As used already for mesh & curves.
Add confirmation menu for curve & armature,
since this isn't such a common operation and undoing leaves object data
(long term bug/todo to fix).
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
Operators that trigger UI events (but nothing else)
were using 'CANCELLED' making it impossible to tell if an invoke
function failed, or opened a menu.
- clamp selection on entering editmode (Python may have changed).
- BKE_vfont_select_get no longer succeeds with an empty selection
this caused many operators to go ahead and operate on zero size array.
This solves the crash, but indices might be wrong after the separation.
There are loads of other ways to confuse hook indices in both meshes and
curves, for now considering this a TODO.
Looks like the cleanest way to handle this is to no do bounding box collision
for edit mode at all. But this is easy to enforce
This reverts commit 7b5fe4f316.
Conflicts:
source/blender/editors/transform/transform_snap.c
slightly outside the mesh.
Reported by Thomas Beck on irc. Issue here is that the mesh bounding box
changes as we are transforming the vertices. Solution is to collide
against the initial bounding box. Unfortunately the snapping functions
are made in a way that a lot of code needed to be tweaked here, but the
change should be straightforward and harmless (famous last words, I
know).
Ideally we might want to even increase the size of the bounding box a
little (as seen in screen space) to allow snapping even in cases where,
cursor is slightly outside the bounding box, but since this is not so
straightforward to do for all cases, at least for me, leaving this as
a TODO.