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2009-07-24Resized the preferences window to 800 px. This makes proper space for the ↵William Reynish
header button text. Merged File Paths and Autosave preference tabs to one 'File' item. This makes the number of items inside the tabs more even and makes text in the tabs easier to read when the window is narrower. Also added weight paint ramp.
2009-07-242.5Ton Roosendaal
Related to previous commit: - new file menu option "user prefs" - removed 'save user pref' confirmation menu
2009-07-24UIWilliam Reynish
Added cursor location to the view panel in 3D view. Removed the Shade Smooth/Flat buttons from mesh data for two reasons: These kinds of tools are more appropriate in the tools area, and the context would not always match the selected datablock, if you have multiple objects selected, or if you're viewing the mesh data tab in 'pinned' mode. The shade smooth/flat buttons are in the edit mode tools area now.
2009-07-24ToolbarWilliam Reynish
Improved the brush tools UI and added a bunch of brush controls. There seems to be some RNA magic missing for texture paint to work, so that's empty for now. Added tablet pressure buttons, which needs a new icon. Added a bunch of tools in a categorized fashion for all edit modes. Need to figure out what to do for vert/edge/face specific tools - perhaps it could detect the mode setting and show most appropriate tools for each mode.
2009-07-242.5: Render/Game EngineBrecht Van Lommel
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.
2009-07-242.5: Top MenuBrecht Van Lommel
* Clean up File menu, added back recover last session op. * .blend compress now behaves a bit different, previously it would only respect the user preference. Now it saves existing files the same way they are saved, and new files following the user preference. The save operator has a Compress toggle in the file browser left panels now. * Add menu working again, some fixes to make these operators work outside the 3d view were needed. * Timeline menu removed, its contents will be moved to the timeline header menus. * Game menu can now start game, changed the start game op to choose another 3d view if none is available. * Render menu has a few items now. * Help menu contains a few links again.
2009-07-242.5: VariousBrecht Van Lommel
* Buttons header: made tab buttons bigger, remove view menu, replaced by RMB menu in main region. * Timeline header: tweak button placement and alignment, added a play reverse icon. * Window type chooser menu: removed audio and scripts windows, change console and logic icons. * Node space: disable the channel region until it is used.
2009-07-23Various layout tweaks. Improved game buttons, made minor adjustments to ↵William Reynish
lamp, scene and fluids.
2009-07-23autocomplete wasn't workingCampbell Barton
2009-07-23External cacheJanne Karhu
Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-222.5: RenderBrecht Van Lommel
This adds a RenderEngine type to RNA, which can be subclassed in python (c++ will follow once we support subclassing there). It's very basic, but plugs into the pipeline nicely. Two example scripts: http://www.pasteall.org/6635/python http://www.pasteall.org/6636/python Issues: * Render runs in a separate thread, and there is unrestricted access, so it's possible to crash blender with unsafe access. * Save buffers and full sample are not supported yet.
2009-07-21py console wasnt working since r21743Campbell Barton
2009-07-212.5: Bump MappingBrecht Van Lommel
Patch by Alfredo de Greef. Considerably improves the quality of bump mapping, and texture filtering for displacement and warp too. Mainly this is achieved by getting the texture derivatives just right in various cases, many thanks to Alfredo for figuring this one out, works great. This is enabled by default now, but disabled still for existing textures to preserve backwards compatibility. Can be enabled with the "New Bump" option in the material texture slot in the outliner. Also, I made the range for the normal factor a bit smaller since this gives stronger effects, but note that you can still type in larger values than the slider allows.
2009-07-212.5: Texture FilteringBrecht Van Lommel
Patch by Alfredo de Greef with high quality image texture filters. This adds 3 new filters: * SAT: Summed Area Tables. This is like mipmaps, but using somewhat more memory avoids some artifacts. * EWA: Ellipitical Weighted Average, anisotropic filter. * FELINE: Fast elliptical lines for anisotropic texture mapping. The one change I made to this was to try to fix an alpha/premul problem, hopefully I didn't break anything, it looks compatible with the existing filter now for me.
2009-07-212.5: Texture ButtonsBrecht Van Lommel
* World and Lamp previews now working here too. * Experiment with list template, showing only icons. Unfortunately texture icon render crashes combined with preview render so it shows all icons the same. * Influence panels updated, with slider for each option. The values are still linked though, will fix that later. * Image texture controls a bit more complete, still WIP. * Color ramp back.
2009-07-212.5 - More work on Bone Groups Joshua Leung
* Added a new UI Template for the 3-colour picker used to visualise + select the custom colours for a bone group. * Finished wrapping the colour properties for Bone Groups in RNA. Although changing the colour-set used will change the displayed/cached colours, changing the colours via the colour wells will not change the colour set to 'custom' (as per 2.4x) yet. This needs a nice solution... * Fixed context-related bugs with the Assign/Remove operators for bone groups. These were using context-iterators for selected posechannels, but that was only defined/valid for the 3d view (but not for the buttons window), hence a failure in that case.
