Commit Graph

211 Commits

Author SHA1 Message Date
Joshua Leung
faf1c9a4bb Bugfix #22685: Screen update slow, animation player ALT-A, files created with 2.4x
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.

Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
2010-07-05 03:55:28 +00:00
Matt Ebb
ce7d768934 Fix [#22675] Dupli tool
Tweaked operator poll functions
2010-06-27 06:15:36 +00:00
Campbell Barton
556b57febf get rid of some warnings,
removed NG_LoopBackNetworkDeviceInterface::GetNetworkVersion(), wasnt used anywhere.
2010-06-05 15:31:55 +00:00
Dalai Felinto
4385add665 Copy Game Properties Operator: fix for "default enum value" out of the range. I removed one item from the Enum and forgot to change the default. 2010-06-03 08:41:40 +00:00
Dalai Felinto
3b6aa5b6a5 Logic Editor: clear properties operator + logics in the object menu
clear properties operator
- now it's not part of the copy properties anymore (Matt's suggestion).

If anyone want to change the menu, please help yourself (renaming, putting in it's own submenu, making it invisible when mode is not Game ..)
2010-06-03 06:41:24 +00:00
Matt Ebb
e26cc71bd0 Tweaks to copy game properties operator for Dalai 2010-05-25 06:24:45 +00:00
Dalai Felinto
6c01b7b4f8 Logic Editor - fix for Keyboard Sensor + Copy Game Property fancy submenu
* Keyboard Sensor entry keys (key, modifier 1 and 2) can actually be any key
- (you can use Shift as main key, and D as modifier if you want). It's
- strange in my opinion, but it's 2.49 way of doing it.

* Copy Game Property (operator found in SPACE menu)
- reorganized it so the properties appear as submenu items.
- a "little lot" of work for such a small eye-candie but well I hope more
- people like it as well :)

Matt, I had to recreate the dynamic_enum to make it work. I'm count on you
for a real fix for this ;)
2010-05-24 10:38:05 +00:00
Dalai Felinto
a7a9862cc9 Logic UI and Operators: adjusts on Layout + copy properties operator + fix on copy logic bricks operator (and moved to OBJECT_OT)
* adjusts on Layout:
 - in order to avoid much changes when copying Logics, it's nice to have the logic s/c/a always displaying even though it's not valid (e.g. edit mesh used from a camera object).
Now a message shows in the s/c/a alerting to the problem.

* logic operators under OBJECT_OT - copy properties and logics

Matt, is it possible to have the object game properties listed as a submenu from "Copy Properties" ?
So from the "Copy Game Property" menu we would have three options:
"Copy a property" -> (submenu) prop1, prop2, prop3 
"Replace all Properties"
"Merge all Properties"

For the current task list in Logic Editor:
http://www.pasteall.org/13245
2010-05-19 09:40:45 +00:00
Campbell Barton
4f77bea8f6 restrict render_clear was operating on hidden objects, now work on selection 2010-05-13 07:53:06 +00:00
Matt Ebb
413c4c91ca Fix [#22296] Wrong Operator Names? 2010-05-10 01:49:35 +00:00
Campbell Barton
22a34cc83b render hide/unhide (Ctrl+H, Ctrl+Alt+H, Ctrl+Alt+Shift+H) 2010-05-04 15:04:28 +00:00
Campbell Barton
610c4befd4 option to copy constraints without making their ID references direct links.
needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
2010-04-29 15:31:53 +00:00
Campbell Barton
ace1c998c4 warning cleanup, also made voxel.c and volumetric.c use BM_INLINE define rather then having their own ifdefs in each file. 2010-04-24 10:08:07 +00:00
Campbell Barton
9c69a8028b bugfix [#22091] Crashing on Add Shortcut 2010-04-21 07:56:34 +00:00
Campbell Barton
909493eac9 booleanops.c was moved to MOD_boolean_util.c, remove empty file. 2010-04-11 22:20:02 +00:00
Brecht Van Lommel
45ce1c003d Modes are now toggled on using operators on load if the file was saved in
that mode. This ensures proper initialization happens like creating the
cursor or building an acceleration structure. It also means edit and
particle mode are now saveable.

Not sure yet if this is a good feature, though personally I like being able
to load my exact state again after saving, but maybe entering edit mode is
too slow in some cases? It's easy to make it work only for the sculpt/paint
modes again if wanted.

This fixes bug #21004 about a missing sculpt cursor on load.
2010-04-07 08:27:13 +00:00
Joshua Leung
ab1aab93d1 Simple crasher fix: TAB to change mode crashed after moving all the scene's objects to a hidden layer. 2010-04-02 10:07:31 +00:00
Campbell Barton
2910d75f2c svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r27875:27895 2010-03-31 07:22:18 +00:00
Matt Ebb
4a451714d6 Fix [#21832] Add Modifier, Pinned Context
Added convenience function ED_object_active_context(C) to get either the
object in the data context, or if not, the active object.
2010-03-31 00:55:01 +00:00
Brecht Van Lommel
515592438f Baking for dupligroup & linked library objects
- library data allows pointcache writing (hard to know how this should work long term so ifdef'd for now)
- changing the frame now updates the dupligroup objects
- BKE_ptcache_ids_from_object(), option to get the id's from duplis

