an active layer,
useful for python but in rare cases this also happens for users.

Active layer getting out of sync is an old bug but hard find when it happens.
This at least fixes segfaulting on adding objects.
2009-11-05 14:25:08 +00:00
de7da7c779 Bugfixes for Adding Objects:
* Auto enter EditMode for adding Armatures was broken
* Adding a camera no longer tries to enter editmode, even though that's invalid...
2009-11-04 09:45:37 +00:00
2d0d4e7de4 commit before doing some hefty shapekey change, will break compilation 2009-11-01 00:06:53 +00:00
40731af9d0 use objects rather then bases where possible, use context rather then OBACT macro 2009-10-29 09:14:20 +00:00
8f788c64db merge with trunk/2.5 at r23876
[[Split portion of a mixed commit.]]
2009-10-22 23:22:05 +00:00
e2b74dc736 Shape Keys
Active shape key can now be changed while in edit mode. This is based
on exit/enter editmode again in the background, which is not ideal,
as that loses the undo history. But that already happened anyway when
you did exit/change-active/enter manually.
2009-10-22 17:12:28 +00:00
d464e2454e move view3d keymaps so edit&paint mode keymaps override removed workaround that prevented switching directly from editmode to paint modes
+ other minor changes
2009-10-15 17:59:42 +00:00
a28b9512fe made texflag a short everywhere (only stores one flag)
fix for crash with separate (missing NULL check)
2009-10-15 09:00:40 +00:00
efed73598f Use OB_MODE_EDIT as a flag everywhere, also fixed a typo which made drawing the set-scene not work right. 2009-10-11 19:06:38 +00:00