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2009-01-172.5Ton Roosendaal
- Added shift+d duplicate for object and editmode mesh. Note it uses WM_operator_name_call(), which is fine now, but in future might put again 2 undo's and operators on the stack. Will have to spend some time on how Macros will work! - added itterator CTX_selected_editable_objects() (named it first "edible" but that was too funny!) Also cleaned object_edit.c to use this correctly. - added CTX_wm_view3d(), especially for hybrid tools that *can* use view3d, but don't have to. - moved debug -d print for operators to the real invoke call
2009-01-17Make sculpt data more like vpaint/weightpaint. SculptData is now in ↵Nicholas Bishop
scene->toolsettings, moved the RNA to reflect that too.
2009-01-172.5Ton Roosendaal
Cleanup warnings from Joshua's commit (mostly unused variables, but also used functions that were not prototyped). Two bugfixes; passing on &ob->adt instead of ob->adt But; the DNA system is now messed up, with two structs using the same ID (nAction and bAction), that goes horrible wrong!
2009-01-172.5 - AnimData fixesJoshua Leung
* Made AnimData blocks be stored as pointer instead of directly in the ID-datablock, so that fewer files will need to be recompiled everytime some animation settings change. * Tried to fix some of the compiler errors that pop up in Yafray code. If this commit doesn't fix it, just disable Yafray code for now (WITH_BF_YAFRAY=0 for scons)...
2009-01-17Added a brush cursor to sculpt mode.Nicholas Bishop
2009-01-172.5: Blender "Animato" - New Animation System Joshua Leung
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-172.5: various warning fixes.Brecht Van Lommel
2009-01-16Removed matrices from sculpt session and into the sculpt cache.Nicholas Bishop
2009-01-16Cleaning of the small part of sculpt still in blenkernel, more to comeNicholas Bishop
2009-01-152.5Ton Roosendaal
- Depricated another bunch of globals; all the totobj, totmesh, totvert, and so on. - All code that needs such totals now count it themselves, these stats were not supposed to be reliable - Editmesh now stores and manages own totals. - Todo: make a scene->stats that tracks notifiers. Bugfix: selecting failed in editmesh, backbuffer stuff was too late, already using index ranges before it was set.
2009-01-152.5: Space Image ported backBrecht Van Lommel
Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
2009-01-14Fixed warnings in sculpt, also brought back brush curve.Nicholas Bishop
2009-01-14Moved some more sculpt data into operator properties, also the test brush is ↵Nicholas Bishop
now properly created so you can edit its state in the RNA viewer. Added an RNA property for the brush sculpt tool as well.
2009-01-142.5Ton Roosendaal
Still some old editNurb here...
2009-01-142.5Ton Roosendaal
Another one back: editcurve.c - removed global editNurb everywhere (cu->editnurb now has listbase with edit data) - also added 'active bpoint' and 'active nurb' in Curve struct - editmode in/out works, mouse/border select works
2009-01-14Noticed that sculpt was quite slow because of string lookups in RNA, so ↵Nicholas Bishop
added a separate sculpt stroke cache for some values that usually aren't even changed except at stroke initialization.
2009-01-132.5Ton Roosendaal
- restored three more C files: editlattice, editkey and editgroup - editmode lattice working, (mouse select works) - accidentally removed yesterday 3d cursor drawing - removed global editLatt entirely now.
2009-01-132.5 Joshua Leung
* Tweaked a few incorrect comments in Constraints code * Made Sequencer use View2D system correctly (only looked at the 'time-grid' thing so far).
2009-01-12Added pthread include for windows sconsTon Roosendaal
2009-01-122.5Ton Roosendaal
12k lines of sequencer back! Only seqaudio.c skipped for now. Notes: - it only draws now, nothing refreshes or edits. - fixed bug in view2d.c with vertical grid step being 0.0f - render code and fileselect code is #ifdeffed out - sequence evaluation code moved to blenkernel, so it can be used for render without bad level calls General note; sequencer code is very untidy, mixing styles too much. Tried to clean it some, but it would be nice if formatting is kept consistant from now on.
2009-01-112.5Ton Roosendaal
Testing commit; this puts back support for swap-exchange graphics cards, which I had hoped to have faded out... but it appears it still does it for intel and some atis. This only swap-exchanges properly for areas/regions, not for menus or the 'action zone triange'. Let's see if it works! You enable it with starting with commandline option -E
2009-01-102.5Ton Roosendaal
Instead of many commits, here 1! - Constraint edit code back - Removed XXX stubs for constraints (make parent follow path works) - Removed XXX stubs for armature (make parent deform, do center, etc works) - Found a bad uninitialized global Scene * in code, especially in kernel it wreaked havoc. - added missing include in blenkernel/brush.c - fixed Nicholas' fix for editmode subsurf crash (It needed to check for editmode)
2009-01-102.5Ton Roosendaal
- Weightpaint back (CTRL+TAB or menu) Also weightpaint is sortof non-modal, allowing to use all existing hotkeys while in paint mode. Only leftmouse is overridden. - Made vpaint and wpaint entirely local, stored in scene (and saved!) - Small bugfix (also in 2.48): on weightpaint mode, all armature objects in 3d window were drawing as active poses. Now only the armature deformer is. Nice point for the UI agenda: are paint modes on ACTION mouse? Only then you can combine it with SELECT mouse...