note! scene_update_tagged() is called from the main() loop, and runs BKE_ptcache_quick_cache_all(), this could become a performance issue, especially with duplis, should probably not call BKE_ptcache_quick_cache_all() all the time, even when not playing back animation.
(commits 27856 by Campbell from render25 branch)
2010-03-30 12:23:13 +00:00
Brecht Van Lommel
b1475ae2c6 Fix vertex paint not getting restored after exiting editmode,
and fix the opposite problem when going to object mode from the menu.
(commit 27747 by Brecht from render25 branch)
2010-03-26 11:05:22 +00:00
Campbell Barton
f743b583bf more lint includes
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing:  UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
2010-03-23 14:09:09 +00:00
Campbell Barton
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
Campbell Barton
391cc2d004 merge own commits into render branch into trunk since 27560
27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
2010-03-20 16:41:01 +00:00
Joshua Leung
6028470a9c Motion Paths + Auto-Keying:
Revised the conditions under which motion paths get recalculated after transforms (when auto-keying is enabled). Now, the type of path display does not matter, but rather that the object/bone in question has any paths at all. This makes animating with these a much smoother experience.
2010-03-11 11:15:25 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Campbell Barton
148435b70a batch remove .'s used with RNA_def_struct_ui_text 2010-02-10 21:15:44 +00:00
Campbell Barton
107f6cb269 - duplicate window crasheing when it was full screen
- keymap item was missing NULL check crash
- editmode object in inactive layer crash
2010-01-27 09:16:28 +00:00
Brecht Van Lommel
8d6a40c016 Fix #19802: tweaking the values of e.g. the add tube operator when
entering editmode on a second mesh would create a duplicate tube.

Cleaning the undo stack from the previous mesh would mess up the redo.
Also, OBJECT_OT_mode_set was causing enter/exit editmode undo push to
be done twice, now it leaves undo push to the operator it calls.
2010-01-26 15:54:42 +00:00
Martin Poirier
4907e8df20 Remove unneeded notifier data added in revision 26219.
Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
2010-01-25 19:42:33 +00:00
Joshua Leung
7759fc2983 Motion Paths - (Part 3) Operators, Drawing, and Fixes
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.

Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges

Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
2010-01-19 11:31:49 +00:00
Campbell Barton
b36a05bb7e - fix for crash if drivers were used in the .B.blend
- fix for problem where proxy objects could enter editmode but not exit
2010-01-10 20:01:13 +00:00
Campbell Barton
57cd505d3f bake is now modal like render and updates the image view while baking.
it also has an exec function which doesnt update (like render too)
2009-12-30 14:37:25 +00:00
Campbell Barton
010e3fccb2 bake operator and UI, no feedback while baking yet 2009-12-29 18:55:38 +00:00
Matt Ebb
e299798bbf Fix for [#20203] Linked objects - A few bugs
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()
2009-12-04 06:33:01 +00:00
Joshua Leung
baac1f2267 Bugfix #20069: Centre to cursor or centre to mouse, centre object.
- Was missing notifier after editing
- Menu entries go bad naming after the UI api renaming
2009-11-26 10:19:09 +00:00
Brecht Van Lommel
2e7dbdf025 Depsgraph/Drivers
* 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.
2009-11-24 11:48:16 +00:00
Campbell Barton
20043a0fc0 add hook in vertex and control point menu's, Ctrl+H
TODO's
- add for lattice
- break up add_hook
- add other hook operators
2009-11-16 13:59:27 +00:00
Brecht Van Lommel
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
Campbell Barton
59eaa1ff50 last commit broke entering editmode 2009-11-05 14:42:39 +00:00
Campbell Barton
b1ac71b3a0 enter editmode when adding objects even if the object is not in an active layer,
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.
2009-11-05 14:25:08 +00:00
Joshua Leung
de7da7c779 Bugfixes for Adding Objects:
* Auto enter EditMode for adding Armatures was broken
* Adding a camera no longer tries to enter editmode, even though that's invalid...
2009-11-04 09:45:37 +00:00
Campbell Barton
40731af9d0 use objects rather then bases where possible, use context rather then OBACT macro 2009-10-29 09:14:20 +00:00
Brecht Van Lommel
e2b74dc736 Shape Keys
Active shape key can now be changed while in edit mode. This is based
on exit/enter editmode again in the background, which is not ideal,
as that loses the undo history. But that already happened anyway when
you did exit/change-active/enter manually.
2009-10-22 17:12:28 +00:00
Campbell Barton
d464e2454e move view3d keymaps so edit&paint mode keymaps override removed workaround that prevented switching directly from editmode to paint modes
+ other minor changes
2009-10-15 17:59:42 +00:00
Campbell Barton
a28b9512fe made texflag a short everywhere (only stores one flag)
fix for crash with separate (missing NULL check)
2009-10-15 09:00:40 +00:00
Campbell Barton
efed73598f Use OB_MODE_EDIT as a flag everywhere, also fixed a typo which made drawing the set-scene not work right. 2009-10-11 19:06:38 +00:00
Campbell Barton
a3f6b0ed00 - add torus back from 2.4x as an operator
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.
2009-10-10 21:23:20 +00:00
Joshua Leung
9f7038c5a7 * Warning fixes for previous commit for Modifier renaming.
* Removed some old code (depsgraph) that was already commented out
2009-10-09 12:16:58 +00:00
Joshua Leung
9ebcd9c5e4 A few bugfixes:
* #19583: Keying Sets list issues
Deleting a Keying Set (or a Keying Set Path) set the active index to 0, but that would mean that the first item would be selected but not visible.

* #19590: Keyframing properties of a modifier with more than one of it's type the property will highlight in all
- Modifiers now always have a unique name, so renaming a modifier should check that the name is unique. Most of the files changed in this commit were just to make sure that modifiers got unique names when they were created
- Modifiers path getter was wrapped a bit wrong (missing the "s around the name)

* Constraints Bugs
- Constraints renaming now also makes sure the names stay unique
- Fixed (or attempted to fix) compiler warnings about some enum declaration for distance constraint
2009-10-09 09:48:04 +00:00