- Put back vertex/edge/face select
- Mode menu allows going in/out editmode
- Tested some tweak event stuff in WM, made tweak event follow
user preset for 'action' or 'select' mouse.
(Wanted to try this for transform, but better get advise from
Martin first :)
- Made scrollwheel behave uniform for zooming. It uses the UserDef
to map what's in our out. Use keymap entries WHEELINMOUSE and
WHEELOUTMOUSE to trigger this. Also removed the feature to store
in event->val the direction, it was conflicting with KM_ANY.
- Added more default poll callbacks, use for generic ops things
like ED_operator_object_active.
- Edit mode Mesh undo/redo back
(undo for editmodes needed recode, todo for curve/lattice/etc)
- Added border select for edit mesh
- Added Akey (de)select all for edit mesh
- Added notifiers for mode changes.
This is also the first trial to dynamically add/remove
keymap handlers, based on modes. For that reason the Object
keymap was split in 2, modal and non-modal. On TABkey, the
view3d listener removes and adds maps.
The view3d keymap still handles generic mouse/border selection.
Internally it will verify modes.
The modes are not re-implemented still... have to move this
to scene context.
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.
Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
Although it means unlimited editmodes, for migration purposes we
better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning
anymore. EditMesh is not context senstitive anymore, only the
edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
removed all G.editMesh there.
EditMesh: further cleanup, made derivedmesh itterator functions
work by gathering all related data in local ViewContext struct.
(scene, editmesh, region, view3d, obedit).
Also removed bad inclusion of view3d_intern.h in mesh module.
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.
******
- ported Make track , and Clear track (ctrl-t, Alt-t)
- make track is a direct port does not use context data loops
- make Track crashes as Constraints have not been ported yet
- added select_extend to mouse select so now you can use shift again
- Still does not use Context data loops as this get all messed up, kaito can you look into it
- currently only works with 1 modifier key at a time so ctrl+alt does not work, until i can figure out how best to achieve this
*******
Small commit, moved selection Operators to Object editor (object_edit.c) as per kaito's request
- normal selection and border/circle select are still in view3d as they depend too much on view3d
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 :)
Further simplifying making operators with menus;
now you can add an 'invoke' callback:
WM_menu_invoke
which will automatically generate a menu with choices and assign
it to the property 'type'.
What also helps typing is the new RNA_enum_is_equal() function.
Here's a paste of the now committed 'clear parent'. Note the
undo push will become a flag too.
http://pasteall.org/3660
(Brecht; fixed small bug in RNA_enum_is_equal!)
To evaluate: solving dependencies for multipe scenes... probably
will make a more generic flush call.
Fix: popup menus were not freeing operators.
Made a new Popup menu call for this case:
uiPupmenuOperator(C, maxrow, op, propname, menustr);
It will set enum "propname" to the menu item and call operator,
register it optionally and free it. Use it in "invoke" calls.
Next: automatic menu generating for enum properties!
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.