- 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.
******
- 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
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.
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.