- added bpy.sys as a python module - with bpy.sys.expandpath()
- moved bpy.ops into scripts/modules
- moved autocomplete into its own module from space_console.py
* Added missing RNA wrapping for Scene -> AnimData
* Fixed bug (with temp-fix) where sequence strips with no names couldn't be animated properly. Currently, this will just use the index of the strip, although that is likely to be mutable (adding/removing strips will change it).
* Removed some old unused code from action.c
Main Feature:
* It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.)
* Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying.
* Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region.
--> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen...
--> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors...
Other tweaks:
* Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon
* Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though.
* Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too.
* Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.
I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
* All the selected F-Curves will get the same type of F-Modifier added.
* The button in the properties region will still only added the F-Modifier to the active F-Curve though
* For now, there must be an active F-Curve in either case, otherwise the poll() callback fails.
* Deselect all now selects/deselects F-Curves too
* Tangents of unselected F-Curves now draw 'faded' like the curves they belong to. This experimental change is quite subtle, but can be made stronger still if people want.
* Cleaned up some old comments in the code too...
Drivers can now be copied/pasted for single properties, allowing drivers set up on one property to be added to a few other properties relatively easily.
Also, added description strings for the other driver-button operators.
* Loopcut is now just Ctrl-R.
The preview will be activated when you do this, and you can just click to confirm as in 2.4x and also like when this was activated from the toolshelf. This is less error prone than having to click at the same time as picking the loop as with the previous hotkey.
* Knife is now just: hold k-key and lmb click+drag to draw a cut line and cut the mesh.
This is more direct than the (rather arcane) Ctrl-X-LMB-drag, and is quite similar to what's done for Grease Pencil now.
* #19459: Shape Keys not Animateable
Shape Keys were missing the appropriate 'path' callbacks.
* #19458: 3D Viewport doesn't refresh when adding new bone in editmode (using Shift-A)
The 'wrong' notifier was being sent. Currently, Armature EditMode only responds to NC_OBJECT|ND_TRANSFORM, which isn't strictly that correct for all cases.
* Alignment code for constraints headers (i.e. enable/disable lumped with the delete constraint button) was causing the delete button to not work anymore. Removed the offending code (it shouldn't have been there to start off with).
* When object's don't have their own AnimData (i.e. if you only animate the values of some shapekeys), a space is no longer left beside the object's name for a visibility toggle in the Graph Editor.