Commit Graph

434 Commits

Author SHA1 Message Date
121f842fb4 Outliner now visualizes and allows selection and name editing of Armatures
in edit mode.

Small extra fix; selection (mouse) on armature points goes easier now
(larger accepted distance from mouse pointer)
2004-10-16 20:41:18 +00:00
a463798984 Suggested by bug reporter; pressing Fkey to make a face, whilst the
selection already is 2 triangles, it should create a new face but
remove the old triangles. It actually calls the 'ALT+J' command then
(join triangles)

While testing found out more cases where new selection flags were not
properly used (join trias, beauty fill, flip edges, rotate edges)
2004-10-16 13:53:41 +00:00
Stephen Swaney
4ac4629905 a patch for the Text editor contributed by themeyers.
adds new features for indenting and commenting.

Note: I am not sure if the best menu spot for these features
is under the Select menu, but we can argue about that later.
They do work on a selection, though.

from the mailing list post:

1&2. Added Indent/Unindent under Edit->Select
just select the text you want to indent and go to the menu (
note if nothing is selected Indent will just indent ( tab )
the line the line )

3&4. Added Comment/Uncomment to the same menu
same applies as above

5. Added Tab setting on the menu bar in text editor
Sets the number of spaces a tab ==
changing the setting will change the hole script

6. Added Auto indent
when you hit enter it goes to the next line at the same
tab number and the line above it ( needs more testing and input)
2004-10-14 23:37:04 +00:00
6fbd4e3e1f Color picker fixes... (bug #1490)
Since color is stored RGB only in Blender, the conversion from and to HSV
causes values to be clipped all the time.
Solution found is adding a persistant hsv storage to the uiBut struct, and
have it working on that only while hsv button is open. Still, after usage
(leaving picker) the conversion will change values to rgb.

Also added; redraw event for editing buttons, to show correct changed
color while using nkey picker
2004-10-14 14:20:24 +00:00
0d68cafdec Added to the top of the file: struct SpaceOops;
to stop a warning about SpaceOops defined inside of parameter list...

Kent
2004-10-14 13:52:12 +00:00
2521a8b577 Bug fix 1432;
When you PAD-enter on a popup-number button (like for add circle) it
accidentally de/increased the value before assigning an "OK". Fixed.

Also: restored functionality that allows to use Enter keys as a mouse
button click. This de/increases values now, opens menus, etc. Not in
pupup or pulldown menus though!
2004-10-12 09:06:28 +00:00
dbf5076b98 Moved headerprint to editscreen (for logical placement and reusability).
Made extrude along normals more sane. Now behave like a move along an arbitrary axis (including Ctrl/Shift applications and typemode). Also prints "Along faces normal" in the header, to tell the user what's happening.
2004-10-11 18:42:18 +00:00
b024faabe5 Outliner features:
- Rename!
CTRL+leftmouse click on name, makes it a text button. Works for all items as
currently being displayed.
Most work was doing the Bones, which is a nightmare :) But it uses same
code as buttons in Armature-Editmode now, without even needing EditMode :)
When renaming a bone, the Outliner makes the Object active though.

- PageUp / PageDown keys
Do what you expect.
2004-10-11 11:54:14 +00:00
851c5781be - Added Outliner selection
As a means to indicate items in the Outliner to do operations on, you can
select with RMB items. Works like FileSelect here. Since selection in
Outliner is only on outliner level, no further UI updates happen. That is
reserved for LMB actions.

Implemented right now are only few operations... they can be called up with
the WKEY (the famous spare key :)
- if objects selected, a menu appears with choices
- if materials or textures selected, a meny appears to unlink them

If you make mixed or confusing selections you get a warning message.

