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2009-04-162.5:Joshua Leung
* 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.
2009-04-16PoseLib: Fixed up RNA-properties for this operator so that it can be ↵Joshua Leung
repeated using the exec() callback added in previous commit.
2009-04-162.5 PoseLib/KeyingSets bugfixes:Joshua Leung
* 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.
2009-04-15PoseLib: Fixed lingering bugs with Browsing (Ctrl-L)Joshua Leung
* 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...
2009-04-15PoseLib: Interactively browsing poses with Ctrl-L now mostly works againJoshua Leung
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
2009-04-15PoseLib: Operatorfied Add/Remove/Rename Tools Joshua Leung
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.
2009-04-152.5 PoseLib - First steps to get PoseLib to work in 2.5Joshua Leung
* 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) :)
2009-04-142.5Ton Roosendaal
More cleanup! - removed old UI font completely, including from uiBeginBlock - emboss hints for uiBlock only have three types now; Regular, Pulldown, or "Nothing" (only icon/text) - removed old font path from Userdef - removed all old button theme hinting - removed old "auto block" to merge buttons in groups (was only in use for radiosity buttons) And went over all warnings. One hooray for make giving clean output :) Well, we need uniform definitions for warnings, so people at least fix them... here's the real bad bugs I found: - in mesh code, a call to editmesh mixed *em and *me - in armature, ED_util.h was not included, so no warnings for wrong call to ED_undo_push() - The extern Py api .h was not included in the bpy_interface.c, showing a several calls using different args. Further just added the missing includes, and removed unused vars.
2009-04-13Animato Bugfixes:Joshua Leung
* 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.
2009-04-13armature ops aligned with naming conventions - small fixShaul Kedem
2009-04-072.5 - Two Bugfixes:Joshua Leung
* 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...
2009-03-29- python api was returning incorrect int values from rna because it was ↵Campbell Barton
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)
2009-03-29- use clear, set, add, enable, disable and toggle as a prefix in operator namesCampbell Barton
- 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
2009-03-23Finished porting etch-a-ton to 2.5Martin Poirier
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).
2009-03-22First part of operatorizing etch-a-ton in 2.5Martin Poirier
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).
2009-03-21Compiling fix for etch-a-ton commit - I've moved BIF_freeRetarget() to be ↵Joshua Leung
before the single place that seems to use it.
2009-03-20merge more etch-a-ton code. nothing works, but it compiles. Will try to get ↵Martin Poirier
it working this week end.
2009-03-182.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-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).
2009-02-28Bugfixes for armature operators - parent + align operators weren't working ↵Joshua Leung
correctly, since the active bone wasn't being accounted for in the right way.
2009-02-252.5Ton Roosendaal
SHIFT+A add armature didn't add a bone yet. :)
2009-02-252.5Ton Roosendaal
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)
2009-02-202.5: Particle Edit, work in progress commit.Brecht Van Lommel
* Still incomplete and some operators don't work, refresh issues, etc. * Made Hide/Reveal operators consistent for various modes.
2009-02-192.5Ton Roosendaal
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.
2009-02-182.5Ton Roosendaal
Patch from Arystan: - bugfix in mouse select posemode - Lkey 'select linked' for both pose as editmode armature.
2009-02-18Shift-A adds Armature Object (in Object Mode) or Bone (in Edit Mode) again. ↵Joshua Leung
Still todo, is to have Shift-A in Object Mode add single-bone armature again.
2009-02-18 2.5Michael Fox
***** added add_primitive_bone, removed operator from previous commit as it was not needed
2009-02-18 2.5Michael Fox
****** 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
2009-02-162.5Ton Roosendaal
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!
2009-02-162.5: Restoring Auto-Keyframing for Transforms Joshua Leung
Auto-Keyframing does not work anywhere else yet, and probably won't for a while.
2009-02-15 2.5Michael Fox
******* - made the armature selection ops use the new editbone/pchan context loops and a little house cleaning
2009-02-12reveil -> revealCampbell Barton
2009-02-12 2.5Michael Fox
****** ported selection_invert for both edit armature and pose mode
2009-02-11One last bit of personal education -- added OPERATOR_CANCELLED on sanity ↵Roland Hess
check failures.
2009-02-112.5Ton Roosendaal
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.
2009-02-11First operator done as a test and to get to know the ropes. "Select Parent" ↵Roland Hess
in pose mode. Had to move the command to Shift-P, as naked P is taken up by some crazy person's script command.
2009-02-11 2.5Michael Fox
****** -ported (de)select all for editarmature and pose mode - please review my loops and notifiers as i think they are pretty ugly
2009-02-112.5: Image window operators, quite a few of these still haveBrecht Van Lommel
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.
2009-02-102.5Ton Roosendaal
*** 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.
2009-02-10Armature Parenting: Fixing up this operator to use the new context iterators ↵Joshua Leung
properly
2009-02-102.5: Silencing MSVC warnings in a few files (many files still have many to ↵Joshua Leung
clean out some other day).
2009-02-10 2.5Michael Fox
******* - 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
2009-02-102.5 Bugfixes:Joshua Leung
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)
2009-02-092.5Joshua Leung
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.
2009-02-09Armature Editing: Subdivide OperatorsJoshua Leung
* 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
2009-02-09Armature Tools - Ported Switch Direction (Alt-F)Joshua Leung
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.
2009-02-062.5 - Armatures CodeJoshua Leung
* 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
2009-02-062.5 Joshua Leung
Converted all countall() calls in armature code to armature_sync_selection()
2009-02-062.5 Armature Editing - Restored 'Align Bones' (Ctrl Alt A)Joshua Leung
* 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.
2009-02-052.5 - Bugfixes for Pose 'Clear' Operators Joshua Leung
* 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.
2009-02-05 2.5Michael Fox
******* -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()