Editmesh code cleaned and compiling/linking. A whopping
20k lines back! :)
Not that it does stuff... editmode in/out has to be done,
and loads of operators. Also linking/exporting editmesh
calls has to be reviewed.
Also: added a blender_test_break() mechanism in BKE.
More notifier cleanups:
NC_SCENE|ND_OB_SELECT : scene level object selections changed
NC_SCENE|ND_OB_ACTIVE : scene level, new active object
NC_OBJECT|ND_BONE_SELECT : object level, bone selection changed
NC_OBJECT|ND_BONE_ACTIVE: object level, new active bone
I've made view3d listen to these, so operators that change
selections don't have to tag own region for redraw anymore.
Also enabled selecting/activating in outliner again.
BTW: Added it in space_action, but Joshua has to code the
proper refresh still :)
Object: converted the old horrible editobject.c, now as file:
editors/object/object_edit.c
Still lots of WIP, I've operatorified "Make Parent". Check here
the new API at work: http://pasteall.org/3650/c
IMPORTANT NOTE FOR BRECHT:
game property defines were clashing with RNA, i've renamed game
defines for now.
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
review, wait a bit for docs?
Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.