Converted Command+LMB to send a RMB click event on Mac OS X, if Emulate 3 Button Mouse is switched on.
Also fixes for previous commit, didn't all go through.
is now just used to set the rotation property value during invoke.
This removes some reliance on 3d view info for non-interactive use, and also lets you specify
new object's locations/rotations explicitly when calling from Python.
2. Add action parameter to Select_All_Toggle operators, rename to Select_All.
Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all.
NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
* Bugfix #20136: unclear tool tip for inherit rotation toggle
* Bugfix for Apply Pose as Restpose (Ctrl A in Pose Mode): missing call to free edit-data was causing drawing code to only draw editbones until editmode was entered + toggled
* Added missing notifier for deleting F-Modifiers, so deleting F-Modifiers now updates the view correctly afterwards
duplicate_pose_channel_data(), the code to do this was inline in editarmature.c
duplicating editbones now duplicates posebone id-props
also removed an if test for &channew->constraints since it will always be true.
It's still very irritating that the active bone pointer doesn't get cleared when this happens, but at least it's more consistent with how Objects work...
* 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
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.
Note: it may be better to allow active/unselected as with objects.
- undo stops all running jobs (operator redo was crashing with threaded render)
- adding new armatures was crashing if there was no valid view3d
- transform with an active hidden object would crash
* Extrude and Duplicate for Armatures now use proper macros instead of manually calling transform themselves. This means that repeating these operators now works properly.
** NOTE: there's a bug with macros now which prevents the 'forked' extrude operator working correctly. Bug report filed for this.
* Included the proper operators for extrude and duplicate in the toolbar + menus. The operators used there did not activate transform, which meant that users often could not tell that the operation had occurred at all.
I've finally given in, and implemented a '2d-cursor' for the Graph Editor. This is simply represented as an additional horizontal line that meets with the current frame indicator, forming a cross-hair. It can be disabled from the View menu.
Currently, the only tool which takes this into account is the Snapping tools (Shift-S), where I've hooked up a tool I added some time ago.
TODO:
- expose this cursor to the transform tools for scaling/rotation options...
* Now the old/new names get tagged with [" "] before the search and replace operation, which should alleviate problems with searching for 'bone' and ending up with all instances of 'boney' 'boney.r' etc. also getting renamed.
* Cleaned up some compiler warnings, and removed an unused function from an earlier attempt at this work.
RNA Paths used in F-Curve, Drivers, etc. now get renamed when some data that they use gets renamed. This only works when things like Bones, Constraints, Shape Keys, and Modifiers get renamed, but other cases can get added easily.
The code here only performs simple string replacements, so there is the potential for problems when several sets of data with the same names are present. For example, if there are multiple armatures with bones that have the same names, renaming a bone on one armature (with a bone on another armature having the same name) will break all the drivers on the other one, even though they aren't really connected. However, I don't expect the aforementioned scenario to really be a problem in most production scenarios.
Animating rotations using different rotation modes should now work more often than before.
Previously, quaternion and axis-angle values were stored in the same variable in DNA, but that was causing problems with other animation curves overwriting the values and causing the rotations to not work as expected.
There are still some issues, but I'll track those down later tonight
In the Outliner, it is now possible to toggle per bone the selectability of the bone in the viewport, as for Objects using the restriction columns. This can also be set using the RNA-api.
I've tested all commonly used tools IMO, but there may still be a few which I've missed. Please report those cases.
PS. For some reason, the define was already there, but not connected up to anything. Can't remember why anymore, but here it is...
This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations.
I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted).
General Notes:
* By default, Objects still default to using Eulers, while Bones will use Quaternions by default still.
* I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later).
* Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
Main Feature:
* It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.)
* Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying.
* Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region.
--> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen...
--> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors...
Other tweaks:
* Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon
* Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though.
* Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too.
* Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
* #19459: Shape Keys not Animateable
Shape Keys were missing the appropriate 'path' callbacks.
* #19458: 3D Viewport doesn't refresh when adding new bone in editmode (using Shift-A)
The 'wrong' notifier was being sent. Currently, Armature EditMode only responds to NC_OBJECT|ND_TRANSFORM, which isn't strictly that correct for all cases.
* Alignment code for constraints headers (i.e. enable/disable lumped with the delete constraint button) was causing the delete button to not work anymore. Removed the offending code (it shouldn't have been there to start off with).
* When object's don't have their own AnimData (i.e. if you only animate the values of some shapekeys), a space is no longer left beside the object's name for a visibility toggle in the Graph Editor.