TODO: add selection color in theme, and of course more operations.
2004-10-10 11:33:19 +00:00
76eab0cf16 fixed subdividing bug with addfacelist(..) rule for edges
still needs revision on bevel and rotate edge
2004-10-09 20:49:55 +00:00
d0ca4c9efa More outliner stuff;
- added Images in overview
- added Scripts in overview, if clicked it makes it active in open Text
  Window
- Padplus/Padminus keys now open one level deeper or less

- fix: Akey didn't really open all...
- fix: click on item of non-active scene, activates new scene
2004-10-08 16:03:43 +00:00
c659758a38 Outliner options;
- Added in pulldown the current view commands, including the 'show
  hierachy' option, which shows only the full object tree
- You now can activate data by clicking on the hidden icons (displayed in
  a row of a collapsed item)
- Added selection and display of active NLA strips
- Cleanup; white text in outliner only for active object
- Made hierachy helplines 1 pixel wide and black, looks nicer
2004-10-08 09:27:08 +00:00
1b46679eff More outliner features;
- Made visualization of object hierarchy more clear with lines; this
  solves the sometimes confusing mix of 'children objects' and
  'linked data'.
- Enter editmode on click, also shows editing context buttons
- SHIFT+click on a item closes/opens all below that item
- Added constraints and Hooks (watch fun icon!)

Note; global undo doesnt restore former view for outliner... it does not
save the GUI, remember? :)
2004-10-07 21:45:04 +00:00
14ae3362c5 Aie... changed a define and now the silly ENUM doesnt work. :)
Fixed!
2004-10-07 16:16:03 +00:00
45f1a534b6 - Outliner now sorts Objects alphabetically
(i tried sort 'by type', but thats very unclear... need think over)
- Vertex Groups are visualized in Outliner (and selectable)
- Armature Bones are visualized & editable too

In general; Outliner now also supports indirect data (Structs with no ID)

- changed weirdo NLA icon into something that makes sense. (Thnx sten!)
2004-10-07 15:20:08 +00:00
b94b922d23 - Fix: enter/exit posemode used wrong pointer, could crash
- enter/exit posemode now updates outliner view too

- New: outliner option "Show same type". Shows only object types as
  current active one. Nice to browse all lamps, mballs, armatures, etc
2004-10-06 21:48:29 +00:00
d5e0c065bc Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.

After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.

The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.

I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:

- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
  extra things:
  - activates a scene
  - selects/activates the Object
  - enters editmode (if clicked on Mesh, Curve, etc)
  - shows the appropriate Shading buttons (Lamp, Material, Texture)
  - sets the IpoWindow to the current IPO
  - activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view


TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
010200f9b5 Fix for new UI system and vertexpaint/faceselect/weightpaint/texturepaint
If backbuffer is in use for selection codes, the system switches back to
frontbuffer drawing temporally. Is easier solution now.

Next commit; fix for new 'zbuffer clipped selection', which also doesnt
work after using a pulldown or popup menu.
2004-10-03 20:02:22 +00:00
3a840670a5 Lots of small changes, all for UI in Blender;
----- Killed UI frontbuffer draw
The interface toolkit was drawing all live updates (while using menus/buttons)
in the frontbuffer. This isn't well supported cross-platform, so time to be
killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer
access.

Live updates or menus now are drawn in backbuffer always, and copied to
front when needed.

NOTE: it was tested, but needs thorough review! On PC systems I suspects
backbuffer selection to screw up (check!). On SGI/SUN workstations it
should work smooth; but I need evidence

----- Smaller fixes;

- AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact
  on pixel positions. Needs the new FTGL libb too, patch is on maillist
- Rounded theme uses antialiased outlines
- Pulldown and popup menus have nice softshadow now
- New button type 'PULLDOWN', thats the one that callsup a pulldown menu.
  Should be added to themes, as is the full menu/pulldown drawing
- Screendump for 1 window does the full window now, including header
- Empty pulldowns (for example running blender without scripts) give no
  drawing error anymore

For review & fun;
- added curved lines as connectors, for Oops window
2004-10-03 13:49:54 +00:00
5798123bc7 Accidentally previous commit went out, while i tried to abort it. :)
This is a fix for propert circular clipping for circleselect, when it
uses backbuffer selecting
2004-10-01 14:49:38 +00:00
19c2d34967 - Improved memory system for pupmenu(), which now stores 255 entries max.
Meaning menus come back to previous selection almost always. Also fixed
  annoying bug that caused Mirror menu (M in editmode) to start at 2nd item

- New hotkey (test :) CTRL+TAB in editmode gives (and shows!) current
  selectmode. I prefer this over cycling, since the menu is informing you
  what happens.

