Age | Commit message (Collapse) | Author |
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reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
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an extern into a define.
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* Keyframing operators now use the reports system for displaying all its error messages.
- The benefit of this is that users no longer need to check the console for error messages if keyframing fails.
- Unfortunately, reports are not currently viewable in any space/view in Blender, so...
* Added a temporary operator (UI_OT_reports_to_textblock), which can be accessed in the UI from the button which appears in place of the icon when more than one report exists. This dumps the current list of reports to a textblock "Recent Reports", from which they can be viewed.
This isn't really nice, but at least we now have a way to view these again, which makes debugging some things a pain.
* Bugfix #24606 - when trying to add keyframes to F-Curves with F-Modifiers already which alter the curve significantly enough that the keyframes will have no effect, there are now warnings which aim to alleviate any confusion.
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flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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better matches existing VIEW3D_OT_enable_manipulator & ANIM_OT_channels_setting_enable
also fixed warning.
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FCurves"
F-Curves tagged as "disabled" now have their channels drawn with a red line underlining their names.
"Disabled" F-Curves are skipped for evaluation, and typically result (for example) from assigning an action from one armature to another, but the new armature does not have some of the bones the action's F-Curves need in order for the datapaths (referring to the property the F-Curves affect) to be resolved. This is to prevent heaps of invalid channels slowing down animation playback.
I've also added a new operator, found by:
Channels -> Revive Disabled F-Curves
in the Graph Editor and DopeSheet/Action Editors, which will clear all the disabled tags for all the F-Curves in the animation editor at the time (based on the filtering criteria).
Use this operator to clear the disabled tags, allowing such channels to be able to be evaluated again (perhaps after adding the offending bones for example, or when using the action on the original armature again).
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* Texture data still wasn't shown if material didn't have animation data.
* Also unified the material/texture filtering logic a bit.
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the selection ranges right. The next part of the fix (for tomorrow) will involve setting up access for NLA-Track properties...
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This commit restores the ability to reorder channels in the animation editors (DopeSheet/Action/etc., Graph/Drivers, NLA). The hotkeys for this are:
- Shift-PageUp = Move Up
- Shift-PageDown = Move Down
- Ctrl-Shift-PageUp = Move to Top of List
- Ctrl-Shift-PageDown = Move to Bottom of List
Do note that only animation data can get reordered using this.
So, do not expect to be able to change the object order (that is actually taken from the order that Blender actually evaluates them per update/frame).
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In the process, I've fixed a couple of other bugs:
* Removed 'optimisation step' check in anim_filter.c for dopesheet with no filtering options modified, since this meant that the ANIMFILTER_ANIMDATA data filter was not getting processed (and potentially there were other maintenance problems with that).
* Made NLA Editor's channel list not totally duplicate the basic Animation Channels keymap. Instead, the "NLA Channels" keymap now only defines the parts that are different, and this then gets specified before the standard one so that these different parts will override the standard ones.
* Attempted to fix BorderSelect on NLA Channels list. Still not totally working correctly yet though.
* Moved "Euler Discontinuity" menu entry from "Channels" to "Keys". It really belongs in the latter, since it affects the keyframe values, rather than some aspect of the channel (i.e. ordering of channels or how they're displayed)
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* TSK! give_current_material(..) is used with index+1
* Also very bad practice to use same loop variable name in a loop inside a loop.
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by cmake devs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
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- omit render code from this warning (cmake only), until render branch is merged.
- moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
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flag (no functional change).
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Moved duplicated code out to a special new function so that this doesn't need to be copied all over for each transform op that needs this.
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f-modifier.
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the vector popup for node inputs.
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color to be a property on an ID block. Note that sampling from another window
still does not work, only within the same window.
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material properties are also animated
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adding/select/moving markers
Reported and patched by Torsten Rupp
When a time marker is added in the timeline window via keyboard (keycode M) or existing markers are selected/moved via
the mouse the marker resp. the selection state is not draw immediately in the timeline window region.
The patch adds notifiers where necessary to ensure updates.
