Age | Commit message (Collapse) | Author |
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* Insert Keyframe operator (IKEY) works in Pose Mode for bones again
* 'Parent type' is now correctly wrapped in RNA. Previously, it had been wrapped as a bitfield, while it was in fact a plain enum. I found out when trying to manually fix some bugs in the Set Parent operator...
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using PyLong_FromSize_t rather than PyLong_FromSsize_t, this messed up the default values in documentation.
- renamed POSE_OT_select_hierarchy "add_to_sel" property to "extend"
- some property names were wrong (giving errors in the console at startup)
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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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Changes: Gestures are now Shift-ActionMouse (doing it with SelectMouse required a bit of juggling and triggered a display glitch that I'll try to debug later)
Everything else should be as functional as in trunk, apart from the dotted rubber band line which doesn't update while the view is rotated and only the current area getting redrawn while drawing (the later should be easy to fix).
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Polyline, selection and a couple of others work. (note that polyline is shift-click because click is taken by 3d cursor. Needs a way to overwrite lower maps).
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before the single place that seems to use it.
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it working this week end.
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-r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
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correctly, since the active bone wasn't being accounted for in the right way.
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SHIFT+A add armature didn't add a bone yet. :)
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Four new operators for Armature editmode, by Arystan D.
- Extrude (Ekey)
Extrude forked (shift-E when mirror on)
- CTRL+click extrude
- Delete selected (Xkey)
- Duplicate (shift-D)
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* Still incomplete and some operators don't work, refresh issues, etc.
* Made Hide/Reveal operators consistent for various modes.
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Assorted smaller fixes:
- Fix: modal keymaps for editmode in view3d were not set again
when you copy areas or go fullscreen.
- Improved "redo last op" (F6) to search back in history for
a redoable operator. Operator also used wrong pupmenu type.
- On creating new FCurve editor, the channel rainbow colors are
set correct.
- EditMesh: fixed code for Spin/Screw, correct props, init and
error reporting. (Spin hotkey ALT+R temporary)
- recompiled all to check for uninitialized variable warnings.
(compile flag should be -O for this). Fixed some proto's.
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Patch from Arystan:
- bugfix in mouse select posemode
- Lkey 'select linked' for both pose as editmode armature.
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Still todo, is to have Shift-A in Object Mode add single-bone armature again.
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*****
added add_primitive_bone, removed operator from previous commit as it was not needed
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******
added a ARMATURE_OT_bone_add operator, ita generic operator to add a bone it behaves the same way as the old add bone (making a bone not set the tail but have it selected), commiting this so other add bone ops like add bonre pinative or making new armature
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Patch from Arystan Dyussenov (A624), two operators for armatures;
- select hierarchy up/down, using bracket [ ] with or without
shift, and for editmode and posemode.
Good work, thanks!
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Auto-Keyframing does not work anywhere else yet, and probably won't for a while.
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*******
- made the armature selection ops use the new editbone/pchan context loops and a little house cleaning
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******
ported selection_invert for both edit armature and pose mode
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check failures.
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Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
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in pose mode. Had to move the command to Shift-P, as naked P is taken up by some crazy person's script command.
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******
-ported (de)select all for editarmature and pose mode
- please review my loops and notifiers as i think they are pretty ugly
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missing parts and are work in progress.
Set 3D Cursor
Set Tile
Sample Color
New
Open
Replace
Reload
Save (As)
Save Sequence
Pack
Unpack
Record Composite
The file select operators have context issues still. They need
to get the image space in the context on exec() but it's not
there currently, not sure how to solve that yet.
Also added name parameter to uiMenuItemEnumO, and fixed "mute"
argument in ED_update_for_newframe calls in fluidsim bake.
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*** Proof of concept! ****
3D window Panels back, in own designated region for now.
Activate or hide it with Nkey.
Note that Background Image doesn't work yet, Transform
Orientations probably need tests by Martin, Sculpt options
have to be recoded there by Nicholas.
