[Bf-funboard] Hard Delete
trip somewhere
trip0o at gmail.com
Wed Oct 11 14:43:05 CEST 2006
can we get it for materials as well ? Hell for everything just so it's
Universal.
On 10/11/06, Konrad Haenel <public at konrad-haenel.de> wrote:
>
> SHIFT-DEL sounds very good, it's the hard-delete-shortcut on the
> Gnome-desktop, too.
>
> Campbell Barton wrote:
> > Any preference as to where this shold go?
> >
> > Either where it is now.. but Im prefering a new key "Shift+Del"
> > your less likely to press by accident. and it wont confuse new users by
> > being in the main del menu.
> >
> > Campbell Barton wrote:
> >> Heres global delete added to editobject.c line 253
> >> It also happens t oremove objects from groups too ;)
> >>
> >>
> >> void delete_obj(int ok)
> >> {
> >> Base *base;
> >> int islamp= 0;
> >> if(G.obedit) return;
> >> if(G.scene->id.lib) return;
> >> base= FIRSTBASE;
> >> while(base) {
> >> Base *nbase= base->next;
> >>
> >> if TESTBASE(base) {
> >> if(ok==0) {
> >> ok=pupmenu("Erase Selected Object(s)?%t|From
> >> Scene%x1|Globally%x2");
> >> if (ok==-1) return;
> >> }
> >> if(base->object->type==OB_LAMP) islamp= 1;
> >> #ifdef WITH_VERSE
> >> if(base->object->vnode) b_verse_delete_object(base->object);
> >> #endif
> >> if (ok==2) {
> >> Scene *scene; /* used for global delete */
> >> Base *base_other;
> >> for (scene= G.main->scene.first; scene; scene=
> >> scene->id.next) {
> >> if (scene != G.scene) {
> >> base_other= object_in_scene( base->object,
> >> scene );
> >> if (base_other) {
> >> if (base_other == scene->basact)
> >> scene->basact= NULL; /* in case the object was active */
> >> free_and_unlink_base_from_scene( scene,
> >> base_other );
> >> }
> >> }
> >> }
> >> }
> >> /* remove from current scene only */
> >> free_and_unlink_base(base);
> >> }
> >> base= nbase;
> >> }
> >> countall();
> >>
> >> G.f &= ~(G_VERTEXPAINT+G_FACESELECT+G_TEXTUREPAINT+G_WEIGHTPAINT);
> >> setcursor_space(SPACE_VIEW3D, CURSOR_STD);
> >> if(islamp && G.vd->drawtype==OB_SHADED) reshadeall_displist();
> >>
> >> redraw_test_buttons(OBACT);
> >> allqueue(REDRAWVIEW3D, 0);
> >> allqueue (REDRAWACTION, 0);
> >> allqueue(REDRAWIPO, 0);
> >> allqueue(REDRAWDATASELECT, 0);
> >> allspace(OOPS_TEST, 0);
> >> allqueue(REDRAWOOPS, 0);
> >> allqueue(REDRAWACTION, 0);
> >> allqueue(REDRAWNLA, 0);
> >> DAG_scene_sort(G.scene);
> >>
> >> BIF_undo_push("Delete object(s)");
> >> }
> >>
> >>
> >>
> >> Campbell Barton wrote:
> >>> Karim Nassar wrote:
> >>>>>
> >>>>> What would you call it? - I was thinking about the linux
> >>>>> filesystem- soft-link and hard-link
> >>>>> But I dont mind- just the functionality would be good.
> >>>>
> >>>>
> >>>>
> >>>> How about "Global Delete," "Universal Delete," or "Delete All
> >>>> Instances."
> >>>>
> >>>> --Karim
> >>> "Global Delete" sounds fine.
> >>>
> >>> The other day I had a problem where I deleted an object before
> >>> removing it from a group.
> >>> This is realy annoying because I cant work out how to get the objet
> >>> out of the group since you cant access it from any scene and theres
> >>> no way to add it back nito a scene so as to remove it from the group
> >>> (Short of python)
> >>>
> >>> Matt, about a 'Trash' - what if arrange my size in the databrowser
> >>> arranged by user count? - could be done in the Outliner also
> >>> _______________________________________________
> >>> Bf-funboard mailing list
> >>> Bf-funboard at projects.blender.org
> >>> http://projects.blender.org/mailman/listinfo/bf-funboard
> >>>
> >>
> >>
> >
> >
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>
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