2009-01-092.5Ton Roosendaal
New: Custom region draw callbacks. For Martin: an example is now in space_view3d/view3d_edit.c On middlemouse rotate view, it draws a small square in center. It works likes this: #include "ED_space_api.h" handle= ED_region_draw_cb_activate(region->type, drawfunc, type) and to stop it: ED_region_draw_cb_exit(region->type, handle) drawfunc is of type (const bContext *C, ARegion *ar) currently it gets called only as type REGION_DRAW_POST, later we can add more (PRE, POST_XRAY, POST_2D, etc). For correct usage, these calls should return leaving view transform unaltered.
2009-01-082.5Martin Poirier
Crash when loading certain files with armature. Use scene from context instead of local var (which can be null).
2009-01-082.5: make and cmake fixes for recent changes.Brecht Van Lommel
2009-01-07Fixed subsurf crash reported by mfoxdogg, was caused by not using an Nicholas Bishop
editmesh for derivedmeshes when in editmode.
2009-01-072.5Ton Roosendaal
More files back in the 2.5 repo: (Note, boolean stuff moved to blenkernel)
2009-01-072.5Ton Roosendaal
More globals discovered; lattice deform stored static deform array and a matrix. Tsk!
2009-01-072.5Ton Roosendaal
Finished a couple of XXX todo's in drawing code, attempt to fix subsurf crash... didnt work yet!
2009-01-07Changes/cleanup for sculptdata and brushes. Summary:Nicholas Bishop
* Removed texfade, wasn't a very useful option (same result can be created with the falloff curve) * Removed CurveMapping from sculptdata, moved instead to Brush * Removed rake field from sculptdata, moved to Brush.flag * Moved Anchored flag from sculpt to Brush, same for direction field * Removed BrushData, replaced usages with the regular Brush type * Removed hardcoded brushes and brush_type from sculptdata, replaced with a pointer to the current Brush * Made sculpt tool type settable in Brush * Changed symmetry and axis lock fields to flags
2009-01-06Got rid of old multires code, brought in multires modifier from Nicholas Bishop
soc-2008-nicholasbishop branch. Note: any old code with multires_test() or multires_level1_test() can just be deleted, not needed by the multires modifier.
2009-01-062.5Ton Roosendaal
Bugfix: some old dangling globals still crash lattice. Editmode lattice has to be coded still, but now Mancandy loads again :)
2009-01-052.5Ton Roosendaal
Cleanup: - Makefile was using confused link order, now all intern and and extern libs are put after blender and editor libs - Old stubs.c in editors/screen removed. The leftover python stubs calls were moved to python module.
2009-01-052.5Ton Roosendaal
Put back Armature/Pose code, including 'heat weight'. I've added reeb.h to get things compile, but Martin will cleanup files and put back? Now where to put all vertexgroup code.... I guess mesh? Note for msvc: yep, another new dir to add! :)
2009-01-052.5 - Animation Fixes + More Porting work in Action EditorJoshua Leung
* Added crash fixes for loading old files with Actions/Armatures in them. Was caused by usage of some old globals still and the functions in question not performing NULL checks on the validity of the data they're given. * Added back reorganise action channels tools (shift/ctrl-shif pageup/down) for Action Editor. These are only available in 'Action Mode' only. * Tidied up Action Editor/Dopesheet tools code - removed various unused things, and also, added an API call in anim_deps.c to send the correct notifiers, since I anticipate that they're likely to require a few context checks which would be better to centralise than copy+paste everywhere. Note to Ton: could you have a look at this notifier stuff here? I'm not sure which ones I should be sending... * Also added a few assorted comments in various places
2009-01-042.5Ton Roosendaal
Small cleanup in region-based cursor handling. - callback was in spacetype, now in regiontype - made screen listener catch ND_MODE notifier and call the active region cursor callback, if it's there.
2009-01-042.5Martin Poirier
Fix compile error with AVI support
2009-01-042.5 / global cleanup fixNathan Letwory
- RenderData was missing from append_movie/avi
2009-01-042.5 / CleanupNathan Letwory
- 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.
2009-01-042.5Ton Roosendaal
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.
2009-01-042.5Ton Roosendaal
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.
2009-01-032.5 / NodesNathan Letwory
* add Context accessor for selected nodes * node translation uses transform code * put transform defines in an enum (mode and numinput flags)
2009-01-022.5Ton Roosendaal
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.
2009-01-02* renamed some of the RNA sound identifiersCampbell Barton
* was missing a MEM_freeN in previous commit
2009-01-02python support for reporting with operators.Campbell Barton
* 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
2008-12-312.5Ton Roosendaal
My last one for 2008: global undo/redo back :) Happy 2009 all!
2008-12-312.5Ton Roosendaal
So, editmode mesh is back! :) At the moment only TABkey works and mouse select, 1 vertex at a time. More will follow of course. Note for the devs: - G.editMesh has been removed, be careful with old code. - EditMesh now is property of Mesh itself Although it means unlimited editmodes, for migration purposes we better stick to 1 "obedit" per scene, which is in Context too - G.obedit will get removed soon, so use CTX_data_edit_object(C) Or if you can't, just scene->obedit for now - Also removed the CTX_data_edit_mesh(), this has no meaning anymore. EditMesh is not context senstitive anymore, only the edit-object for time being is. - Martin: I've already tucked some EditMesh pointer in T and removed all G.editMesh there.
2008-12-31RNABrecht Van Lommel
* Store RNA collections different in ID properties, using a generic ID property array, using the patch provided by Joe. * Fix bug accessing registered operator properties in the wm from the outliner. * In the outliner, only use the RNA icon for RNA data, and use dot again for unknown icon. * Also, show pointer properties data in the second column, and auto expand two levels when opening them. * Added small RNA_struct_defined_properties function to get only the defined properties without builtin and undefined id properties (for py operators).
2008-12-31Added WITH_PYTHON as a cmake optionCampbell Barton