Age | Commit message (Collapse) | Author |
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Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
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Thanks for the patch Bastien Montagne. Was just legacy code from 2.4x
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in invoke callback. This prevents unfreed memory blocks when quiting
Bledner with modal operator running.
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On anim-render, a click in timeline stopped render completely.
The reason for this was a bit wacko code to cope with frame-step
feature (steps of multiple frames).
I thought of fixing that, but instead decided to block any operator
in Blender to change a frame while a render is in progress.
Both render engine and UI are accessing (writing to) the same
data then, which is a bad conflict.
Still a serious weakness of threaded render, but I'll keep
trying to allow this as far as possible :)
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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using this for object.vertex_groups.assign([index list ...], group, weight, mode)
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I've made most operators which change the current frame are now undoable. This has the following benefits:
- it brings these into line with simply changing the frame number directly
- as in this bug report, using the operator tweaking/redo capabilities was causing problems, as the lack of an undo for the frame change mean that changing the operator properties (in this case to do numeric input for transforms, which is a bit of a creative if inefficient use of the available tools) would cause the current frame to reset to the previous frame, making it seem impossible to tweak the operator settings
Notes:
- screen.frame_offset() operator has been left alone, since I expect that undo pushes on this one would be truly annoying while on the others it's probably ok/wanted. This is because with this operator, animators usually end up stepping through their animations vs one-off jumps/scrubbing-sessions
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* Fractional frames support has been changed to use a new var, scene->r.subframe.
This is a 0.0-1.0 float representing a subframe interval, used in generating a final float
frame number to evaluate animation system etc.
* Changed frame_to_float() and some instances of bsystem_time() into a convenience function:
float BKE_curframe(scene) which retrieves the floating point current frame, after subframe
and frame length corrections.
* Removed blur_offs and field_offs globals. These are now stored in render, used to
generate a scene->r.subframe before render database processing.
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* Added operator (Ctrl Shift Alt I) to show menu for changing the active Keying Set in the 3D view (todo item from last commit)
* KeyingSetInfo (i.e. the Builtin Keying Set classes) can now be accessed from Keying Set instances with ks.type_info
* Added ks.remove_all_paths() function to remove all the paths for a Keying Set.
---
These two changes mean that builtin Keying Sets could be refreshed in response to context changes by doing:
<code>
ks = bpy.context.scene.active_keying_set
if ks.absolute==False and ks.type_info:
ksi = ks.type_info
# remove existing paths to fill with new
ks.remove_all_paths()
# check if Keying Set can be used in current context
if ksi.poll(bpy.context):
# call iterator() which calls generate() and re-populates paths list
ksi.iterator(bpy.context, ks)
</code>
And then, once this has been done, the paths that the Keying Set will operate on can be accessed as
<code>
paths = bpy.context.scene.active_keying_set.paths
</code>
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* Added a user-preference setting which disallows setting the current frame number to a negative number. This setting only applies when setting the current frame by scrubbing the time cursor in a timeline view, or by typing a value into the current frame number field.
* Made the minimum frame number for the start frame to be 0, which should make setting keyframes by a regular step size less confusing. Also changed the MINFRAME define to 0 for consistency. Hopefully this doesn't cause any problems with any output formats.
* Fixed some missing channel selection cases in animation editors.
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- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
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Made preview range be turned on/off using a proper flag instead of just relying on checking for start-frame = 0. It is no longer satisfactory to do that since we can have negative frame numbers, and also having it as a proper flag means that the range can be toggled on/off non-destructively.
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Added a new operator for properties which resets RNA-based settings to their 'default' values, as defined in RNA. This currently only works for floats, ints, enums, and booleans (strings and pointers still need to be implemented).
The current extensions to the RNA API that I've made here seem a bit excessive, and can be toned down if necessary. In short, I've just added accessor functions for the default-values of the property definitions.
For this to be really useful, many properties in RNA will need to get defaults defined, since the current defaults for quite a few properties tested were less than ideal.
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* Made the TimeLine current frame indicator get drawn using the standard frame-indicator code. Also, it is now possible to show the frame indicator box beside the line as in the other animation editors, although this is disabled in the timeline due to the closeness of the frame number field.
* Removed some old (unnecessary) code
-> "Continue Physics" option in TimeLine, which is now obsolete with the current physics options. Feel free to restore if this is not the case.
-> Already commented out hacks to create "speed ipo" for curves. There are easy alternatives that are better integrated.
-> Unused init/exit callbacks for scrubbing time, since those were only used to set an obsolete flag for timeline drawing that is now used for the indicator.
* Switched long-keyframe optimisation code to use constants instead of some magic numbers + fancy trickery...
