- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
--debug
--debug-ffmpeg
--debug-python
--debug-events
--debug-wm
This makes debug output easier to read - event debug prints would flood output too much before.
For convenience:
--debug-all turns all debug flags on (works as --debug did before).
also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
not pick the right object. This operator had two properties "object" and
"type", but the latter was used while the former had the right description.
Now changed it to have only an "object" property, so that the above code works.
In fact, error was much deeper and DND parenting in outliner used to parent all selected
objects to drop target, not just currently dragging object.
This was caused by code sharing between Parent Set operator and this DND operator which
was iterating all selected objects in scene and was setting parent to it.
Solved issue by separating actual parenting code which makes specified object be parented
to specified parent and moved iterating to Parent Set exec callback.
Now both of discovered issues (unneeded loop error and parenting all selected objects)
are solved, but more extensive testing of this changes are welcome.
These changes are to make the bmesh api more consistent and easier to learn, grouping similar functions which is convenient for autocomplete.
This uses similar convention to RNA.
* use face/loop/edge/vert as a prefix for functions.
* use 'elem' as a prefix too for functions that can take any type with a BMHeader.
* changed from camel case to underscore separated (like RNA).
Submitted by Perry Parks (scuey)
From the patch:
This patch enables drag and drop parenting for objects in the outliner.
Drag and drop is supported for a selection of multiple objects as well. Also,
all of the "special" parenting tasks (armature, curve, lattice) are possible
through the usual parenting context menus. For example, drag a mesh object onto
an armature and you are prompted for using bone envelopes, automatic weights,
etc.
Demonstration on Vimeo: http://vimeo.com/25698606
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
- some merges added lines in multiple times
- removed some NULL checks that were only in bmesh
- enable cycles by default (was disabled because it used not to work)
- make formatting match
Regression was introduced in svn rev40343. It was caused by re-creating
EditMesh structure which was needed to solve issues with parenting to
vertices after topology changes. This would also erase derivedMesh.
Problem reported now is caused by missing derivedMesh which is used
to solve parenting and apply inverted matrix on ob->parentin, so
parented object used to stay at exactly the same position it used to
stay before parenting.
Not very nice solving of this issue: re-create derivedMesh after
re-creating EditMesh when parenting. Nicer solution would require
bigger changes and probably ful lrefactor of this tools.
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