Editmesh: add primitive basics back. Had to clean up a load of
crap there... but it's sorta in control, so I think Shul can
pick it up again.
Test: ctrl+0 adds plane, or ctrl+9 adds grid.
Notes for Shul:
- i've added a transform function, which gets correctly passed
on to the add_prim function, should work for all object
transforms. Only the code inside add_prim might be needed
to check (it uses 4x4 mat now, not a 3x3)
- The old code with buttons has been ifdeffed out, check for
user input and make it rna properties, which get read
in the exec(), and handed over to the add_prim. Set them
default now to the values from old buttons.
- Operator naming is preferred lower case, I gave this
a new name.
- check a bit on formatting code, but don't use the old code
as example! Look also at ED_keymap_mesh() for example.
Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?
Now where to put all vertexgroup code.... I guess mesh?
Note for msvc: yep, another new dir to add! :)
- 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.