Commit Graph

130 Commits

Author SHA1 Message Date
553374bd4c selected_pchans --> selected_pose_bones, same for visible_pchans
added use_ prefix to bools offset --> use_offset, tail --> use_tail for eg.
2009-11-25 15:00:29 +00:00
dcd1642121 RNA api
- EditBone was missing 'selected'
- renamed 'selectable' to --> 'restrict_select', matching object mode.
- renamed 'active_pchan' --> 'active_pose_bone'
2009-11-24 17:12:32 +00:00
67c295da9c rename pose_channels to bones
was: object.pose.pose_channels["Bone"]
now: object.pose.bones["Bone"]
2009-11-18 11:40:55 +00:00
3087da0b25 my chnges broke 'del idprop["key"]'
made it possible to remove properties from rna types.

eg.
 del group["someprop"]
2009-11-16 22:21:39 +00:00
5816912dc1 - In the context, EditBones and Bases were set as 'RNA_UnknownType', replaced with propper types.
- renamed RNA_Base to RNA_ObjectBase
- only include id_data for the python api's autocomplete if it has an ID type set.
2009-11-11 09:16:53 +00:00
7efc2c2375 modify the python context access so invalid names will raise an exception rather then returning None.
this way the UI scripts are less likely to fail silently and wont let typos work ok.

also allow subclassing of the context, added a copy function,
 bpy.context.copy(), returns the context as a python dict to be modified and used in python.

This also showed up an invalid brush member in the screen context.
2009-11-10 15:09:53 +00:00
1f2fe7ec14 fix for own error in active bone commit, wasnt checking object type was an armature
also fix for warning with printf
2009-11-10 13:20:32 +00:00
5935ef0049 use armature active bone as a pointer rather then a flag for each bone that needs looking up.
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.

Note: it may be better to allow active/unselected as with objects.
2009-11-09 21:03:54 +00:00
0f1e28a13f - circle select mouse wheel resize now works (somehow mouse wheel generates a mouse up event)
- context.active_bone wasnt set to an editbone type
2009-11-05 15:59:14 +00:00
cacd68c335 python console autocomplete would crash (missing NULL check for pose channels)
add rna functions id.animation_data_create() and id.animation_data_clear() - works for all ID types that support animdata.
2009-11-05 10:50:58 +00:00
01f6dfaac9 own commit r24178 broke adding objects, need to look into why but this fixes for now 2009-10-30 13:26:29 +00:00
d3e1696d4f use context functions rather then macros 2009-10-30 12:35:17 +00:00
8c707b2a5f moved the following into the screen context rather then the view3d context so python scripts can access these when running in the console.
"visible_bones", "editable_bones", "selected_bones", "selected_editable_bones", "visible_pchans", "selected_pchans", "active_bone", "active_pchan",

added "C" to the consoles namespace, temp hack but useful
2009-10-29 19:59:38 +00:00
df6c18e963 - object.selected is now editable (uses update function to flag the scene base)
- editing properties from python wasnt running their update function.
- missing commas made dir(context) give joined strings.
- added __undo__ as an operator class attribute so python ops can be set as undoable. (like existing __register__)
2009-10-08 07:54:20 +00:00
3daa283604 2.5: Object module
* Split object_edit.c into multiple files:
  object_add.c, object_edit.c, object_hook.c, object_relations.c,
  object_select.c, object_transform.c.
* Rename files to have consistent object_ and mball_ prefix:
  object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c.
* Added operators:
  * vertex group menu and set active
  * apply location, rotation, scale, visual transform (location is new)
  * make local
  * make vertex parent
  * move to layer
  * convert to curve/mesh (not finished yet)
* Many small fixes for marked issues, but still much code to be cleaned
  up here...
2009-09-09 11:52:56 +00:00
88294d7fa2 2.5/Particle edit:
* Made particle edit object-localized.
2009-08-16 02:35:44 +00:00
ebf1c5faca 2.5/Texture paint
* Made texture paint object-localized too.

