- use OBJECT_OT_mode_set rather then OBJECT_OT_*_toggle, better for using report output for script input. OBJECT_OT_posemode_toggle and OBJECT_OT_editmode_toggle are called by OBJECT_OT_mode_set.
I tried to make it integrate more with regular render but couldn't
do it well, it still needs a 3D view to take the settings from, and
can't run in a separate thread due to OpenGL.
However, it is now rendering to an offscreen buffer which then gets
displayed in the image window. This requires FBO's to be available, so
a fallback creating a new window is still needed. Currently available
from the Render menu in the top header.
* Extrude and Duplicate for Armatures now use proper macros instead of manually calling transform themselves. This means that repeating these operators now works properly.
** NOTE: there's a bug with macros now which prevents the 'forked' extrude operator working correctly. Bug report filed for this.
* Included the proper operators for extrude and duplicate in the toolbar + menus. The operators used there did not activate transform, which meant that users often could not tell that the operation had occurred at all.
* Submenus displaying the options available for certain operators now will now show the hotkey for the operator on the menu entries.
* Added an option for mirroring keyframes in the Graph Editor which makes use of the new cursor
* Mouse wheel now scrolls the list.
* Up/down key and alt mouse wheel change the active item.
* Adding/removing items from the list now automatically scrolls so the
active item is in the view.
* Shift mouse wheel changes the size of the list widget to display more
items. Lazy replacement for a proper grip.
* Shape key list now displays the influence value next to the name,
* Also fix the range of the value slider to match the defined min/max
range.
part. This fixes a bug where transform help line drawing would not
work with view clipping and mess up the z-buffer. This avoids the
transform code having to figure out what kind of opengl state is
enabled and disable it temporarily.
- weight blending (Vertex specials menu), currently blends from surrounding unselected verts (nice for blending edge loops), but will eventually support face mask mode.
*Put the Modifiers tab *before* the ObData (mesh, curve etc) tab, because modifiers actually apply to Object , not the ObData, even though the opposite would appear to make more sense.
This patch was one of the patches submitted by Wolfgang W. (bender) (the others have already been committed). In the patch, there was commented out code for counter-clockwise rotation of the text, but I've removed that.
--
In this commit, I've also removed all of the panel tabbing code instead of merely commenting it out.
Special priority request from Durian team to get this sub-editor of the DopeSheet Editor restored. Originally I was kindof planning to drop it, but obviously it still has a role!
It now supports all the modern features that the DopeSheet supports, complete with selection, muting, locking, DopeSheet summary, and all the other tools that you know and love from the other views.
Also, this no longer uses the old hacky sliders that 2.4x used (instead it uses RNA-based ones), so should function just the same as other DopeSheet views).
Added a base-template for editing/creating RNA-Paths. This is now used for KeyingSets and Driver UI's, so that when the actual magic gets put in, it will work.
Added new template for choosing to use any type of ID-block. The first combo box allows you to choose the type of ID-block that gets used, and the second box allows you to choose the ID-block of the type specified by the first one.
This is currently used for setting the ID-block used for Keying Sets, but the main user for this was intended to be the Drivers UI. However, I still need to clear up a few button-event issues there before I can port this over.
Additional Bugfixes:
* Adding new Keying Set path was setting the active path wrong, meaning that you had to click on the list to get some response after adding
* Bone Groups list was being drawn too long by default (when empty)
wm.context_set(path="scene.tool_settings.someattr", somevalue)
wm.context_toggle(path="scene.tool_settings.somebool")
wm.context_toggle_values(path="scene.tool_settings.some_enum", value_1="somevalue", value_2="othervalue") # switch between 2 values
wm.context_cycle_enum(path="scene.tool_settings.some_enum", reverse=False)
the path value is taken from the context so the full path is
context.scene.tool_settings...
This means in keymaps you can cycle draw modes, change PET- anything with rna access.
If its not so nice to map keys to operators like wm.context_set we could use macro's to wrap it and have its own name
Use this for PET and setting pivot options
- Made userpref key shortcut Ctrl+Alt+U since its not used in 2.4x
- added pivot_point_align (Alt+Comma)
- added PET wasnt rna wrapped correctly.
Added a summary channel that appears as the first channel in the DopeSheet. For now, this is disabled by default, but can be enabled using the 'Summary' toggle in the header between the mode selector and the standard filtering options. This has been done, since there is a possibility that it will make the DopeSheet run a bit slower.
In this channel you can do everything that you can normally do with DopeSheet channels (i.e. select, transform, edit, etc). It might be worth noting though that care probably needs to be taken when trying to use Copy/Paste, since that is still a bit fidgety...
In the process, I've fixed a few bugs, mostly with selection:
- Selecting keyframes in scene summaries wouldn't work
- Border select only worked in F-Curve and Group channels
This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise).
Not sure if making it available as a snap option is sensible, this is up for discussion.
NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping.
This will need an icon too.
eg.
for v in me.verts: print(v.index)
added calc_edges as an option eg.
mesh.update(calc_edges=True)
This is needed when adding faces to an existing mesh which create new edges.
changed extrude, rip and duplicate to disable proportional editing however this gives a different problem now.
Commented in transform.c
// XXX If modal, save settings back in scene
this changes disables the option whenever the macro used used.
Deal with this by adding ED_view3d_init_mats_rv3d(ob, r3d) which initialized the region mat's and is used in mesh_foreachScreenVert, mesh_foreachScreenEdge etc.
bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
* Fix crash trying to enter particle mode when the particle modifier
is disabled in the stack.
* Fix redraw being very slow due to the draw function causing the
object to be recalculated on each redraw (through PE_draw_object).
* Removed the system where PE_get_current would automatically create
the particle edit, this would run from poll() functions, which gave
all kinds of issues, now it only creates the data on enter/exit
and switching active particle system.
belongs here still, but this came up often, it avoids having to
switch tabs a lot when creating things.
Also renamed uiLayoutFreeBlock to uiLayoutAbsoluteBlock.
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
* Added a new option for Auto-Keyframing which makes it only insert keyframes for the items included in the active Keying Set.
This only works for Transform Auto-Keyframing so far (other tools will get it added later). The option is disabled by default.
* Fixed bug where adding an 'entire' array to some KeyingSet would only start from the index of the button that the mouse was over at the time
* Made some UI tweaks for Keying Sets buttons (still heaps of missing options there).
The hardcoded paths for rotation keyframes on objects got broken by my commits to rename the rotation properties. I've taken this opportunity to recode the auto-keyframing code here to use the builtin keyingsets instead of going through and manually calling insert_keyframe(), thus preventing this problem in future.
* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
between multiple node trees.
This calls a registered menu as a popup so we can reuse header menus , currently used for Node editor and Sequencer add menu (Shift+A), can be used for toolbox too.