Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
Proper fix for this. Moving special mouse input stuff to custom callbacks (this also makes the per transform main functions a bit cleaner).
It also fixes the operator property (value) for shear and warp.
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Bugfix: When autokey is enabled, notifiers to refresh the animation editors *after* transforms finished for objects were missing.
While I understand the need to limit these to not doing this during transform, after transform, this lead to lag/inconsistent UI problems.
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* Added 'Damped Track' Option to 'Make Track' Operator
* Improved the code of the 'Clear Track' operator to include other types of tracking constraint too
Only recalculate changes when absolutely necessary (mouse move triggers a soft recalc that will only happen before the next redraw other events trigger hard recalcs). The problem was that mouse moves are reported as lots of events (with small dx,dy) between each redraw which would trigger often heavy recalculations every time while only the last one was really important (the one before the redraw).
This makes snap project (retopo) much more manageable but induces a very small lag equal to one refresh cycle. Confirming transform does a hard refresh, so the final result is always consistent with mouse position.
* Auto-snapping can now be toggled on/off using Ctrl-Key again. Defaults to turning Nearest-Frame on if no auto-snapping is enabled, since this offers the best snapping behaviour in general.
* Graph Editor's 'Draw Time' option can now be taken into account for increment snapping/stepping
Patch by Jonathan Smith
When using numerical input, up and down arrow keys increment and decrement the value by the transform increment amount (grid for grab and so on).
Scaling behaviour relative to mouse movement was inverted. Made the this transform tool now use the standard input mechanism for scaling inputs so that the behaviour is now correct.
Martin: In my tests, the responsiveness of the scale tool is now not sensitive enough though. If you have some time, could you look into whether this can be made to work a bit freer?
Rotation operator now saves axis of rotation (when not using a constraint). Better for operator redo and tweak (would use a Z axis because of matrix init)
Also fix crash in Translation operator redo and tweak (rv3d is not always available).
Shift-MMB for user orientation constraint selection didn't work for global orientation (the matrix wasn't initialized properly).
Also, MMB can be used to cancel a constraint again.
Move gridview (the actual drawn grid size, including adaptation to zoom) to RegionView3D from View3D.
This solves the transform increment bug but not the Snap Menu bug (context is not set to the correct rv3d when executing operator from menu).
Also make the transform operator creation a bit more automagic (I always forget either operator registration or modal keymap registration, this is all automatic now).
Saving back orientation in operator didn't take into account that constraint orientation can be different than user selected orientation.
Also simplify the switching logic a little.
Autokeying for transform functions now gets context-info, allowing for bone paths to be recalculated.
However, the main purpose of this is to allow KeyingSets to eventually have poll functions.
Shift-Tab toggles the global toolsetting snap settings (both in and out of transform).
Holding down Ctrl inverts the snap setting in transform (turns it on when global snap is off and vice versa).
Ctrl-Shift-Tab to select snap mode (only outside of transform for now).
For old (pre 2.5) behavior, just keep global snap off and use Ctrl.
NOTE: transform modal events for snap have change a bit, saved keymap might not work anymore.
A to add the current snapping point to the list
Alt-A to remove the last one
The resulting snapping point is the average of all snap points in the list (and the one under the mouse pointer, if valid).
Snapping between two verts is a matter of moving over the first, pressing A, moving over the other, confirming transform.
Adding events for X/Y/Z axis and planar constraints (always use the user orientation, not global first) and for turning constraints off.
Built-in keys (toggle between global, user and off) are not in the map but can be overridden (any events handled by the modal keymap will not enter the built-in map).
modal operators should return RUNNING_MODAL|PASSTHROUGH for unhandled events to be able to receive clicks correctly (this needs to be fixed for other modal operators).
Maybe it's time to have "handled" flag in event instead.
http://wiki.blender.org/index.php/User:Theeth/Snapping
The new widget isn't there yet, but the rest works, including:
Increment (gears) is now a snap mode
Ctrl click to toggle snap on or off (in transform and 3d view)
Shift+Ctrl click to select snap mode (3d view only)
Snap status (on/off) is persisted in tool settings, no need to always turn it back on when entering transform.
It's still possible to have something resembling the old system by editing the transform modal keymap to snap on on ctrl press and snap off on key release.
With help from Patch [#19757] by Michael Jefferies.
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Also, following talks with Matt and Campbell, make pressing Ctrl in transform toggle snap/gears instead of having to hold it down.
Important note: holding it down will no longer work correctly because of key repeats (it will toggle it constantly). It's possible to edit the modal keymap to bring back the old behavior (perhaps it should even be default).
* 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
Reordering some function calls in transform cleanup to make it simpler (that means other fixes are possible too, sequencer probably don't need it's own freeing function anymore).
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
The previous order is correct, the new order forced all global scale on local axis (in object mode).
The "problem" with scaling (or mirroring) in object mode along an axis that is not aligned along one of the local axis is that the result has to be decomposed (as best it can by TransMat3ToSize) into scaling factors along local axis. The more axis aligned the object is, the more "correct" it will look, with the worse being a scale along two local axis when the scaling axis is right between them.
One "solution" could be to make all Mirror transform in object mode work on local axis only (but I don't think that would be correct, since it still works correctly on aligned axis).
* RNA Path fixing when renaming data now checks if a path in question cannot be resolved before trying to fix it. This should reduce the number of misindentified cases I hope.
* Silenced compiler warnings for EdgeSlide stuff that mingw was making about unused variables.