client-defined data. Made edge subdivide use it.
Also removed the float and int slot buffer types, as per
discussion with Briggs, until such a time as we see
a use for them.
* Removed Sequencer's own 'border zoom' tool. There is a generic one in View2D that should be used instead.
* Changed the hotkey for View2D's version of borderzoom to Shift-B
* Fixed a few hotkey mentions entries in old menus
* Added set start/end frame operators for TimeLine. (SKEY and EKEY)
* Fixed various issues in Graph Editor
- channels area is now drawn wide enough to show the 'protect' toggles without needing to scroll
- new Graph Editors have 'auto-snap' enabled by default
* Frame-change (scrubbing) now works when using LMB select. It now uses ACTIONMOUSE, so it doesn't conflict with selection. However, the check for exiting the modal op currently needs to check for LEFTMOUSE and/or RIGHTMOUSE instead of ACTIONMOUSE otherwise errors occur.
* Renamed the 'DopeSheet Editor' entry to simply 'DopeSheet'
Fixed memory leaks when closing Blender without exiting Armature EditMode first.
Ton/Brecht - mesh editmode (and a few others I think) are still leaking in this case.
* Added back the Subdivide tools. Use the Alt-S hotkey (for now) to get a menu with the subdivision options. There are also two standalone operators which are not used yet.
* Fixed the PoseMode checking callback to make sure that it doesn't override any tools in EditMode.
* Fixed an old comment in transform code, and a few warnings in editarmature.c
This is one of the few armature tools where it is currently not that easy/desireable to port to use context-loops exclusively, since they depend on working with 'chains' of bones from the tips to the roots, which cannot be easily done using EditBones.
Added CTRL+W save Blender file.
It's the first user of the uiPupMenuSaveOver() function,
which I've recoded to accept an operator pointer.
This is required because the operator property 'filename'
has to be set to work. Other 'save over' users will
require running operators too I guess.
Scene browse button now works.
Note that animsys currently executes animation for the entire
database, so multiple scenes in multiple windows don't work yet.
Various fixes:
- crash on invoking filewindow when mouse outside (active) window
- removed obsolete error prints (set screen error, copy data error)
- displist fix for loading files with curve/nurbs, the select-outline
then didnt draw immediately.
- outliner allows scene activating
Added a few Material->Mode bitflag conversions as an example for Roland to extend to the remaining settings. There are currently still quite a few settings missing from RNA to be able to convert all of these.
Although there is currently code in place to listen to notifiers + tag updates for regions, these don't actually result in any changes yet. Everything still relies on 'manual' redraw tags for the entire area to have refreshes.
F6 menu "redo last operation" now works, mostly :)
Try it in editmode on add-UV-Sphere, or Subdivide, those work
fine. Transform ops have some feedback issues or so.
This is a temporary commit; brecht will take this further with
nice code (event system doesn't make menus as active region
but sets the original context instead, as stored in ui handler.)
Edit Mesh: Knife Cut back.
I've put it for now under ALT+CTRL+LMB, modeless direct cutting.
Options for polyline input and snapping is for later. At least
this works cool :)
- Node editor: link cut back, now under ALT+LMB, to prevent
accidents. Note it now nicely intersects the real curved
noodles with a line you draw!
- To make above work, replaced ogl curve draw with own bezier
code.
- Added new WM standard operator callback for lines-gesture,
the Lasso gesture now draws a closed line.
- Both callbacks have optional property 'cursor' to make it
give modal info. For future also linestyle or color can be
defined.
- Changed 'pin' icon in Image header to something that looks
less scary... but there's no pin icon yet?
- Added back CTRL+X "reload start-up file".
(Original name 'erase all' is a bit misleading, but we can
go over all naming conventions later :)
- Added memfree for triple buffer data.
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
Compo node fixes:
- adding new composite in scene crashed, wrong pointers passed on to
addnode function
- scene render-layer node now gets default scene ID pointer, which
can be viewed/edited with menu in node
- on using headerbuttons in node window, display refreshes now
Bugfix for Bugfix for 2.5 - Bugfix #18251!
- the call to GPU_default_lights has to be done after windows opened,
in case you have no .b.blend saved it crashed
- further this function is only called on .B.blend reading, so it's
correct to reset the lighting to user-def.
* Brought back recalculate bone roll (Ctrl N). This should be quite a straightforward example of a cleaned-up + ported armature tool.
* Cleaned up a few warnings