Skeleton Sketching bugfixes/tweaks
authorJoshua Leung <aligorith@gmail.com>
Tue, 29 Jan 2013 03:04:24 +0000 (03:04 +0000)
committerJoshua Leung <aligorith@gmail.com>
Tue, 29 Jan 2013 03:04:24 +0000 (03:04 +0000)
* Disabling Skeleton Sketching now refreshes the view properly, so that strokes
don't linger on even after being disabled
* Added the delete operator to the panel

release/scripts/startup/bl_ui/space_view3d.py
source/blender/makesrna/intern/rna_scene.c

index 63dd27e7d3e69679186adf138c7efb6a101ff7c2..ac63dfa7e326bab7f3ba1b7a8529d8402ceccdb5 100644 (file)
@@ -2713,6 +2713,7 @@ class VIEW3D_PT_etch_a_ton(Panel):
         col.separator()
 
         col.operator("sketch.convert", text="Convert to Bones")
         col.separator()
 
         col.operator("sketch.convert", text="Convert to Bones")
+        col.operator("sketch.delete", text="Delete Strokes")
 
 
 class VIEW3D_PT_context_properties(Panel):
 
 
 class VIEW3D_PT_context_properties(Panel):
index e855222273e51acd7278a6b1a4ed4df95bc664b5..cac423b8d43d6f4ee2cf14b843cdff7b660b5c5e 100644 (file)
@@ -1776,6 +1776,7 @@ static void rna_def_tool_settings(BlenderRNA  *brna)
        RNA_def_property_boolean_sdna(prop, NULL, "bone_sketching", BONE_SKETCHING);
        RNA_def_property_ui_text(prop, "Use Bone Sketching", "Use sketching to create and edit bones");
 /*     RNA_def_property_ui_icon(prop, ICON_EDIT, 0); */
        RNA_def_property_boolean_sdna(prop, NULL, "bone_sketching", BONE_SKETCHING);
        RNA_def_property_ui_text(prop, "Use Bone Sketching", "Use sketching to create and edit bones");
 /*     RNA_def_property_ui_icon(prop, ICON_EDIT, 0); */
+       RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
 
        prop = RNA_def_property(srna, "use_etch_quick", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_sdna(prop, NULL, "bone_sketching", BONE_SKETCHING_QUICK);
 
        prop = RNA_def_property(srna, "use_etch_quick", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_sdna(prop, NULL, "bone_sketching", BONE_SKETCHING_QUICK);