- To enforce pupmenus to start at specific item, use pupmenu_set_active()

- pupmenu_col() to be done
2004-10-01 07:51:12 +00:00
8ae56af0cf Recoded how 'handles' were implemented; these were extra wireframe edges
actually, adding vertices and edges to displist.

Now the subsurfer gives editvertices a pointer to the subsurfed vertex
location; allowing not only vertices in 'optimal' draw to show correct, but
also gives proper handling of borderselect and lasso for edges. :)
2004-09-30 20:38:35 +00:00
9e0456d36e Special request; Lasso Select (thanks andy for nagging! :)
Is committed now for further test;

What works:
- Hold CTRL while leftmouse-draw (gesture) for lasso-select
- Hold also SHIFT for lasso-deselect
- In Object mode it only selects on object centers now
- In Mesh edit mode it works on same level as borderselect

Not:
- other editmodes or objects in general

Also fixed crash with circle-selecting outside of window edge.
Also put back wire-extra draw for curves (previous trial broke mball wire)
Turned borderselect, circle, lasso into dashed lines for visual language.
2004-09-30 14:27:20 +00:00
b5f98248a3 - added support for MetaBall undo in edit mode (Ctrl-Z ... undo) (Ctrl-Y/Ctrl-Shift-Z ... redo) 2004-09-29 22:28:14 +00:00
98a012865b Added Dump 3dView and Dump Screen to the File menu
with their shortcuts.

Kent
2004-09-29 16:27:12 +00:00
01e6d69ff5 Borderselect and circleselect now use backbuffer method too.
Maybe its time to make this a default now?
2004-09-28 22:05:16 +00:00
5ac0d4fd26 Cleaned the apply deform code in Blender. Now also using the modifier code.
Right now, it works for Meshes (all deformers including Curve) and for
Curve/Surfaces (only hooks).

More follows.
2004-09-28 16:18:22 +00:00
061442cbd1 - improvement for edge/face select
- edges now sample on three locationsm gives more hits
  - own version of glPolygonOffset remains cumbersome... but for select
    now the selection routine gets more offset than draw.

- first attempt to clean drawobject.c and displists
  - generic call for draw object in backbuf for select purposes, cleans up
    a lot in the other calls.
  - also to verify if we can (in future) use this for vertex/edge/face
    select, but the whole drawobject code works against me... this is
    for another refactory (incl. displist) and out of the focus for now

- subsurf.c: now creates new faces in order of original. Not used yet, but is
  handy to recover the original order for selection/paint purposes.
2004-09-27 10:12:45 +00:00
ab68f715cd New strict 'hide' rules for editmesh & new selectmodes
- vertex hidden, always means edge is hidden too
- edge hidden, always means face is hidden too
- face hidden, only means face hides

This means, that in face mode you can hide a face, whilst in edge mode
the edges will still display.

Please note, that when you have no edges saved in a Mesh, it also doesnt
store the hide flags for it, causing in/out editmode too reset hidden
edges.
2004-09-26 17:15:52 +00:00
d41317609d Added initialize code for zbuffer-select option, where it reads larger
parts of zbuffer on border/circle select.
Should speed up quite some.
2004-09-26 13:45:25 +00:00
6f074f6f46 Two nice workflow improvements;
- Zbuffer clipped selection
Based on same algos as for drawing (blender polygon offset) vertices, edges
and faces now are clipped for draw and selection when Zbuffer is used.
Note that it works for endpoint vertices of edges, and for facecenters.
Also works for border and circle-select

- Optimal draw subsurfs
This now draws optimal with faces and edges selected/unselected, hiding the
original 'cage' (mesh) completely.
TODO: edge select, which still uses original (invisible) edge.

http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
2004-09-25 13:42:31 +00:00
cfe9a95755 All kinds of fixes for new selection modes
- circle-select now works
- delete options for edge/face select work as to be expected.
  should check on a better set of choices in menu though
- assign material / select material options work for new modes
- shift+f fill didnt leave proper select flags...
- border select on face-gones (fgons) works
- 'draw normals' and fgons works now
2004-09-24 18:17:23 +00:00
572b7c078d New: Fake Polygons, or Face-polygons, or FGons nicked for now.
Just select a bunch of faces (selection should be valid flat poly) and
press FKEY. Works in fact as selection-group optimizing. Nice in solid
drawmode!