* Breakdown tool for Poses (Shift-E in PoseMode) now works. Now this works as a modal operator when invoked, with the horizontal movement of the mouse (left to right) corresponding the placement of the breakdown relative to the endpoint keyframes.
* Moving bones between armature layers in Edit Mode didn't work (wrong variable name used)
* Fixed several notifier-related bugs regarding editing armature settings and the 3d-view not refreshing
* Duplicating bones preserves the rotation mode
* Animation Data for Nodes is now show in Datablocks viewer (i.e. AnimData for NodeTrees has now been wrapped)
* Added Transform Locks panel. The layout for rotation I'm not satisfied with yet, though it is the best alternative so far.
* Rotations can now be locked per-component for quats/axis-angle instead of going through eulers. This is currently enabled by the checkbox for the 'label' of the Lock Rotation column.
- The naming of the property in RNA + the way this is presented in the UI can get some work done.
- The setting for the 'w' component for quats/axis-angle is currently a separate flag in RNA, since I can't figure out how to lump this in under the 'lock_rotation' property instead (i.e. getting that to be either 3 or 4 components, depending on whether per-component locking is enabled).
- Editing values directly should not be possible when these locks are set...
* Fixed some tools which made use of this
* Added a few new methods for axis-angle conversions, and used these instead of manually performing those steps elsewhere
* Axis-angles to other representations now get their axes normalised to make sure that odd scaling doesn't occur.
* Made a few more tools work with axis-angles properly
* Split object_edit.c into multiple files:
object_add.c, object_edit.c, object_hook.c, object_relations.c,
object_select.c, object_transform.c.
* Rename files to have consistent object_ and mball_ prefix:
object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c.
* Added operators:
* vertex group menu and set active
* apply location, rotation, scale, visual transform (location is new)
* make local
* make vertex parent
* move to layer
* convert to curve/mesh (not finished yet)
* Many small fixes for marked issues, but still much code to be cleaned
up here...
Notifiers
---------
Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
---------
The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdateshttp://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
* Autoside renaming tools in EditMode for armatures now works again. (Wrong property name)
* Action used by NLA Strips can now be chosen/changed to another action
* Pose mode was already object-localized, but moved the flag from object->flag to object->mode, with all the other modes.
* Updated object mode RNA
* Commented out some dubious use of base->flag with the posemode flag. So far as I could see the value was only being set, not read, so a hopefully safe change.
* Weightpaint is now object-local like sculpt and vertexpaint.
* Fixed a bug spotted by DingTo, going from editmode to sculptmode didn't fully leave editmode
* Restored quick operators for moving bones between layers and switching visible armature layers. The popup used here (based on the layers template) is not optimal yet - you can click on multiple layer buttons to enable/disable them, but you need to move your mouse outside the area for it to confirm.
* Separate armatures works again. I've tweaked the arguments to ED_object_duplicate() to make this work (besides, the other users of this wouldn't have been affected).
* Added some missing special (transform) operators to the menus + keymaps
Outliner: brought back to near full functioning:
- proper operators, like for open/close items, exec operations
(note: select is still same operator as activate, should
become modal ops later)
- rename works again (ctrl+click)
- proper notifiers for redraws
- select / extend select works again
- editmode in/out works again
- enter key opens/closes again
- right mouse operations work again
Didn't do:
- options for Sequence strips
- signals to change button views on clicks
- error/warning messages
UI:
- added new uiButSetRenameFunc(), which passes on the old name
- added uiButActiveOnly(), which ensures a button gets created in
active state, and gets removed when used. Needed for editing
names in outliner.
Andrea: check outliner.c for uiButActiveOnly(), very easy to use!
Also:
- Added posemode operator, CTRL+TAB tied to it.
* Armature:
- added: fill, merge, separate
- renamed: duplicate, align
* Pose:
- added: apply pose
* Armature Edit menu has been converted to use operators/layout now
* Fix crash loading particle AnimData. This crashed many BBB
files. If you have a .blend file that crashes when loading
it in 2.5, please mail me, I'd like to know.
* Image window zoom ratio did not work correct with py 2.x.
* Other minor fixes for image window RNA.
* Buttons window now remembers the tab that was last clicked
by the user, even if that tab is no longer available due
to context, and then enable the tab again if the context
for it is back.
* Cleaned up buttons space DNA a bit, removing unused vars.
* Armature bone rename outside edit mode did not call right
function yet.
* Armature layers are now editable even if lib linked. This
is useful for proxies. For this purpose a PROP_LIB_EXCEPTION
flag was added. Need to think over proxy / RNA a bit though,
not sure what the requirements are yet.
* Parent to Armature Deform now has options to create vertex
groups, instead of always creating them.