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last, ACT_OT_* --> ACTION_OT_*)
ACT_OT_clean --> ACTION_OT_clean
ACT_OT_clickselect --> ACTION_OT_clickselect
ACT_OT_copy --> ACTION_OT_copy
ACT_OT_delete --> ACTION_OT_delete
ACT_OT_duplicate --> ACTION_OT_duplicate
ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type
ACT_OT_frame_jump --> ACTION_OT_frame_jump
ACT_OT_handle_type --> ACTION_OT_handle_type
ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe
ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert
ACT_OT_interpolation_type --> ACTION_OT_interpolation_type
ACT_OT_keyframe_type --> ACTION_OT_keyframe_type
ACT_OT_mirror --> ACTION_OT_mirror
ACT_OT_new --> ACTION_OT_new
ACT_OT_paste --> ACTION_OT_paste
ACT_OT_previewrange_set --> ACTION_OT_previewrange_set
ACT_OT_properties --> ACTION_OT_properties
ACT_OT_sample --> ACTION_OT_sample
ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle
ACT_OT_select_border --> ACTION_OT_select_border
ACT_OT_select_column --> ACTION_OT_select_column
ACT_OT_snap --> ACTION_OT_snap
ACT_OT_test --> ACTION_OT_test
ACT_OT_unlink --> ACTION_OT_unlink
ACT_OT_view_all --> ACTION_OT_view_all
ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add
ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add
ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete
ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button
ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d
ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert
ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button
ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu
ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove
ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove
FILE_OT_add_bookmark --> FILE_OT_bookmark_add
GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert
NLA_OT_add_actionclip --> NLA_OT_actionclip_add
NLA_OT_add_meta --> NLA_OT_meta_add
NLA_OT_add_tracks --> NLA_OT_tracks_add
NLA_OT_add_transition --> NLA_OT_transition_add
NLA_OT_remove_meta --> NLA_OT_meta_remove
PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove
PTCACHE_OT_add_new --> PTCACHE_OT_add
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* Snapping strips now works with the hotkey Shift-S as in the rest of Blender
* Preview Range works in Sequencer now (the operators for setting, clearing, and also drawing)
* Related to the Preview Range for Sequencer, toggling the time-display mode also works
* Preview Range Set operator now works again, after the modal keymaps change for borderselect broke it. Also sends correct notifiers now after bein called.
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I've finally given in, and implemented a '2d-cursor' for the Graph Editor. This is simply represented as an additional horizontal line that meets with the current frame indicator, forming a cross-hair. It can be disabled from the View menu.
Currently, the only tool which takes this into account is the Snapping tools (Shift-S), where I've hooked up a tool I added some time ago.
TODO:
- expose this cursor to the transform tools for scaling/rotation options...
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Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
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Added a way to view and edit Keying Sets via the Scene Buttons. These are still some tweaks needed to make this really workable, but should still work well enough for simply viewing and tweaking existing Keying Sets created using other means.
Additional bugfixes:
* Adjusted the size of labels on properties that had a 'label' for their name. Now it uses 1/3 of the total width instead, which looks much better for most cases.
* Added missing entries for adding Force Fields from the Info-header 'Add' menu. At some point we should unify this menu with the popup operator's one, since this is exactly the kind of situation we had hoped in avoid with new UI architectures.
* Moved all the operator defines for keyframing stuff to the 'intern' anim header instead
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Drivers can now be copied/pasted for single properties, allowing drivers set up on one property to be added to a few other properties relatively easily.
Also, added description strings for the other driver-button operators.
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mode).
With mouse events event->val started as 0/1 for press/release but later the tweak function made LMB and RMB zero value into KM_RELEASE, somehow MMB didnt get used by the tweak function so was left at 0 and the modal keymap function failed when comparing MMB Mouse ups.
now initialize event->val as KM_PRESS/KM_RELEASE
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issues like Shift+R (repeat last) not giving capital R in the text
editor. There is also new modal handler list at the window level,
and the API call will always add it to that one now, since modal
handlers were not used in other levels.
The order used to be:
* window modal + keymap
* area modal + keymap
* region modal + keymap
Now it is:
* window modal
* region keymap
* area keymap
* window keymap
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their handlers based on notifiers, which is simpler and more
reliable.
This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
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Set to the RMB menu (and also via KKEY and ALT-K respectively)
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it doesn't move around - this is also more consistent with constraints/modifiers etc. Used the same 'box' layout as constraints/modifiers.
Also ported some name changes from the materials UI script to RNA to keep these consistent. Animation editors always show the RNA name after all, so it's good to keep the names similar.
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Wrapped the Keying Sets API with RNA Functions so that they can now be called from Py-Scripts. This will ultimately be useful for riggers to create Keying Sets which can get loaded up/created for animators to use after importing their rig.
I've created a demo for this, which can be found at:
http://www.pasteall.org/blend/552
Notes:
- Kazanbas, I've had to create a rna_scene_api.c here to hold some of the relevant functions. Hopefully this won't cause you too much pain when you do your next merge from 2.5 to your branch ;)
- I've noticed that there seem to be a few cases mentioned in the demo which don't totally work yet. I'll commit some fixes for those later.
