Age | Commit message (Collapse) | Author |
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- Added depsgraph tag for object-change in AnimData, so the
new animsys doesn't have to all objects anymore.
(Still WIP, depsgraph has to do this much better)
- Bugfix in notifiers; only 1 notifier was handled for
frame updates
Result: 2 windows, displaying 2 scenes, now can be edited
independently, and play independent. Not when they share
data, of course. :)
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* Deleting keyframes should be safer now
* Graph Editor no longer crashes on F-Curves with no keyframes/samples
* Silenced console prints that occurred when an F-Curve had now keyframes.
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When inserting keyframes on previous un-animated Objects/bones, F-Curves will be added into Action Groups into either "Object Transform" or <PoseChannel Name>. Ob->Material settings are not grouped for now to illustrate what's possible.
Old files are currently not patched to use do this, as it's still not clear whether this will be ideal.
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Fixed memory leaks when closing Blender without exiting Armature EditMode first.
Ton/Brecht - mesh editmode (and a few others I think) are still leaking in this case.
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Added a few Material->Mode bitflag conversions as an example for Roland to extend to the remaining settings. There are currently still quite a few settings missing from RNA to be able to convert all of these.
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Bugfix in ctx itterator: CTX_DATA_COUNT() didn't free memory.
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operator and menu items for brush curve presets.
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particle adr codes, but I have to wrap particle dna first. Ugh.
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Node editor:
- Linking sockets back.
- Removed obsolete code
- Add node gives correct pointers for Render stuff
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Safe method to move render results to the displayed image.
It now allocates a single image for display, and on each
refresh callback from render, it copies the refreshed
section over to this image, in 32 bits. While rendering
that image then only shows progress updates, as usual.
This also now works for scenes in composte and results
for composite.
This should solve reported crashes for MBlur or SSS.
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* Fixed context iterators for PoseChannels. The actual selection test was missing (but layer visibility was getting checked). Also added check for hidden bones here too.
* Removed unnecessary defines added by mfoxdogg in BKE_context.h
* Removed the old hacks in 'Clear ...' operators for ensuring that object animation (ipos/actions) don't overwrite poses. These are no longer necessary, since normal animation calculation is only done in a separate step on frame-changes now.
* Removed the manual checks for layer visibility from 'Clear ...' operators, since that's taken care of by context iterators.
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*******
-ported clear loc,rot,scale operators to pose mode operators
- for some reason when animated and you clear anything, the whole aramture clears. somthing to do with the depsgraph stuff that was directly ported from clear armature()
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* Added selected, selected+editable, and active to access EditBones for Armature Operators to use. These take into account X-Axis Mirror too, so there is really no need to check that sort of thing anymore in tools.
* Added a quick testing operator for verifying that these loops filter the data correctly. I've dumped this in armature_ops.c for now. It can be activated using the TKEY hotkey in Armature EditMode only. This should be removed once we have a few more functional tools.
* Ported over cleaned up roll-calculation tools from AnimSys2
* Removed a few ugly stubs from posemode code
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* Removed RNA for old multires in Mesh, the old mesh->mr struct should never be used (except for loading old files)
* Dealt with sculpt + render (just needed to force multires update)
* sculpt memory leaks fixed
* Entering editmode now always exits paint modes (previously, only happened if editmode was called from the header button)
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* Added examples of how to patch up MTex adrcodes for Animato. It appears many of the settings there in RNA are still undefined though!
* Added undo push for the Outliner tweaks I made
* Removed some outdated comment
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* Outliner 'select' (i.e. blue/grey highlights for tree items) works again in both normal Outliner + RNA views.
* Fixed bugs/MSVC warnings in animation code
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* RNA_blender.h is now generated along with the other files. It is not
used anywhere yet, and still located quite hidden next to the other
rna_*_gen.c files. Read only access for now.
* Inherited properties are not copied from the base anymore but
iterated over. Patch by Vekoon, thanks!
* Array get/set callbacks now do the whole array instead of getting an
index. This is needed for some layers for example so python can set
the array as a whole, otherwise the check that one layer has to be
enabled at all times gets in the way. Also nicer for the C API.
* Also some changes to returning pointers to make the API cleaner, got
rid of the type() callback and instead let get() return PointerRNA
with the type included.
The C API looks like this currently:
http://users.pandora.be/blendix/RNA_blender.h
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It's about time that the RNA wrapping for various parts of the animation system were cleaned up for my recent changes. I've moved some code around (and/or deleted a file or two) in the process.
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Edit Mesh:
- Added back "Edge Shortest Path select"
It now also does regular selection, more fun!
It's mapped to CTRL+click now, and makes or clears selections
between current and previously activated edge.
Seam/Sharp/etc marking is a toolsetting mode still. These
options cannot become properties easily, because the tool
uses the properties of selected edge to clear...
- Removed a whole bunch of G.f flags, related to mesh drawing.
It's all now local in me->drawflags. Here's the list of
removed old globals:
G_DRAWEDGES
G_DRAWFACES
G_DRAWNORMALS
G_DRAW_VNORMALS
G_ALLEDGES
G_HIDDENEDGES
G_DRAWCREASES
G_DRAWSEAMS
G_DRAWSHARP
G_DRAWBWEIGHTS
G_DRAW_EDGELEN
G_DRAW_FACEAREA
G_DRAW_EDGEANG
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- Made standard border operator calls bail out on zero sized borders
- Fixed compile warning in call to BKE_animsys_evaluate_animdata()
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- sequencer border zoom (Shift+B) or from the header.
- added includes for blender.c and outliner.c
- editfont.c got rid of warning
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use of function pointers in the context callbacks. Apparently
MSVC decides that some of these functions are the same and
makes them into a single function with the same address. I
couldn't figure out if this was a compiler bug or according
to the C spec. Regardless, that means this method can't be
used, so now it uses separate CTX_DATA_DEFINES.
