Update. Bugfixes, Outliner.
-Added Outliner selection
-Outliner features: Rename!
Small cleanups in circle select code.
Brought back two hacks from previous code:
- do an 'activate window' for each event that happens. this might be not
needed, see below
- also set glReadbuffer at GL_FRONT for inverse draw
And added an escape out of circle select on INPUTCHANGE, when you activate
another window. So the old hack to activate current window might be
Purpose for now; get reports solved about wrong circle selection drawing
- Added Outliner selection
As a means to indicate items in the Outliner to do operations on, you can
select with RMB items. Works like FileSelect here. Since selection in
Outliner is only on outliner level, no further UI updates happen. That is
reserved for LMB actions.
Implemented right now are only few operations... they can be called up with
the WKEY (the famous spare key
- if objects selected, a menu appears with choices
- if materials or textures selected, a meny appears to unlink them
If you make mixed or confusing selections you get a warning message.
TODO: add selection color in theme, and of course more operations.
Fix for reported Mesh+Subsurf+Optimal+particles, make linked duplicate, and
Cause: the stricter rules for when displaylists should be made failed on
the check for Effects (like particles).
Fixes in editmesh:
- ALT+B loop edge select loop
- SHIFT+R loop face select loop
(both work with ALT+select too)
- CTRL+R loop cut
- Kkey menu, loop select/cut and knife
- and ALT+select on edge always selects a loop now
Forgot about PC's using backbuffer draw for selecting (no AUX as on OSX),
so loopselect mode needs refresh of backbuffer during loops
CTRL+leftmouse click on name, makes it a text button. Works for all items as
currently being displayed.
Most work was doing the Bones, which is a nightmare
But it uses same
code as buttons in Armature-Editmode now, without even needing EditMode
When renaming a bone, the Outliner makes the Object active though.
- PageUp / PageDown keys
Do what you expect.
fix memory leak in Object.GetSelected().
bugfix: #1631 Memory Leak in newMatrixObject
PyMem_Malloc()s not followed with PyMem_Free().
allocation error checking contributed by Tom Musgrove.
- selection option for vertexgroups didnt use proper new flags
- outliner bugs:
- shift+click on icons opened new window types
- click on world of other scene, makes that scene active
- deleting objects from multiple scenes crashed
Moved headerprint to editscreen (for logical placement and reusability).
Made extrude along normals more sane. Now behave like a move along an arbitrary axis (including Ctrl/Shift applications and typemode). Also prints "Along faces normal" in the header, to tell the user what's happening.
bugfix: #1624 Can not switch layers of some objects through python.
All Bases were not getting updated with new layer.
Bug fix 1432;
When you PAD-enter on a popup-number button (like for add circle) it
accidentally de/increased the value before assigning an "OK". Fixed.
Also: restored functionality that allows to use Enter keys as a mouse
button click. This de/increases values now, opens menus, etc. Not in
pupup or pulldown menus though!
Join triangles to quads (alt+j) tool didnt set face selection flags.
Extrude crashed on extruding verts/edges only, due to lack of pointer
check in theeths commit of 20h ago.
Theeth; the signal I added (for normal) was hackish, as noted in comments!
Hopefully in new transform that all will be nice.
Face selection in uv face select mode, with hidden faces, was broken:
there was no check for hidden tfaces in backbuffer draw.
Draw Seams in subsurf optimal mode. They were already subdivided correctly,
just needed to be drawn.
Do better checking for hidden faces in uv editor, sometimes unwanted uv's got
Added safety test for occurance of zero scaled areas in Blender. This
totally screws up opengl calls...
If it detects a zero area now, it removes it and prints warning in terminal
a new build is available
Last edited by gabio on Fri Oct 15, 2004 2:28 am; edited 1 time in total
Is it just me or does LoopSelect in Edge mode (SOLID) select nothing?
Switching to wireframe mode and it selects complete loops as it should.
(Alt + B).
Works fine with holding down Alt + RightMouse button (very useful feature!)
Furthermore...it only selects middle-way loops...not the edges around
an object. It would be practical if it could select loops everywhere.
*editedit* more bugs:
On "grow" selection Face-mode solid - (Ctrl PLUS) it fails to update the other windows.
Shrink selection seem to work just peachy though...
bugsRus in this version:
When extruding edges in edgemode (killer-combo = 2 edges to make a triangle) sometimes kills blender and it crashes with a boom)
1. there are 3 "make edge/face" items under mesh menu in editmode. one is "make edge/face", another is "edges-make edge/face", the other is "faces-make edge/face". they confuse me. I think the direct item should (or not) be here, and rename the 2nd to "make face", 3rd to "make edges"
2.I believe they should be same, but the 3 "make edge/face" functions different: choose 5 vertices of a cube, the "make edge/face" keeps silence, the "edges-make edge/face", "faces-make edge/face" and FKey popup FGon menu.