Further some small additional fixes in the whole debugging process.
Found old error in loopselect for triangles, subdivision code, and
selection still.

NOTE: subdivide still works on vertex level only.
2004-09-24 16:06:20 +00:00
f59503682d - basic code for fake-polygon support (called FGon in code). Disabled now
- hide flags now save correctly in mesh, to restore after going in/out
  editmode
- after an extrude, faces/edges could have wrong select flags
  (only in vertex select mode)
- new rule for addfacelist(); this now copies edges too, if an example
  is provided. That prevents a lot of awkward code, still testing if it
  goes as desired though...
2004-09-24 12:40:37 +00:00
a2e918d831 EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html

EditMesh refactor notes (user)

**** New selection modes

When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).

- Vertex Select
Select vertices as usual, fully compatible with how previous version work

- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.

- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.

While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.

The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:

**** Extrude

Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.

New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.

**** Other things to note

- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.

**** Todo

Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.


EditMesh refactor notes (coder)

**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.

**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT

- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
  if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
  if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
  This because of shared vertices or edges.

- use for selecting vertices:
  eve->f &= SELECT
- use for selecting edges always:
  void EM_select_edge(eed, 1)  // 1 = select, 0 = deselect
- use for selecting faces always:
  void EM_select_face(efa, 1)  // 1 = select, 0 = deselect

- To set the 'f' flags in all of the data:
  void EM_set_flag_all(int flag);
  void EM_clear_flag_all(int flag);

- the old faceselectedOR() and faceselectedAND() are still there, but only
  to be used for evaluating its vertices

**** Code hints for handling selection

If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.

However, by using the above calls, at least selections flush downward (to vertex level). You then can call:

void EM_selectmode_flush(void);

Which flushes selections back upward, based on the selectmode setting. This function does the following:

- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges

This works fine in nice controlled situations.

However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:

void EM_select_flush(void);

Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.


**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h

- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.

**** Unified undo for editmode

New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.

Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.

**** Going in/out editmode

As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.

ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
e5e621ad24 Added Hos' NLA move up/down to the NLA Strip menu. Also enabled
'Strip Properties' there again.
2004-09-21 04:09:07 +00:00
c4a0a01a55 Matt's lamp submenu.
And reorganized the #includes in editobject by "modules"
2004-09-19 19:27:57 +00:00
ca5b7386e5 Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.

include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files

src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)

And a new file:

src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
131e5908a6 Evil commit! Nothing really changed except;
- EditVlak -> EditFace
- variables called 'evl' -> 'efa'
- functions with 'vlak' in it now have 'face'

Just thought was nice starter for editmesh recode...
2004-09-18 20:15:37 +00:00
cd79d25e83 OSX only: the Apple key now is a normal modifier in code, so can be
detected as others, LR_COMMANDKEY

Unline previous commit, Apple key doesnt map to control anymore, but is
handled separate where needed. Now only for undo (Apple-Z)
2004-09-18 13:25:29 +00:00
562d6958cb Another step in the undo evolution.
- Made unified API for undo calls, to be found in space.c
  BIF_undo_push(char *str)
  BIF_undo(void)
  BIF_redo(void)
  These calls will do all undo levels, including editmode and vpaint.

  The transition is work in progress, because mesh undo needs recode.

- New global hotkey CTR+Z for undo
  Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc
  the lighting in shaded mode, which already became much more interactive,
  like during/after any transform().
  Recalc hotkey now is SHIFT+ALT+Z

  CTRL+<any modifier>+Z is redo.

- For OSX users; the Apple-key ("Command") now maps to CTRL as well. This
  disables the one-mouse-button hack for rightmouse btw, will be fixed in
  next commit. At least we can use Apple-Z :)

- Old Ukey for undo is still there, as a training period... my preference is
  to restore Ukey to "reload original data" as in past, and only use new
  CTRL+Z for undo.

- Added undo_push() for all of editobject.c and editview.c. Meaning we can
  start using/testing global undo in the 3d window. Please dont comment on
  missing parts for now, first I want someone to volunteer to tackle all of
  that.

- Since the global undo has a full 'file' in memory, it can save extremely
  fast on exit to <temp dir>/quit.blend. That's default now when global undo
  is enabled. It prints "Saved session recovery to ..." in console then.