2009-07-212.5 - Restoring Bone Groups Joshua Leung
* Added Bone Groups UI to 'Armature' context buttons for now. Later, it may be more convenient to have these with bones instead? * Added operators for the operations that can be performed on these groups. Moved the core adding/removing functions to blenkernel so that they can be used elsewhere in future if need be. * Properly wrapped bone groups in RNA. Copied the way that Vertex Groups are wrapped, since they share some similarities. Setting colours for bone groups still needs more work though.
2009-07-21Cleaned up logic buttons in logic space slightly.William Reynish
Moved Shade Smooth/Flat from Mesh obdata panel to tools area. These kinds of operator tools aren't really allowed in the buttons window anymore - whole point of new tools area :) The only operators that are allowed in buttons window are things that act on the RNA fields, like add/remove buttons for adding vertex groups etc.
2009-07-212.5: Texture buttons preview now has an option to display theBrecht Van Lommel
texture, the material, or both side by side.
2009-07-212.5: Lamp button layout improvements by nudelZ.Brecht Van Lommel
2009-07-212.5: RNA & UIBrecht Van Lommel
* Revert lamp sampling/buffers change. The right enum items should be defined in RNA, not the layout, so that it works in outliner, python api too. * Also changed type popup to radio buttons again, and removed the icons. This is more consistent, and I don't think it's a good idea to start using icons for these things, too much clutter. * Replace Mesh with Normals panel in the mesh buttons. * Remove Material panel from mesh buttons. * Added name fields for shape/vgroup/vcol/uv. * Spacing tweak to Object and Bone names. * Fix some naming conflicts in RNA, with "name" and "type" properties being defined twice in the same struct. * context.scene.tool_settings -> context.tool_settings.
2009-07-21Initial code for boids v2Janne Karhu
Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-21fix for recent stereo changes+tweaksDalai Felinto
(it's the 3rd commit in a row. But as they say, the 3rd is always a charm ;) I still think we have a little mess with the DEFINE parameters in BGE (as in RAS_IRasterizer::StereoMode). We used to have them duplicated and hardcoded in 2.4xx, but I think we can do it in another way now. (I didn't change gameplayer, but I can do it once we have it linking and building properly)
2009-07-21UI layoutsWilliam Reynish
Changed order of panels in scene buttons to better follow order of importance, putting the post-processing options further down. Cleaned up game physics properties
2009-07-21fix from last commit.Dalai Felinto
I thought """ """ could be used everywhere to make comments in python
2009-07-212.5 Lamps:Thomas Dinges
* Replaced RNA ENUM hacks for "shadow method" and "shadow_ray_sampling_method" with modifications in the layout file.
2009-07-21BGE panels: wipDalai Felinto
Logic Panel: - world settings (moved from world) ... that includes physic engine selection + gravity - game player (from gamesettings, it wasn't wrapped) - stereo/dome (from gamesettings, it wasn't wrapped) ... separated stereom into stereoflag and stereomode - properties ... (didn't touch it) Buttons Game Panel: (wip panel) - Physics (moved from Logic Panel) ... it will be a datablock in the future (right Campbell ?) - Material Physics (not currently implemented) ... a datablock link to the materials of an object + the dynamic physic variables * NOTE: in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
2009-07-20Ok, first commit! Hope this goes ok.William Reynish
Added the Turbidity parameter to the Sky panel in lamp buttons, since it affects sky as well as atmosphere.
2009-07-20Some little UI adjustments to cloth + fluid panel and their presetsDaniel Genrich
2009-07-20patch from WilliamCampbell Barton
Cleaned up force fields panel, as well as the other fixes (sculpt, lamps)
2009-07-20BGE Button types panel, can edit existing buttons but not add new ones yet.Campbell Barton
World Physics panel too though Im not sure if we'll eventually move this into another struct.
2009-07-19- Support for importing python packages. (directories of python scripts ↵Campbell Barton
containing an __init__.py) - BLI_add_slash returns the new string length. - BLI_where_am_i() would often have /./ in the path (not incorrect but annoying, got into python exceptions) - release/ui/space_image.py, py error referencing invalid keyword args.
