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* Fix header menu spacing bug, and make it consistent for all headers.
* For consistency, always put menus first in the header, then any enums
to switch the type of data displayed.
* Node editor header ported to python layout. Still quite a few
operators missing to make the menus complete.
* RNA wrapped node editor, and added use_nodes property to material
and scene.
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Reversed playback can now be activated using the Alt-Shift-A hotkey. It works the same way that the Alt-A playback operator works.
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Keyframes are now prepared for drawing by being added to a binary-tree structure instead of using insertion-sort on a Double-Linked List. This gives rather significant improvements on a few bad cases (*).
I've implemented a basic Red-Black Tree whose nodes/data-structures can also be used as a simple Double-Linked List (ListBase) for this purpose. The implementation of this tree currently does not have support for removing individual nodes, since such capabilities aren't needed yet.
Stats (using keyframes from an imported .bvh animation file):
* When only the keyframes are drawn (i.e. long keyframes are not identified), the time needed to draw the DopeSheet region 10 times went down from 4000ms to about 300ms.
* When long keyframes are considered as well, the same test has gone from 6000ms to 3000ms. There is still a bottleneck there that I haven't been able to remove yet (an attempt at this made the runtimes go through the roof - 32000 ms for the test done here).
Assorted Notes:
* Added missing headers for some files
* Fixed profiling flags for mingw. There was an extra space which prevented the sound-code from compiling.
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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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* Removed the glaMapping stuff in favour of remapping the keyframes manually. The old code was causing some mess, and not really working well for the DopeSheet with various mappings being used.
* Fixed NLA-mapped selection in DopeSheet. Clicking on individual keyframes should now work ok. More testing required though.
* Keyframes in DopeSheet are now drawn fully using OpenGL (instead of icons). They look less tactile now, but this may be compensated with in terms of speed? Previously I disabled this type of drawing due to issues with some cards. Enabled again for now, but mainly because I couldn't get the icons to line up nicely in screenspace...
* Borderselect in DopeSheet. I've had a look at issues with it selecting the wrong channel's keyframes. The issues don't seem to be solved yet though... will look again tomorrow.
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* Added some properties of uiLayout that can be set. I've added
some API code for more than the two I've implementeds, so
ignore those for now.
* layout.active = False will gray out buttons inside a layout.
* layout.enabled = False will gray out and completely disable
the buttons inside a layout.
* Also some function renames.
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* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
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* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.
* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.
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* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
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* Added extra parameter to generic unique name finding function BLI_uniquename() for specifying the delimeter between non-unique parts of the name and digits.
* Driver target variables now get unique names by default.
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repeated using the exec() callback added in previous commit.
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* Replaced a quicky hack needed to get PoseLib working with a proper new group-naming option for KeyingSets. Now, all builtin KeyingSets will use the name of the data (i.e. Object or PoseChannel) as the name of the group new channels are added to
* Fixed a bug with LocRotScale builtin KeyingSet, which meant that scale keyframes were not getting added.
* TAB key (toggle original pose) now works again. Previously, events were flying past too quickly.
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* Bug with confirming was due to mixed up order for events handling and updates for drawing. Now events are handled before relevant updates are done for drawing, since these only get called when an event occurs.
* View manipulations work again, and in a much nicer way thanks to the OPERATOR_PASS_THROUGH flags :)
* Search seems to work much better now again too...
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This (most important part) of PoseLib now mostly works again. It even works for PoseLibs saved with the old animation system.
However, there are a few annoying bugs that need to be addressed still:
* When 'confirming' poses, the pose changes to the next one before PoseLib exits. I'm not quite sure where this is coming from yet...
* There are still a few minor bugs in the search-string code that will get ironed out
* AutoKeyframing doesn't work yet for this
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Changes:
* These still use the old hotkeys - Add (Shift-L), Remove (Alt-L), Rename (Ctrl-Shift-L)
* Outliner now shows PoseLib entry. Todo still is to use a different icon for this?
Notes:
* The code is now much simpler in many places :)
* Add and Rename operators require a string as input to set a new name for the Pose concerned. For now, I've just added a prop for this, which will hopefully be able to be filled in at some point.
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* Cleaned up Keyframing API to get eliminate some of the problems faced during the original implementation of PoseLib, thus reducing code redundancy.
* Added new Animato evaluation functions specifically for use by PoseLib.
* Replaced parts of PoseLib code which relied on old animation system to the equivalent code for Animato. Notice the much cleaner + saner + compact code!
Next step is to operatorfy the PoseLib tools (while maintaining possibility for an API to some things) :)
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* Copying objects with animation data now works correctly. Previously, actions were not getting copied correctly, leading to loss of data in some cases.
* Action and Graph editors now display the name of the Action concerned (for 'Action' folder channels), making it easier to tell which AnimData blocks are sharing the same actions
* Added some code to make relative KeyingSets (converted from absolute ones) work better.
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Auto-Keyframing does not work anywhere else yet, and probably won't for a while.
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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!
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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!).
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Added poselib.c back, non functional entirely still.
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