The UI design sessions will of course review all of this!
We'll have to solve a lot of related topics;
- navigation (where) and context (what)
- non-overlapping layouts vs floating panels/bars
- properties vs tools (toolbars)
- drop panels and make nice (semi-automated) list views?
I've also done experiments with making the main 3d view
stay 'behind' the buttons region. That makes popping buttons
in and out less distracting, but also makes it obscuring
the view... it's not in this commit, it didn't work proper :)
To get that work it has to be handled by the internal
compositor, then it even can have fancy transparency in back.
Anyhoo, time enough to play with this a while. Especially for
Image window (paint) it can work well too.
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properly
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clean out some other day).
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*******
- ported make/clear parent for editbones (paent_set, parent_clear to align with naming conventions)
Aligorith and Kaito please look over this and make sure everything is right
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Adjusted ranges for subdivide operators (Mesh + Armature).
* The Mesh one was causing lockups as its range started from 0. Now it starts from 1.
* Tweaked the soft-limits for subdivide operators to be easier to use (1-10 instead of 0-100)
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Fixed memory leaks when closing Blender without exiting Armature EditMode first.
Ton/Brecht - mesh editmode (and a few others I think) are still leaking in this case.
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* Added back the Subdivide tools. Use the Alt-S hotkey (for now) to get a menu with the subdivision options. There are also two standalone operators which are not used yet.
* Fixed the PoseMode checking callback to make sure that it doesn't override any tools in EditMode.
* Fixed an old comment in transform code, and a few warnings in editarmature.c
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This is one of the few armature tools where it is currently not that easy/desireable to port to use context-loops exclusively, since they depend on working with 'chains' of bones from the tips to the roots, which cannot be easily done using EditBones.
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* Brought back recalculate bone roll (Ctrl N). This should be quite a straightforward example of a cleaned-up + ported armature tool.
* Cleaned up a few warnings
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Converted all countall() calls in armature code to armature_sync_selection()
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* I've had to remap 'Duplicate window' to Ctrl Alt W instead...
* Fixed some bugs with armature context iterators for X-Axis Mirroring. Now, the code there checks for mirrored bones in the right way.
For details on how to write tools that need to cope with this option, refer to the 'Align Bones' operator. I'll port another simple operator as another good example soon.
Additional notes:
Currently, armature_sync_selection() is really buggy (not part of this commit), and needs further attention.
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* Fixed context iterators for PoseChannels. The actual selection test was missing (but layer visibility was getting checked). Also added check for hidden bones here too.
* Removed unnecessary defines added by mfoxdogg in BKE_context.h
* Removed the old hacks in 'Clear ...' operators for ensuring that object animation (ipos/actions) don't overwrite poses. These are no longer necessary, since normal animation calculation is only done in a separate step on frame-changes now.
* Removed the manual checks for layer visibility from 'Clear ...' operators, since that's taken care of by context iterators.
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*******
-ported clear loc,rot,scale operators to pose mode operators
- for some reason when animated and you clear anything, the whole aramture clears. somthing to do with the depsgraph stuff that was directly ported from clear armature()
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* Added selected, selected+editable, and active to access EditBones for Armature Operators to use. These take into account X-Axis Mirror too, so there is really no need to check that sort of thing anymore in tools.
* Added a quick testing operator for verifying that these loops filter the data correctly. I've dumped this in armature_ops.c for now. It can be activated using the TKEY hotkey in Armature EditMode only. This should be removed once we have a few more functional tools.
* Ported over cleaned up roll-calculation tools from AnimSys2
* Removed a few ugly stubs from posemode code
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Committed two posemode operators. Hide/Unhide.
For people who want to check on adding operators, only
check the changes in armature directory, rest is to
get things to work, and a small bugfix :)
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Preparing for volunteer to work on operatorifying armature code.
Just new C file and calls to assign operators and keymaps.
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- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
and lattice
(another commit following)
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View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
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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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- 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.
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Added poselib.c back, non functional entirely still.
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