2009-07-19Sculpt+Paint/2.5:Nicholas Bishop
* Moved brush NKEY panel from C to Python. Could use some UI review :) * Added a NULL check in bpy_internal_import.c, was crashing here on Python errors * Added RNA for vpaint brush and for weight paint * Added context for vpaint/wpaint similar to edit_object and sculpt_object
2009-07-19issues auto generating rna docsCampbell Barton
- add a warning when an operator name is NULL, set it to a dummy name to prevent crash. POSE_OT_constraints_clear had its name commented (not sure why) - rna_Object_parent_type_itemf wasnt checking for context being NULL, needed for docs else it crashes. - bpy.ops.add/remove didnt show up in a dir(bpy.ops)
2009-07-19Python operatorsCampbell Barton
- simplified C operator API bpy.__ops__ since its wrapped by python now. - needs the class to have an __idname__ rather then __name__ (like menus, headers) - convert python names "console.exec" into blender names "CONSOLE_OT_exec" when registering (store the blender name as class.__idname_bl__, users scripters wont notice) - bpy.props.props ???, removed
2009-07-192.5 - Recode of Add Constraint Operator(s)Joshua Leung
Add Constraint operators are now based on the old add_constraint() function (to be removed when the new code works well). - Fixed a few bugs with the code, including depsgraph missing rebuild call, and unique-naming for constraints failing due to wrong order for adding constraint to list - Added capabilities for setting the target of the constraint to the first selected object/bone for the operator when called from menus + hotkeys (but not for buttons window) This commit is still buggy. I'll fix the remaining issues tomorrow, as well as adding some more operators for IK add/clear.
2009-07-19First version of fields panel. Daniel Genrich
Please keep in mind: I am no python expert and may have some ugly layout-tricks in this file. GUI designed by nudelZ. Commit approved by William ;-)
2009-07-19Sculpt/2.5:Nicholas Bishop
* Added pointer RNA for the sculpt brush * Converted sculpt settings panel (in the NKEY area) from C to Python * For Python UI, needed context for whether sculpt is enabled or not; discussed this with Brecht and added sculpt_object to scene context
2009-07-19operator macro playback (run operator reports in the console)Campbell Barton
- reports can be selected with RMB, Border (bkey) and (de)select all. - delete reports (X key) - run operators in the console (R key) - copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p Details - Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view. - RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)" - add flag to reports, use for seletion atm. opens a new world of context bugs :)
2009-07-18removed BeOS dirs (BeOS isn't supported anymore)Campbell Barton
removed unneeded includes for the console.
2009-07-18patch from oxben (Benjamin)Campbell Barton
* fixes two typos in the material buttons: "Recieve" -> "Receive" * adds a missing preference in the User Preferences view: "Rotate Around Selected"
2009-07-17patch from William, adds some rna user prefs and adjusts prefs UI.Campbell Barton
2009-07-17python access to operators now hides the _OT_ syntax, eg. SOME_OT_operator ↵Campbell Barton
-> some.operator this works for the calling operators from python and using the RNA api. bpy.ops.CONSOLE_exec() is now bpy.ops.console.exec() eg. split.itemO("PARTICLE_OT_editable_set", text="Free Edit") becomes... split.itemO("particle.editable_set", text="Free Edit") For now any operator thats called checks if its missing _OT_ and assumes its python syntax and converts it before doing the lookup. bpy.ops is a python class in release/ui/bpy_ops.py which does the fake submodules and conversion, the C operator api is at bpy.__ops__ personally Id still rather rename C id-names not to contain the _OT_ text which would avoid the conversion, its called a lot since the UI has to convert the operators.
2009-07-17Colour ManagementMatt Ebb
- 1st stage: Linear Workflow This implements automatic linear workflow in Blender's renderer. With the new Colour Management option on in the Render buttons, all inputs to the renderer and compositor are converted to linear colour space before rendering, and gamma corrected afterwards. In essence, this makes all manual gamma correction with nodes, etc unnecessary, since it's done automatically through the pipeline. It's all explained much better in the notes/doc here, so please have a look: http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management And an example of the sort of difference it makes: http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg This also enables Colour Management in the default B.blend, and changes the default lamp falloff to inverse square, which is more correct, and much easier to use now it's all gamma corrected properly. Next step is to look into profiles/soft proofing for the compositor. Thanks to brecht for reviewing and fixing some oversights!
2009-07-17bpy rnaCampbell Barton
Calling rna functions with invalid keywords, too many keywords and too many args would fail silently - now raise an error with invalid keywords and a list of valid ones, raise an error when too many args are given. - calling rna functions would alloc a ParameterList each time, changed to use a stack variable (2 pointers and an int). - store the number of parameters ParameterList - python exception types were wrong in many cases, (using attribute error rather then type error) - fixes to small errors in python UI scripts.
2009-07-17grr, py 2.5 2.6 and 3.x need different StringIO'sCampbell Barton
2009-07-17- Scrollbars for the console (use View2D functions)Campbell Barton
- Set View2D operators not to register, got in the way a lot with the console. - Made autocomplete Ctrl+Enter so Tab can be used. - Should work with python 2.5 now. (patch from Vilda) - Moved report struct definitions into DNA_windowmanager_types.h, could also have DNA_report_types.h however the reports are not saved, its just needed so the report list can be used in the wmWindowManager struct. Fixes a crash reported by ZanQdo. - Store the report message length in the report so calculating the total height including word wrap is not so slow.
2009-07-17SVN maintenance.Guillermo S. Romero
2009-07-172.5 UI: Renaming cloth UI file to fit naming schemeDaniel Genrich
2009-07-16Another fluid + (little) cloth gui and settings updateDaniel Genrich