- editmesh smooth & subdivide were using old mirror axis flag still.
- removed colbits from outliner and object code.
- commented some other parts of the code which access deprecated members and aren't called anywhere.
incompatible, and unmaintainable Time Offset cruft.
- Slow Parenting lives another day (just), although it now carries
appropriate cautionary disclaimers. It's only really for the Game
Engine nowadays, as that's the only place where it can possibly work
with any reliability.
- "Animation Hacks" panel is now "Relations Extras". I could've merged
the two panels, though I figured these options weren't that frequently
used to justify taking up screen-space by default along with the panel
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
- collection functions rename eg. bones_active -> bones__active, add_object -> objects__add since these should be accessed from the collections only.
- fix warnings in last commit
Added a group example
C = bpy.context
ob = C.active_object
bpy.data.groups[0].objects.add(ob)
- add_to_group and rem_from_group now take optional scene and base flags and deal with updating the object & base flags
- operators that add objects to groups were setting ob->recalc= OB_RECALC_OB; looks like its not needed.
- previously add() ignored python args, now add and remove are called like any other FunctionRNA from python.
- made the pyrna api use tp_getset's for collestions active/add()/remove()
Make local and make single user are back for ID template.
Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.
Further, some small changes:
* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
Outliner option 'unlink group' didn't remove its members, in case the
group members were local in file, a confusing situation happened. Now
it removes members.
* BPath sequencer strip looper was only operating on the active scene, now look through all scenes.
* The active sequence strip wasnt being reset when scenes switched, so you could see the previous scenes strip when switching to a new scene.
Also made rem_from_group return if it removed the object which save some looping.
Added a node in the blender help message that background mode dosnt load the .B.blend file as a bug was reported recently because of this.
When saving files (images), the filewindow was giving relative paths on
a save-over menu.
Also: added in group.c a note about problems with timeoffset.
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty
Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)
Usage; select group, alt+ctrl+p, pick an object you want to proxify.