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See mailing list for additional information.
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instead of casting everywhere.
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* Keyframes for scene-linked animdata is drawn first (if 'Only Selected Data Keys' is off)
* Keyframes are also drawn for the active object
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* Cursor grabbing is now done only if the OPTYPE_BLOCKING flag
is set for the operator, since for e.g. render it should not
block.
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This commit is quite experimental, and might have to be reverted, but in quite a few places, the cleanups from this commit were already necessary.
* I've left most of the image-handling functions alone, since I'm not sure how well they cope with negative indices.
* Start/End frames cannot be negative for now... any specific reasons why they should be negative?
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Drivers can now be Added/Removed from buttons using the D/Alt-D hotkeys, and also through the menu. Driver settings (i.e. the target) are not set by default. To set those, go to the Graph Editor (see notes).
Notes:
* Buildsystem maintainers - I've added a new file "editors/animation/drivers.c"
* Widget colours for the driven-setting indications are needed
* To see the new drivers, go into Graph Editor -> "Drivers" mode. Currently, there's a little bug there which prevents editing of the new drivers.
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* Collapse selected channels should now work for most channels. It still doesn't work for Action Groups for some reason...
* Objects are now deemed to only be selected in Animation Editors if the are selected (i.e. if they are active but not selected, they are no longer considered to be selected)
* Outliner updates when scrubbing the TimeLine. As a consequence, anim playback with an Outliner open is a bit slower now.
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- I key over a button inserts a keyframe.
- Alt+I removes a keyframe.
- With right mouse button a menu with these options pops up.
- Buttons are colored green if the property is animated, yellow
if it is on a keyframe. I followed the colors from the UI
mockups, but the flicker on keyframes seems too distracting in
practice?
- This only works for properties on the ID itself at the moment,
path callbacks need to be filled in for all structs but mesh
still.
- It doesn't work when you're over a related label, that needs to
be made to work.
- I made it insert keyframes outside of any keyingset. Not sure
how this is supposed to integrate?
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When inserting keyframes in the 3D-View (support will be extended to other editors in due course) using the IKEY hotkey, the menu which appears will now consist of 3 parts:
* 'Active Keying Set' - this option allows you to use the user-defined KeyingSet which is active for the current scene (i.e. the one seen in the TimeLine/Outliner headers)
* User defined Keying Sets - a list of all such available KeyingSets is included, and entries can be chosen from there
* Built-In Keying Sets - see later...
To achieve this, several changes needed to be made first:
* Added support for 'relative' in addition to 'absolute' Keying Sets. Relative Keying Sets are Keying Sets which operate on data from the current context (i.e. a 'location' KeyingSet will add location keyframes for selected objects/bones/nodes as opposed to location keyframes for some particular object). The is a tentative 'templates' requirement system here, which still needs to be fully fleshed out.
* Added support for builtin Keying Sets (i.e. 'Location', 'Rotation', 'Scaling', and 'LocRot' as a few initial demonstrations), which replaces the temporary Insert Keyframe operator for the 3D-View (IKEY). These are effectively relative Keying Set definitions which are included in Blender by default and stored in a list separate from user-defined ones. Volunteer help in defining a few more of these for other editors will be welcome soon.
* Removed/replaced much of the crappy temporary Keyframing operator code, though a few tweaks could still be done.
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- use select as a suffix eg UV_OT_loop_select -> UV_OT_select_loop
- Each select all operator was using slightly different wording...
select_all, deselect_all, de_select_all, select_de_select_all -> select_all_toggle
- selection -> select
- POSE_OT_select_connected -> POSE_OT_select_linked to match other operators
- NODE_OT_delete_selection -> NODE_OT_delete since its not used in other operators
- ANIM_OT_previewrange_define -> ANIM_OT_previewrange_set to match other operators
- NODE_OT_fit_all -> NODE_OT_view_all to match other operators
- View2D_OT_* -> VIEW2D_OT_* to match VIEW3D
- View2D_OT_view_downscroll -> VIEW2D_OT_scroll_down more logical
- removed MARKER_OT_mouseselect_extend and made extend a boolean property of MARKER_OT_mouseselect
- MARKER_OT_mouseselect -> MARKER_OT_select
- GROUP_OT_group_remove -> GROUP_OT_objects_remove more logical since its removing objects from groups
- MESH_OT_removedoublesflag -> MESH_OT_remove_doubles
- redundant words MESH_OT_split_mesh -> MESH_OT_split, OBJECT_OT_object_delete -> OBJECT_OT_delete
renamed selection operator properties
extend_select -> extend
column_select -> column
select_children_only -> children_only
... Since these are all in the context of selection operators there is no need for the extra 'select' in the property name.
Updated docs
http://www.graphicall.org/ftp/ideasman42/html/bpyoperator-module.html
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