Age | Commit message (Collapse) | Author |
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Intent was to act as animation everywhere
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After scrubbing, Blender kept thinking an animation is played (see animation "Play" button), even after mouse release. This resulted in a couple of crashes, e.g. by pressing Alt+a and then Esc.
(Also minor cleanup)
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Treat scrubbing as animation.
This is checked during various updates to avoid
some costly calculations.
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Term pointer is overloaded already.
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out from local functions)
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Bring back the 2.4x feature.
also show a highlight when a strip is being previewed.
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This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.
What is included:
* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D904
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Modal frame_change was not terminating on mmb release event...
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This uses a different operator than the other time editors (as it needs to support
the setting of the value-cursor too), so the changes here didn't get propagated through.
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View2D had some inconsistencies making it error prone in some cases.
- Inconstant checking for NULL x/y args.
Disallow NULL args for x/y destination pointers, instead add:
- UI_view2d_region_to_view_x/y
- UI_view2d_view_to_region_x/y
- '_no_clip' suffix wasn't always used for non-clipping conversion,
switch it around and use a '_clip' suffix for all funcs that clip.
- UI_view2d_text_cache_add now clips before adding cache.
- '_clip' funcs return a bool to quickly check if its in the view.
- add conversion for rectangles, since this is a common task:
- UI_view2d_view_to_region_rcti
- UI_view2d_region_to_view_rctf
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timeline.
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also increase precision of rctf print functions
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This means when you've got "Lock Frame Selection" option (which is
in the timeline next to the preview range button) you're not able
to go to the frames which are out of current frame range with your
mouse.
TODO: Make it so current frame slider also respects this setting?
Not so much important for tonight.
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remove MEM_sys_types.h which was a duplicate.
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in a timeline view would show up search results in other editors (e.g. 3D View).
This only really works where there is a timeline view as:
1) The modal interactive stuff is built on the assumption that a suitable 2D
view mapping exists
2) The operator is not "registered" (i.e. no props display after usage, and
doesn't get shown in undo) as it's more "view state" than "scene data"
Rewrote poll callback to handlethis properly
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from selected objects and bones
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the keys inserted.
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else if's
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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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