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By Luca Bonavita (mindrones)
The patch renames and moves gl_round_box, gl_round_box_shade and gl_round_box_vertical_shade to UI_interface.h, so the extern usages are not needed anymore.
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Buttons for editing RNA paths/array index for F-Curves that aren't working are now actually functional. This means that when invalid paths are present, they can be manually fixed up.
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using this for object.vertex_groups.assign([index list ...], group, weight, mode)
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One old property name was missed during the renaming madness, so the 'active' poll always failed there.
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replace with defgroup_find_name() and BLI_findstring()
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least its very unlikely).
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- remove MEM_guardedalloc.h from header files (include directly)
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- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases)
- removed DNA_wave_types.h (never used)
- removed Main.wave
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or get it from the context instead.
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F8 key enabled again, useful for script UI development.
- keying set freeing wasnt freeing from all scenes and the builtin list.
- PointerProperty() cant refer to a removed python srna type (fixed in rigify and netrender).
- Added a check for freeing a type used by a PointerProperty but its very slow, makes reloading take ~10sec. Only enabled this in debug mode for now.
Netrender register() function isnt re-registering the property, probably because the module is cached by python and not re-run.
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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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We already have 2 keys for delete, no need to add a 3rd, better use backspace only when it makes sense or allow users to hook it up to something.
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These are not animated and are best not change names like this too late in the release.
ActionGroup.selected -> select: boolean Action Group is selected
BezierSplinePoint.hidden -> hide: boolean Visibility status
BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
Bone.restrict_select -> hide_select: boolean Bone is able to be selected
Bone.selected -> select: boolean
CurveMapPoint.selected -> select: boolean Selection state of the curve point
EditBone.restrict_select -> hide_select: boolean Bone is able to be selected
EditBone.selected -> select: boolean
EditBone.selected_head -> select_head: boolean
EditBone.selected_tail -> select_tail: boolean
EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> mute: boolean F-Curve is not evaluated
FCurve.selected -> select: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select: boolean Selection status
GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
Keyframe.selected -> select: boolean Control point selection status
Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
MeshEdge.selected -> select: boolean
MeshEdge.hidden -> hide: boolean
MeshFace.hidden -> hide: boolean
MeshFace.selected -> select: boolean
MeshVertex.hidden -> hide: boolean
MeshVertex.selected -> select: boolean
MotionPathVert.selected -> select: boolean Path point is selected for editing
NlaStrip.selected -> select: boolean NLA Strip is selected
NlaTrack.locked -> lock: boolean NLA Track is locked
NlaTrack.muted -> mute: boolean NLA Track is not evaluated
NlaTrack.selected -> select: boolean NLA Track is selected
Object.restrict_render -> hide_render: boolean Restrict renderability
Object.restrict_select -> hide_select: boolean Restrict selection in the viewport
Object.restrict_view -> hide: boolean Restrict visibility in the viewport
Object.selected -> select: boolean Object selection state
ObjectBase.selected -> select: boolean Object base selection state
PoseBone.selected -> select: boolean
Sequence.right_handle_selected -> select_right_handle: boolean
Sequence.selected -> select: boolean
SplinePoint.selected -> select_control_point: boolean Selection status
TimelineMarker.selected -> select: boolean Marker selection state
Sequence.left_handle_selected -> select_left_handle: boolean
ActionGroup.locked -> lock: boolean Action Group is locked
Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
SplinePoint.hidden -> hide: boolean Visibility status
FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated
note: rebaned uv_select to select_uv
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Insert Keyframe function was not checking that an ID-block was given before trying to resolve the RNA-path using it.
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Added new filtering option for animation editors (indicated as the 'ghost' toggle beside the 'select'(-ed only) toggle), which will include objects/bones that aren't visible (i.e. are hidden or on a hidden layer).
This should make it possible to edit such types of animation, and also prevent flickering as these channels come in/out of view.
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with 2.4x
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.
Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
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This was broken by a bad (unfinished/unused) case, which stopped them from being created properly in most cases.
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