OUTLINER_OT_parent_drop
* use scene of child instead of active scene
* poll to check if parent and child are in same scene
OUTLINER_OT_parent_clear
* get scene from child instead of only working on active scene
* poll to check if no parent
OUTLINER_OT_scene_drop && OBJECT_OT_make_links_scene
* memory leak on error
* would only link some objects on error
1. Two new boolean options have been added to the operator: "deselect"
and "toggle".
2. The previous behavior of "extend" (toggling the selection) has
been moved to the "toggle" option.
3. "extend" now only extends the selection, it never deselects.
4. "deselect" is pretty self-explanatory: it deselects (i.e. opposite
of extend).
5. The built-in keymap has been changed to use "toggle" where
"extend" was used before for this operator, to maintain the
previous behavior in the default keymap.
In short, this works towards making "extend" and "deselect" fully
consistent across all selection tools (adding to and removing from
selection, respectively), but still preserves the old behavior
as well.
(Patch reviewed by Brecht.)
In fact, error was much deeper and DND parenting in outliner used to parent all selected
objects to drop target, not just currently dragging object.
This was caused by code sharing between Parent Set operator and this DND operator which
was iterating all selected objects in scene and was setting parent to it.
Solved issue by separating actual parenting code which makes specified object be parented
to specified parent and moved iterating to Parent Set exec callback.
Now both of discovered issues (unneeded loop error and parenting all selected objects)
are solved, but more extensive testing of this changes are welcome.
Submitted by Perry Parks (scuey)
From the patch:
This patch enables drag and drop parenting for objects in the outliner.
Drag and drop is supported for a selection of multiple objects as well. Also,
all of the "special" parenting tasks (armature, curve, lattice) are possible
through the usual parenting context menus. For example, drag a mesh object onto
an armature and you are prompted for using bone envelopes, automatic weights,
etc.
Demonstration on Vimeo: http://vimeo.com/25698606
CTX_data_pointer_get_type(C, "object", &RNA_Object).data
with api call:
ED_object_context(C)
... since getting the context object is such a common operation.
mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
Fixed some bugs with mesh primitive add
operators. Suzanne now faces forward,
instead of down. Cylinder and circle
both now work. Cone lets you adjust the
diameter at both ends now.
I also reorganized the walker code, to
be more maintainable and understandable.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.
Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges
Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
is now just used to set the rotation property value during invoke.
This removes some reliance on 3d view info for non-interactive use, and also lets you specify
new object's locations/rotations explicitly when calling from Python.
2. Add action parameter to Select_All_Toggle operators, rename to Select_All.
Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all.
NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.