A few little cleanups in keyframing code
* Added a few missing undo-pushes for a few keyframing options * Made inserting visual rotation keyframes for objects use Mat4ToEul
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@@ -2866,10 +2866,8 @@ void common_insertkey(void)
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}
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if(event==12 || event==13) {
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float eul[3];
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float rotMat[3][3];
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Mat3CpyMat4(rotMat, ob->obmat);
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Mat3ToEul(rotMat, eul);
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Mat4ToEul(ob->obmat, eul);
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insertmatrixkey(id, ID_OB, actname, NULL, OB_ROT_X, eul[0]*(5.72958));
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insertmatrixkey(id, ID_OB, actname, NULL, OB_ROT_Y, eul[1]*(5.72958));
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insertmatrixkey(id, ID_OB, actname, NULL, OB_ROT_Z, eul[2]*(5.72958));
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@@ -2884,10 +2882,14 @@ void common_insertkey(void)
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else if(event==1) BIF_undo_push("Insert Rot Key");
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else if(event==2) BIF_undo_push("Insert Scale Key");
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else if(event==3) BIF_undo_push("Insert LocRot Key");
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else if(event==4) BIF_undo_push("Insert LocRotSca;e Key");
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else if(event==4) BIF_undo_push("Insert LocRotScale Key");
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else if(event==5) BIF_undo_push("Insert Layer Key");
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else if(event==7) BIF_undo_push("Insert Vertex Key");
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else if(event==9) BIF_undo_push("Insert Avail Key");
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else if(event==11) BIF_undo_push("Insert VisualLoc Key");
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else if(event==12) BIF_undo_push("Insert VisualRot Key");
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else if(event==13) BIF_undo_push("Insert VisualLocRot Key");
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else if(event==15) BIF_undo_push("Insert Needed Key");
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DAG_scene_flush_update(G.scene, screen_view3d_layers());
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