Note for Brecht: gpu_draw.c had three uses of G_TEXTUREPAINT that I was not able to cleanly fix, so commented out for now. Can you take a look and see what should be done here?
2009-08-16 01:25:53 +00:00
b8aff06466 2.5/Paint:
* Weightpaint is now object-local like sculpt and vertexpaint.
* Fixed a bug spotted by DingTo, going from editmode to sculptmode didn't fully leave editmode
2009-08-15 21:46:25 +00:00
e182d65370 2.5/Vertex paint:
* Made vertex paint local to object, like sculpt mode.
* New test for vertex paint is (ob->mode & OB_MODE_VERTEX_PAINT)
2009-08-15 20:36:15 +00:00
be1efd74d1 2.5/Sculpt:
* Made sculpt mode local to object.
* This also fixes loading files from 2.4x saved in sculptmode

Touched a lot of things here, let me know if anything breaks

TODO:
* The other paint modes should be converted as well
2009-08-15 18:58:01 +00:00
756488fbe2 2.5: Painting
Various fixes for painting, sculpting and particle edit, still
much to be done...

* Move RNA paint and sculpt structs into rna_sculpt_paint.c,
* Added Particle Edit RNA.
* Some tweaks to existing Paint RNA.

* Put texture paint and particle edit object in context.

* Fix some errors in the brush layout, properly doing None
  checks, fixing some wrong property identifiers.
* Added tool enum for texture paint and particle edit in panels.

* Allow editing brush textures in the texture buttons, still with
  a stupid toggle, ideas for how to make the connection better are
  welcome.
2009-07-25 22:31:02 +00:00
1ee8038e41 2.5: Top Menu
* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
  it would only respect the user preference. Now it saves
  existing files the same way they are saved, and new files
  following the user preference. The save operator has a
  Compress toggle in the file browser left panels now.

* Add menu working again, some fixes to make these operators
  work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
  timeline header menus.
* Game menu can now start game, changed the start game op
  to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.
2009-07-23 21:35:11 +00:00
d410135408 Sculpt+Paint/2.5:
* Moved brush NKEY panel from C to Python. Could use some UI review :)
* Added a NULL check in bpy_internal_import.c, was crashing here on Python errors
* Added RNA for vpaint brush and for weight paint
* Added context for vpaint/wpaint similar to edit_object and sculpt_object
2009-07-19 17:44:44 +00:00
036c0012e6 Sculpt/2.5:
* Added pointer RNA for the sculpt brush
* Converted sculpt settings panel (in the NKEY area) from C to Python
* For Python UI, needed context for whether sculpt is enabled or not; discussed this with Brecht and added sculpt_object to scene context
2009-07-19 01:55:21 +00:00
d7564761c0 operator macro playback (run operator reports in the console)
- reports can be selected with RMB, Border (bkey) and (de)select all.
- delete reports (X key)
- run operators in the console (R key)
- copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p

Details
- Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view.
- RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)"
- add flag to reports, use for seletion atm.

opens a new world of context bugs :)
2009-07-19 00:49:44 +00:00
ad07fc19c0 Context
Python dir(context) now gives the items from the data context
too, modified context callbacks to also return a list of items
in the context.
2009-06-20 14:55:28 +00:00
1b94cb752c Context
* Made it based on string lookups rather than fixed enum, to make
  it extensible by python scripts.
* Context callbacks now also have to specify RNA type when returning
  pointers or collections. For non-RNA wrapped data, UnknownType can
  be used.
* RNA wrapped context. The WM entries are fixed, for data context
  only main and scene are defined properties. Other data entries have
  to be dynamically looked up.
* I've added some special code in python for the dynamic context
  lookups. Tried to hide it behind RNA but didn't find a clean way to
  do it yet. Still unused/untested.

* Also minor fix for warning about propertional edit property in
  transform code, and fix for usage of operator poll with checking if
  it was NULL.
2009-03-19 19:03:38 +00:00
128c8167af 2.5: Fix for windows editmode tab crashes. This was due to
use of function pointers in the context callbacks. Apparently
MSVC decides that some of these functions are the same and
makes them into a single function with the same address. I
couldn't figure out if this was a compiler bug or according
to the C spec. Regardless, that means this method can't be
used, so now it uses separate CTX_DATA_DEFINES.
2009-01-30 16:45:25 +00:00
c9b60a7b64 2.5
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.
2008-12-31 17:11:42 +00:00
76c035bd11 2.5: Data Context
* Worked out data context implementation more, now with initial context
  callbacks implemented for the screen and 3d view.
* For collections, switch from iterators to simpler ListBase. Though that still
  means it uses LinkData* rather than the actual Object* for example, since
  those can only be part of one list. So I added a macro as well to make
  iteration easier when possible.

CTX_DATA_BEGIN(C, Object*, ob, selected_objects) {
	printf("object name: %s\n", ob->id.name);
}
CTX_DATA_END;
2008-12-23 02:07:13 +00:00