- In file menu, a new option is added "Recover Last Session". Note that this
  reads the undo-save, which is without UI.

- With such nice new features we then can also kill the disputed
  Cancel/Confirm menu on Q-KEY.

- Added fix which initializes seam/normal theme color on saved themes.
  They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
37f57288cb Lot of code... 2 new features:
1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.

Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody

- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.

2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.
2004-09-14 19:03:11 +00:00
01c17446ac Fix for bug #1582: LSCM mesh splitting based on seams gives incorrect results in some setups.
The algorithm used before to split up the mesh before unwrapping was based on
vertices, resulting in leakage in some setups. Now it's edge based, allowing to
select only two edges of a triangle, and not automatically selecting the third.
2004-09-06 14:30:28 +00:00
Nathan Letwory
17e20e26ba Add theme colour for "Draw Normals" 2004-09-06 08:10:56 +00:00
ae9347662b Stretch To constraint
Read today's meeting minutes for a description.

Bjornmose: We'll need some example and screenshots for the dev pages of blender3d.org. If you can do some, neat, if not, I'll do them.

Matt, Emilie and Chris: Please review UI addition. Pixel alignement and all that fun stuff has not be overly looked for (though I did some cleaning by adding alignment blocks).
2004-09-05 20:21:16 +00:00
0a305446a5 Three functionalities in one commit, but there's overlap so I can't
separate it...

1) Curve/Surface editmode undo
Uses same syntax as mesh undo, so simple to integrate. Edit-curve data is
also quite simpler, so no need for any hack at all.
It re-uses the undo system from next point, which is nice short & clean
local code

2) Framework for global undo
The undo calls themselves are commented out. In a next commit I want to
enable it for a couple of main features, for further feedback.
The speed goes surprisingly well, especially with this new version that
'pushes' undo after a command, ensuring interactivity isnt frustrated

3) framework for texture based icons in Blender
Not activated code, but tested here. Part of 2.3 UI project.

btw: Johnny Matthews will assist in (and complete) the undo project
2004-08-31 13:43:18 +00:00
ea30bc3e2a This commit adds the 'Rotate Edges' functionality. Select edges and ctrl-E and choose rotate edges. is also in the mesh->edges menus in 3d header and toolbox. I put it here since there was not concensus about replacing the code for CTRL-F with this code. 2004-08-20 21:22:47 +00:00
f9acfa722d Renamed get_constraint_target in constraint kernel file to get_constraint_target_matrix since that's what it really does
Moved get_con_target from editconstraint to constraint kernel file and renamed to get_constraint_target

Make scene.c use constraint functions from kernel instead of doing the switch itself (regrouping specific constraint code in one file).

Add LockTrack as an option in the Make Track menu (Ctrl-T)

Adding fun for vortex forces in 3D window, the representation now match the orientation and direction of the force (this is code will need optimisation). I'll probably be slapped for mixing two things in one commit but some function calls needed to be fixed for the new spelling and since this is really isolated code I didn't feel like wasting time getting a fresh copy, doing the changes and then readded this after commiting.

Fixed some warning regarding implicit casts and constants (this last one is a MSVCism where you need to explicitely tell the compiler to use floats with an f. AFAIK, it doesn't affect/bother other compilers).

Removed a useless commented piece of code in readfile (there was an uncommented copy a couple of lines before)
2004-08-16 01:14:18 +00:00
248404e7a2 This commit changes the sweep effect to be called 'Wipe' in both UI and in backend variable naming. 2004-08-03 19:36:17 +00:00
846da79887 Oops, include file belonging to previous commit...
Plus: moved particle interaction and effect buttons back to a single
Object context. The proposed solution (sub context) has workflow issues,
(adds another click (no hotkey) to view settings)
whilst almost all Object buttons nicely fit in single view still.

This was on todo since first particle commit, actually the idea was to
move particle related issues to a special sub-context, but leave the
effects themselves in the Object main menu. Splitting off Particles from
the Effect system isn't in the scope of what is feasible now.

Also note; the current panel 'particle interaction' actually should be
a generic 'forces and collision' panel, since it's also relevant for
soft body feature (WIP)... that can be changed later.
2004-07-28 15:07:35 +00:00