Did a lot of cleaning Object operator poll functions to check if the object's linked
or not. For this, added the function ED_operator_object_active_editable() as
opposed to ED_operator_object_active()
This commit fixes#19908 and #20239. Deleting keyframes will now delete the F-Curves they came from too, if the F-Curves don't have any more keyframes and/or F-Modifiers providing any further motion info.
Improved the hotkeys for toggling the visibility of channels in the keys area for the Graph Editor.
* VKEY - this is now used for making only the selected channels visible, hiding everything else
* Shift-VKEY - the old toggling behaviour
In addition to this, I've made these toggling operators flush the visibility flags up/down the hierarchy, just like clicking on the channels manually do. There are still a few minor oddities to iron out, but it should be better than before.
Also, fixed a bug with these toggling operators introduced during my earlier commit to make filtering work ok. It's always tricky getting these layers of checks just right, so hopefully nothing breaks now again...
- retopo operator to convert grease pencil drawn topology into geometry, not in the convert menu yet since its not quite finished, use the operator search menu for retopo. will test this week and see what needs fixing.
2. Add action parameter to Select_All_Toggle operators, rename to Select_All.
Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all.
NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
* Moved more of 3dview header to python
* Fixed the layout of the ui layers template to show the correct number of buttons
* Added support for layer icons (active layer, used layers)
* Now support a Surface mode next to the existing Volume mode. This binds
the mesh to the cage mesh surface rather than it's volume.
* Implemented reusing the bone heat weighting code.
* Advantage is that it works for cage meshes that are not volumes and that
binding is much faster.
* Weak point is that disconnected components of a mesh are not guaranteed
to stick together (same problem exists with bone heat weighting).
* Bind weights could still be compressed better to use less memory.
Example file:
http://download.blender.org/ftp/incoming/cloth_mdef_surface.blend
Available in object mode (Object -> Join as Shapes), only works for meshes at
the present. Will merge all selected objects as shape keys on the active object,
if the vertex count is the same.
This does not keep references to the external objects like in some applications,
rather it's a quick way to update the shapes on the active object (perhaps after
importing new versions from external applications).
* Increased the number of Armature and Bone Layers from 16 to 32. Please note that older versions of Blender may not correctly resolve the layers that bones are on when loading new files.
* Newly added objects are now made by default to allow locking of 4-component rotations using 4 separate locks (i.e. one by component) instead of requiring the obscure 'W' toggle (renamed '4L' now) to be enabled first. The objects in the default scene need modifying manually though.
This is used to force snap on and off when needed.
Also, when transform is not run modal, it will use default values for PET and snap properties (False) instead of scene settings. No need to force them off when calling transform with Exec.
This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
Playback of animation will now be restored to the frame that playback started on when stopping if the SCREEN_OT_animation_cancel operator is used (i.e. ESCKEY).
All other ways of stopping playback (pause button, alt-a) should act more like toggles, and do not reset the playhead.
the RNA constraint api was checking the current context when getting the constraint driver path and renaming constraints.
this made scripts not work properly so changed this to search for the constraint pose channel user within the object (if the object its self is not the user).
* This is experimental, the file format may change still!
* Helps reduce memory usage, keeps .blend files smaller, and makes
saving quicker when not editing multires.
* This is implemented at the customdata level, currently only the
multires displacements can be stored externally.
ToDo
* Better integration with object duplication/removal/..
* Memory is not yet freed when exiting sculpt mode.
* Loading only lower levels is not supported yet.
* Removed ED_anim_dag_flush_update and ED_anim_object_flush_update. These
were wrapping DAG_* calls and were intended be used instead of them when
doing a DAG update from editors. That goes against the design in my opinion,
no matter who calls the DAG, that should update the editors correctly, so
any special checks in such functions for editors should be avoided.
* Driver RNA properties now do updates again, including DAG scene sorting,
text buttons no longer update as you type anymore, so this should be
safe I think.
* Remove scene.update() RNA function, all properties/functions should do this
automatically, if changing some property or calling a function/operator
does not do the correct update, that should be fixed.
* Now has documentation links and recent files.
* Click on image or outside splash to make it go away.
* Still has old image, new one will be committed later.
* Tweaked the code for operator buttons so that only those operator buttons in the toolbar have their text left-aligned. This is done at layout-block level
* Silenced "file_init" print when opening the file browser
* Disabled animateability of the "active_shape_key_index" for Objects, since this property behaves in a very unpredictable manner, leading to problems with users trying to keyframe shapekey values and ending up keying the list.
* Remove some unnecessary RNA wrapping code
Rather than applying the modifier to the object data, it will create a new shape
with the deformed vertices in there. Only mesh at the moment, other object
types on the todo.
Parenting an object to some deformer (i.e. Armature, Curve, Lattice) now adds a new modifier if the object is deformable.
The advantages of this over setting PAR_SKEL mode are:
- instead of a hidden 'virtual' modifier, the user has direct feedback about what sort of modifier is being applied to deform
- most of the time in 2.4, whenever a virtual modifier was added, users would inevitably end up clicking "Make Real" on it
Of course, it's still possible to get 'virtual' modifiers by setting the parent type using the menu-property, but this just makes general setup easier.
- the clipping test function was using the rv3d->viewmatob where it needed to use the object matrix.
- added a local clipping member to rv3d, the clipping planes in object-space, avoids many matrix multiplications when testing verts or clipping pixels when projection painting.
- removing duplicate chunks of code -> hide unused sockets now works
- moving some functions to the files that they get called from -> view all/home
- made duplicate a macro operator like the other places that work like this, eliminating the unnecessary transform-related property there still
- removed a few chunks of unused code
Added some more methods for the Red-Black Tree implementation in Blender (used for runtime viewing and searching of keyframes) which abstract away some of the lower-level handling of the BST (i.e. adding nodes without balancing and searching for nodes).
Also, improved the implementation of the jump next/prev keyframe operator so that it pops up an error message when the last keyframe in whatever direction is encountered.
This commit restores Grease Pencil functionality for the Nodes Editor. Grease Pencil data is now stored at the NodeTree level, which means that annotations remain with the NodeTree they were made for.
Possible TODO's:
* In future, it may be worth investigating attaching Grease Pencil data to individual nodes, to allow annotations to stay attached to nodes as they are moved
* Include the settings for the 'active node' in a panel in the new NKEY region where the Grease Pencil buttons appear.
Now when nodes are keyed, they will show up in the dopesheet/graph editor/etc in a new 'Nodetree' category.
Still a major problem left, nodes need unique names in order for the rna paths to hold animation data properly...
This allows you to set and animate the values of socket inputs and outputs, for example the value node.
It's also a step on the way to manipulating node trees via python (i.e. linking node sockets to each other).
This fixes [#19841] RGB Node in compositor not working
- 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.
* When there is only a single keyframe for a F-Curve, the handles aren't shown anymore. This looks nicer than the fat orange blobs that appeared
* Tweaked the management of GL_BLEND when drawing animation channels in the Graph Editor in an attempt to fix some of the missing text drawn issues.
* Converted the properties panel to use layout engine + added color selectors
useful for python but in rare cases this also happens for users.
Active layer getting out of sync is an old bug but hard find when it happens.
This at least fixes segfaulting on adding objects.