Age | Commit message (Collapse) | Author |
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* Some scene panel layout tweaks by William Reynish (Billrey). Thanks!
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* Added new modifier tab.
* Fixed problems when no object was selected after delete.
* Added initial Armature, Bone, Curve and Font panels, by William Reynish (Billrey). Thanks!
* Small RNA changes
* Commit revision 20240 and 20268 from trunk. ("Mouse wheel zoom lost after rendering.")
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Added new entry in 10-timer: 'Anim Step'. This will only call the
animation system itself, no drawing.
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Brought back the "Ten Timer" test, a useful debugging utility
to keep track of drawing speed. Currently assigned like 2.4x to
ALT+CTRL+T
Added new option to also test speed of drawing entire Window.
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error on interface, was try to free an incorrect pointer.
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* Added new Buttons Tab "Bone" for Armature objects.
* Validation of buttons selection, when object selection is changed.
* added missing notifier for camera type and small layout change to the panel.
* more shading color changes for menu and checkbox.
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Text drawing in 3D window fixed, using BLF default font (yes, nice AA'ed
fonts too :)
Solved it by gathering all strings that needs to be drawn for an object,
and then draw in end of object drawing, in pixelspace. Also cleaned up
some of the code for projecting 3d coords, much nicer now (mat stored in
region-view3d)
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Still need to find a way to enable RNA access for these though, since RNA access to ID-Props stored in data seems to be broken...
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* Trying a slightly different approach with curve drawing. Now curves aren't drawn darker down the list, as that approach proved to have massive contrast issues all around. However, it's not completely back to the old rainbow style, as the colours are still grouped in 3's and 4's, only that they now use hue offsets...
* Unselected curves are now drawn less opaque. However, selected curves still leave some brightness to be desired...
* Bugfix - Deselecting keyframes in graph view now deselects the curves too.
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Enable with WITH_LCMS (options have been added for scons).
lcms is very common on linux package managers, so no need to add in extern (IMHO). Libs for windows can be added to /lib
Code is mostly a proof of concept with hardcoded path for icc profile (taken from the lcms test suite).
Adding this now to svn so it doesn't rot on my hard drive. People interested in pushing it forward should feel free to dig in the code or poke me about it.
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That was a nasty bug, would truncate current image file on disk when opening menu to load a new one.
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* New scene buttons layout.
* Minor changes in object buttons and scene RNA.
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* Long Keyframes get shown again in DopeSheet. Some theme cleanouts cleared the theme colours for these.
* An error is now presented when there are problems trying to resolve a path to keyframe some settings now (instead of silently giving up).
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*changed the 3d-view grid color, it was very difficult to see the difference between grid and background in orthographic view.
*changed the radio buttons shading a bit.
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Make GE compile again, it still called old BMF_font
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* Cleanup of scene, lamp and camera panels.
* Small RNA lamp changes.
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* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
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* Renamed Local Lamp to Point Lamp, as discussed in IRC.
* Small layout changes to the lamp panel.
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Wrong include name (lower case) and missing include folder in scons.
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- drawing code cleanup
- use of BLF_font in own string drawing, needs to be aligned with uiStyles still.
- thumbnail scaling now done on graphics card via new glaDrawPixelsTexScaled (slightly modified glaDrawPixelsTex)
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* Added basic Halo material options
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* Added empty buttons
* Added missing empty notifiers
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It was only using the y-extents of the last F-Curve it encountered
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This new algorithm groups F-Curves into groups of 3-4 with similar colours, since triplets of related settings are more likely to be encountered.
The colours get darker down the list. Blocks of related F-Curves will alternate between being boldly and weakly shaded.
I've left the old method still there but commented out. This new method could still be improved, as some of the colours chosen don't really stand out that well IMO.
Testing and suggestions welcome as always :)
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* Changed the font align booleans into 1 enum.
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After quite a bit of searching, I finally found where the various UI functions were wrapped for use in Py Layouts.
For the reference of others, check out editors/interface/interface_api.c
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Now properties in nested structs should be able to be keyframed (i.e. AO in World, and SSS in Materials). Added an extra method to RNA for this to work.
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* Broke compiling on previous fix...
* Starting fix for nestled structs...
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Fixed one of the causes of keyframes not being able to be inserted. For ID-types where inheritence of the basic wrapping of the struct (i.e. for Lamp blocks, shadow and other lamp-type specific settings were only defined in subclasses of the Lamp struct), the RNA_id_pointer_create() function now performs additional refinement of the PointerRNA so that the pointer will be resolved correctly to allow access to these settings.
The other case which is unresolved for now is nestled structs. The RNA_path_from_ID_to_property() needs modification for this, but dunno how yet.
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*Added initial material buttons (Material Color, Ray Transparency, Ray Mirror, Subsurface Scattering)
Only works for default material atm.
*some layout tweaks to the lamp panels.
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* Added more lamp buttons and cleaned up the layout
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More work on getting these marker-dependent tools working. They should finally work now :)
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* More Lamp options: Shadow and Spot (WIP, incomplete)
* Added initial lattice panel
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Fonts like Type 1, have one file with the glyph image and another
file with metrics and kerning information, this try to search if the font
have this information and load (try open the same file but with the .afm
and .pfm extension).
Also add a function to load the same information from memory, just in case
that in some point we add a font like this.
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Now that we only work with Freetype2, I don't see any point to keep
wrapping the functions.
Also remove the reference code, it's something that we don't go to used.
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* Split the buttons_data.py into separate files, this makes it easier to maintain them.
Notes: Added an extra modifier file, because modifiers are for different object types.
* Added basic lamp buttons and Sun/Sky settings.
As the camera buttons they only work for the default light object for now.
* Some minor code cleanup
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Kent
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* Added back a few Marker-API tools
* Restored column select tools using markers (some of these aren't working right yet though).
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* Replaced a few duplicated enums that were also defined for some RNA properties already with the RNA ones.
* Start of cleanup of markers code in preparation for getting the rest of the editing code involving markers working again
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Kent
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global buttons like scene and world from the sub buttons like ob data and materials, also tweaked the object checks aswell
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MSVC projectfiles updates
* removed WITH_FREETYPE2
* update for several missing or moved files rna_fcurve.c, gpencil.c,...
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scrollbars
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Was missing includes for blenfont module in a few places.
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1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
the old BMF api.
I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.
MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
Always have to link/include the freetype2 library
Remove any reference to libbmfont
Remove any reference to libftfont
Remove any reference to libbftgl (or libbFTGL)
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