Cleanup & goodies for rigging geeks! :)
- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips the L/R tags in names, and calls the proper code to rename everything that's related (constraint targets, bone-childs, etc). - PoseMode: Shift+S snapmenu: snap cursor to selected now works - Outliner: select bones now correctly sets 'active' flag for bones, updating the UI as well. Also made sure you cannot select hidden bones in outliner. - 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user option "Draw active object name" set. - Added the new Armature/PoseMode options in View3D pulldowns. Cleanup: - moved Pose code from editaction.c to poseobject.c - removed BSE_editaction.h and BSE_editaction_types.h, moved contents of it to BIF_editaction.h. One include per C file should be fine. :) I know the src/ structure would require more elaborated includes, but we don't have that now...
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@@ -33,20 +33,26 @@ struct ScrArea; /*keep me up here */
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#include "Bone.h" /*This must come first */
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#include "BKE_main.h"
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#include "BKE_global.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "BKE_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BSE_editaction.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_object_types.h"
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#include "DNA_ipo_types.h"
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#include "MEM_guardedalloc.h"
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#include "gen_utils.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_utildefines.h"
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#include "BIF_editaction.h"
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#include "NLA.h"
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#include "gen_utils.h"
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//--------------------Python API function prototypes for the Bone module----
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static PyObject *M_Bone_New( PyObject * self, PyObject * args );
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