Age | Commit message (Collapse) | Author |
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Fix compile error with AVI support
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- RenderData was missing from append_movie/avi
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- remove Verse support. This will be brought back in The Future (probably jiri + me)
This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
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WM: added area-listener, which can be used to tag refreshes for
either the drawing call, or use the new ED_area_tag_refresh()
function which will automatically call, after all notifiers
were handled, an the spacetype->refresh() you provided.
Added for Joshua, after reviewing Action/Dopesheet requirements.
Joshua: I've made two dummy functions in space_action.c:
- action_listener()
- action_refresh()
Wich now does a printf on activating a new object.
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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(made with uiBlockSetButLock())
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Cleaned up the View2D setup stuff here, by removing all the hacky manual setting of tot and cur rects. Now the Outliner and RNA are scrollable again.
However, in the process, I uncovered a few rather nasty bugs that must've been around for ages.
1) The width-calculation code depends on te->xend for calculating the max-extents, but that is not set until drawing of channels commences. This is far too late, as it is needed for the setting of the 'tot' rect's extents, so that we can have horizontal scrolling, and an accurate horizontal scroller! I noticed that RNA version of this currently hacks around this by using constant width of 100, but that's not a great final solution.
2) There's some minor pixel offset twitching going on with the restriction columns when the view is resized. Also, for RNA, the buttons sometimes cause a few drawing artifacts. Will check on this in part 2.
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*******
- Ported show/hide objects as the clear/set restrictview operators (request of kaito)
- clear is not using a context loop as there is none currently available
- set uses a popup menu for hide select and hide unselected
hotkeys are H and Alt-H (set, clear)
- ported the undo calles, to use ED_undo_push where available
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The functionality already existed via the RNA system, this
commit makes disabled buttons draw greyed out, and not respond to clicks
(previously, they would drag/edit/etc but then reset to the previous value)
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- after talking with Martin P (theeth), I have now shuffled code around
so that there is no more exception code for nodes in the wrong places.
This means node editor now also use entirely common translation.
As proof of concept, there is now also resize and rotate support. It already
works, but there need to be a bit more thought in how those
actions are initialised for node editor. Probably some way to tell
what to use as pivot point, etc.
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Transform operator replay
Basic support working. Only saves mode and values, not constraint setup.
Removed event pointer from TransInfo (it's not available in operator exec). Replaced checks to event->modifiers to a functional modifier bitfield in TransInfo (that is, instead of checking for Shift, it checks for MOD_PRECISION) to make it remappable later.
Misc:
X-Mirror for mesh now working with transform
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settings. Material RNA shows much cleaner in the RNA viewer now.
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in rna outliner.
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- Make sure shader, composit and texture ntrees have an id.name. This is to ensure
that node trees in Material, Scene and Texture are properly identified through RNA
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Snapping for editmesh remove a silly bug and make it work with PET. In that case, you can only snap to other object, not to the edit mesh.
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* Start of Action/Pose syncing code (in anim_deps.c) This is currently not hooked up yet, as we still need to figure out where these should get called (due to a few dependencies they have - i.e. visibility syncing of channels is turned on/off by setting in appropriate views).
* Also added assorted comments/changes to rna/dna
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* Added the relevant filtering necessary for this to work, into the animation-channel filtering code.
* Updated most of the keyframe-editing tools to respect this
* Renamed keyframe-editing API loopers (added ANIM_ prefix) for consistency
* Added function for mapping keyframes to/from NLA-mapping for Ipo-Curves in addition to the one for IPO blocks. As a result, renamed the latter for consistency.
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For now, I've made a distinction between (eg.) ND_LIGHTING and ND_LIGHTING_DRAW,
with the 'draw' variety being properties that get displayed in the 3D View
* Also did some cleaning in lamp RNA, moved sun/sky settings to its own struct
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* add Context accessor for selected nodes
* node translation uses transform code
* put transform defines in an enum (mode and numinput flags)
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modifiers for now.
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From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
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* DNA_object_types.h done.
* Scriptlink skeleton added.
* Fix cmake compile.
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* Finished last Lattice properties, is done now.
* Some tweaks to Mesh structs naming.
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- Lasso select back (CTRL+LMB), object centers only,
and for editmesh. See template in wm_operators.c
- Circle select for editmode back. Currently it still
uses Ckey, and is only a temporary mode, not persistant.
Persistant circle select can be added later with
tweak gesture keymap? We'll see. :) The old circle
select was actually annoying that it was so sticky.
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* Added skeleton code for particle/object_force/userdef.
* More Object properties wrapped.
* Added User Preferences display in outliner.
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* Added back enable (Ctrl-Shift-W), disable (Alt-W), and toggle (Shift-W) operators to channels view. They are separate operators which use the same backend code.
* Fixed icon-drawing for IPO-curve 'protect' buttons. After doing this, I've realised that many tools will need some alterations to take this into account. That commit will come later.
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Bugfix in OSX ghost!
The GHOST_TWindowState was set to 'invisble' always... which is a
state now handled correctly in Blender. It caused the window to not
refresh when resizing.
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*******
small commit, after some help from ton i have fixed the clear transformation modifiers, they now redraw correctly, they was missing a depsgraph tag, also did a little tidying up
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* was missing a MEM_freeN in previous commit
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to pointer types in other places.
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* errors in python called operators are raised as errors
* Python defined operators errors are reported as errors (not full traceback yet)
* added BKE_reports_string, same as BKE_reports_print but it returns a string rather then printing it.
* WM_operator_name_call optionally takes an initialized report struct
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Had a couple problems with this one; the uv layer and the projectors. The projectors in particular is confusing; I figured this would be one of the cases handled by RNA automagically, but maybe I need to define custom functions for it? Anyway, marked the code with XXX.
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