* Loading old files didn't initialise the new rotation variables properly
* Fixed some errors with the newly added operator for copying RNA-paths for properties
* Auto-keyframing now correctly refreshes animation editors after adding keyframes. Made the keyingsets code send notifiers again, but now using the newly added WM_main_event_add() (thanks Brecht)
* A few UI tweaks again for animation stuff (timeline, keyingsets UI)
Pattern Select operator, access from the object select menu
Glob strings like "Lear*.brown" and "Tree.0?", option for case sensitive and extend the existing selection.
currently the default string is "*" which needs to be edited in the redo-panel in the toolbox since there is no way to get a text input for python.
This replaces 2.4x's data browser Shift+F4, pattern select.
- editing properties from python wasnt running their update function.
- missing commas made dir(context) give joined strings.
- added __undo__ as an operator class attribute so python ops can be set as undoable. (like existing __register__)
* Added a new option for Auto-Keyframing which makes it only insert keyframes for the items included in the active Keying Set.
This only works for Transform Auto-Keyframing so far (other tools will get it added later). The option is disabled by default.
* Fixed bug where adding an 'entire' array to some KeyingSet would only start from the index of the button that the mouse was over at the time
* Made some UI tweaks for Keying Sets buttons (still heaps of missing options there).
The hardcoded paths for rotation keyframes on objects got broken by my commits to rename the rotation properties. I've taken this opportunity to recode the auto-keyframing code here to use the builtin keyingsets instead of going through and manually calling insert_keyframe(), thus preventing this problem in future.
* Removed the hack-functions to set euler rotations from the values set in the other rotation representations, even when euler rotations weren't being used. I pressume that this was added for being able to represent quats in terms of eulers for the UI, but really it would break animation evaluation (i.e. euler curves after quaternion curves would always block the quaternion curves).
* Object rotation values in the transform properties panel now take into account rotation modes, so the appropriate rotations will get converted to quaternions before being drawn.
* Fixed a few bugs with some of the conversion code (minor stuff left out).
Animating rotations using different rotation modes should now work more often than before.
Previously, quaternion and axis-angle values were stored in the same variable in DNA, but that was causing problems with other animation curves overwriting the values and causing the rotations to not work as expected.
There are still some issues, but I'll track those down later tonight
* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
between multiple node trees.
of the main reasons for passing along context, while actually
they don't need much context at all. Might be removed again,
but would like to have this especially for RNA API functions.
* Make Ctrl+M key work for mirror in 3D view.
* Fix mirror along global axis, was mirroring around all axes when
the object was rotated, due to wrong matrix order, was also not
working in 2.4.
* Pressing e.g. X twice still doesn't go to local mode, would fix
but don't know how the code is intended to work.
- added TexMesh access ([#19505] Missing option : TexMesh)
- Ctrl+Tab works again, not-so-nice workaround, disallow switching to paint modes from editmode, but would be nicer to manage this with keymaps.
- Useful for dragging buttons to the far right when theyd otherwise hit the screen edge.
- Useful for transform though probably NOT what you want when using the transform manipulator (should make an option).
- When enabled, number buttons use this as well as a different conversion of mouse movement
float numbuts: mouse 1px == 1-clickstep
int numbuts: 2px == 1 (tried 1:1 but its too jitter prone)
details...
- access as an option to GHOST_SetCursorGrab(grab, warp)
- Currently all operators that grab use this, could be made an operator flag
- only Ghost/X11 supported currently
The makefile is a copy of the source one, not tuned, just to unbreak build.
This raises some questions: why separate dirs? why each build system takes
a different approach (different libs vs all source files into one)?
(Mostly for very early testers)
Cocoa uses coordinates with y=0 at bottom : updated wm_window.c and wm_event_system.c for COCOA build to avoid double conversions in response to mouse move events and GHOST_getCursorPosition
Known limitations:
No fullscreen support
Font issue in preference panel
libSDL uses some Carbon functions
Selecting a material in the node tree sets this as the active material and the buttons view redraws.
Added rna prop material.active_node_material
Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings.
We'll probably need to split the panels up to do this properly.