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.