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Animsys: added integrated copy of animdata in copy_libblock().
-> by default animdata-copy should relink ID data like Action,
and put a facility to really duplicate it in other code.
(single_user_animdata or so)
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* Drivers view in Graph Editor now displays drivers only, instead of displaying normal Animation data.
* 'Materials' channel is now only shown under an Object when there are Materials with animation data...
* Hid more debug prints behind debug flag. These should be removed...
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many slowdowns on complex rigs with Action Constraints. Many of these prints should eventually be removed, though some of them will still be useful.
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Constraints are in fact working now (I was probably testing old code last night).
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Currently this still works really badly, but I'm not sure of the exact cause yet.
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Only object layers have been done for now. The implementation of this should provide a good indicator for how this should be done. Unforunately, the code for animating layer visibility is not that straightforward, since scene->base->layer (not set) settings need to be synchronised with the object->layer (set by Animato) settings.
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faces/verts)
* Means that full object recalc isn't done, so multires works more as expected now
* Moved mesh element cache back to sculpt session (from sculpt cache), really makes more sense there
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* Recoded the conversion code so that all data gets converted. Previously, some IPO's and Actions (notably the ones used for Action Constraints) were not ported across.
* Made F-Curve drawing use more saturated colours to make them more visible. I'm not sure whether this works well in practice.
* Restored some horizontal bounding-box checks to optimise drawing.
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* Automatic shortcut keys in menus now compare operator properties as well.
Implemented IDP_EqualsProperties for this.
* I imagine all these compares may be a bit slow, for this case it's not
so bad though because it only happens for one menu when it is opened.
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sequencer for the first time.
* Added WM_OT_tweak_gesture operator for select, drag
* Sequencer select operator now returns OPERATOR_FINISHED|OPERATOR_PASS_THROUGH
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Joshua asked me to check depsgraph drivers; i've added the
very minimal case, but further I'm stuck, need help.
Also made region listeners for Graph Editor work for all.
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* ShapeKey conversions should now go to the correct places
* Added fix for drivers to prevent crashes when no driver object is provided (Franky from BBB seems to have one such driver for some reason).
* Temporarily disabled a check when evaluating drivers for whether the driver is tagged for evaluation. Drivers still need to be correctly tagged AND ordered by the Depsgraph to work correctly.
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Added support in threaded compositor to copy the viewer
image safely away, prevents crashing especially for
people using blender -E or redrawing viewer while it
composites.
(Note; reloading images in nodes, render result, and
probably other cases have to be checked still)
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Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
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* BorderSelect in Graph Editor now works. Was a silly 1 char missing typo.
* Added conversion code for lamps and hooked up code for constraints.
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* Mouse-Select and DeSelect All work again
* Added access to constraint 'influence' value
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* Objects parented to bones now load correctly again (so Mancandy no longer looks like he had a run-in with a lawn mulcher). Was caused by a typo. I'm not sure how that got in there (or who did it)
* Action/Graph Editors would crash when loading files with Materials with some drivers.
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This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.
Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.
It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.
Notes:
* Fixed a few bugs in RNA User-Preferences wrapping
* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?
* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.
* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
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-r17853:HEAD
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* Made the various datatypes in the DopeSheet get shown again (NOTE: some of the types that don't get conversions to Animato yet may need some further checking).
* Did some code cleanup to allow F-Curve channels to always show RNA-based names correctly
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Simple toolbox-style menu system. Brecht will review it
though, and/or check on way to use it for menus.
I tried to avoid uiBlock and rna stuff all over. :)
Quick image test:
http://www.blender.org/bf/rt.jpg
Examples you can read in:
- editors/screen/screen_ops.c:testing123() (press F5)
- editors/object/object_edit.c:object_add_primitive_invoke()
(press SHIFT+A)
Concept is simple:
uiMenuBegin(): returns a handle.
uiMenuEnd(): puts it all to work.
In between you can add items like:
uiMenuItemVal(): a name, icon, retval (use uiMenuFunc())
uiMenuItemO(): an operator + icon
uiMenuItemEnumO(): an operator, property name, value
Sublevels go easy too:
uiMenuLevel(): creates item for sublevel, with function pointer.
Inside that function you can use all menu calls again.
Levels can go as deep you want.
uiMenuLevelEnumO(): creates operator sublevel for an enum
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view_selected.
* sequencer transform now does overlap checks.
* removed old transform functions from sequencer_edit.c
* shuffle_seq moved to kernel, now moves strips to the end of the last sequence of itschannel (if all channels are used). 2.4x would remove the strip.
* most of the 'Strip' menu items now call their operators in the header menu, some for view and select too.
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Yet another attempt to fix this problem (hopefully the last). Resolved a few typos (previous code was adjusting times not values).
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add to other modes.
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* Action Editor/Dopesheet now displays names retrieved from RNA in the form - "<Struct/OwnerName>.<PropertyName>.<ArrayIndex>"
i.e. "HeadBone.Location.X"
i.e. "Cube.Rotation.Y"
i.e. "Material.Diffuse Color.G"
For now, the first part of the name may be unclear as it is easy to confuse Material channels with Object ones if the material was called "Object1" or so (theoretrical example only). This will be explored further.
* Also, fixed crashes when loading some old files with 'Object' Action Channels in their Actions
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- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
and lattice
(another commit following)
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In the brief tests I did on a few rigs, this seems to work ok. Martin may want to check on the code for any cleanups that may be needed here.
Coming soon will be some modifications to the primative insert-key operator added earlier, so that Animato can be used to animate characters!
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