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2011-02-21doxygen: editor entryNathan Letwory
2010-11-01Patch: [#24479] fix for bug 24474, by Anthony Edlin. Thanks!Thomas Dinges
This fixes [#24474] Pressing <Shift Alt A> or clicking "Play Animation ... reverse = True" does not play animation backwards
2010-10-11Fix for [#20064] Cloth simulation doesn't stop when marker is set back to ↵Janne Karhu
frame 1 after exiting mesh edit. * First frame was dropped some times when animation was running because clicking "go to start/end frame" changed the current frame directly. * Now only the animtimer changes the frame and clicking the "go to" queues the next frame for animtimer.
2010-09-20Partly apply patch [#23746] Clarify azone->edge values.Nathan Letwory
Submitted by Shane Ambler. The original patches made an enum for action zone edges, changed positioning for minimised icons and repositioned minimised icon for operator properties panel. I kept the enum idea, but further improved on the naming. Some switches used in place of if/else blocks and added some comments. See patch tracker for more comments.
2010-07-19Bugfix #22906: Animation Player buttons broke on r30467Joshua Leung
Reverting this commit. Seems that only the added parts were tested. I'll look at restoring a similar version of this in future.
2010-07-18Small feature for the Durian guys:Andrea Weikert
Playback Jog Keys: ALT+LEFTARROW: play backward (hit again for double speed) ALT+RIGHTARROW: play fordward (hit again for double speed) ALT+DOWNARROW: start/stop animation
2010-06-22Timeline addition: Display cached framesMatt Ebb
This started off doing pointcache debugging but it's also very useful for users too. Previously it was very hard to see the state of the system when you're working caches such as physics point cache - is it baked? which frames are cached? is it out of date? Now, for better feedback, cached frames are drawn for the active object at the bottom of the timeline - a semitransparent area shows the entire cache extents, and more solid blocks on top show the frames that are cached. Darker versions indicate it's using a disk cache. It can be disabled in general in the timeline View -> Caches menu, or by each individual system that can be shown. There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what shows when it's out of date, or when it's been played back but not cached, etc. etc. Part of this is due to a lack of definition in the point cache system itself, so we should try and clean up/clarify this behaviour and what it means to users, at the same time. Also would be interested in extending this to other caches such as fluid cache, sequencer memory cache etc. in the future, too.
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-02-19Enabling AV-sync again. You can now choose between No sync, Frame Dropping ↵Joerg Mueller
or AV-sync.
2010-02-12correct fsf addressCampbell Barton
2010-02-12Bugfix #21051: Restored 'Playback FPS'Joshua Leung
This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View. The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
2009-11-27Added RMB-menu to Headers:Joshua Leung
This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator. Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens. Also, fixed own typo in 3d-view header/menu code...
2009-11-27Animation Playback - Return to original frameJoshua Leung
Playback of animation will now be restored to the frame that playback started on when stopping if the SCREEN_OT_animation_cancel operator is used (i.e. ESCKEY). All other ways of stopping playback (pause button, alt-a) should act more like toggles, and do not reset the playhead.
2009-09-13* Removed the grey overlapping 'region manipulation' triangles.Matt Ebb
- They were causing unnecessary visual noise, breaking up the lines of the region edges - Now you can just drag anywhere on a region edge to resize it, like existing area edges - To minimise a region, click once on the region edge, or resize it down to nothing. For minimised regions, a (+) icon will appear, which you can click to restore it to the size it was before it was minimised.
2009-08-172.5: SoundBrecht Van Lommel
* Move sound_init to make sure it gets called everytime user preferences is reloaded. * Merged sound_reinit and sound_init. One used user preferences while the other did not, don't see the point of this, so just made it always use user preferences now. * Timeline header audio sync option now controls scene flag rather than timeline flag. Since it uses the same playback operator now, there is no distinction anymore. * Added boolean property sync to animation play operator, to sync with audio or not. Uses scene setting if property is not set. * Playback stop button in info header now calls operator, so sounds stop playing too.
2009-07-31Animato - NLA + Realtime Animating Goodies Joshua Leung
* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive. * Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
2009-07-07NLA SoC: Quick hack - Reversed playbackJoshua Leung
Animations can now be played back in reverse, by clicking on the reversed-playback button in the TimeLine header beside the play button (NEW ICON NEEDED HERE). I'm not sure how well this works with sound, but from what I gather, this can be quite useful for animators to use.
2009-05-242.5Ton Roosendaal
First version of region-scaling. WIP commit, so bear with me a while! - All fixed sized regions have a small 'drag' widget, on the left or top. (not yet for free-sized regions, like 4-split). - Mouse-over on widget changes cursor and allows drag. - Click on widget hides/reveals. - Fun for test; 3d view header, if high enough, draws more rows of buttons when width is too small. The WIP stuff; - It doesn't save yet in files, using the "minsize" variable of region definitions, also means other similar areas show same sizes now. - Definitions for pref size, min/max will be added. - Properties panel in Fcurve window draws widget on wrong place when hidden (subdiv system needs tweak) - Widgets don't draw perfect yet, also needs further tweaks. But, in general it's quite fun and usable. :) Many variatians are possible, like for real tabs, or little icons, or just click-drag on edge. The reason to first try the widget/tab variation: - it re-uses the "Area Action Zone" code, widgets for layouting Screens - it's visible, hotkey-only options for screen layouts are not preferred. - distinguish clearly area-edges from region-edges this way. Having the cursor change shape on every edge (and block input) is probably annoying too... but that can be tested. Later more!
2009-05-212.5Ton Roosendaal
Animation playback back in control. And non-blocking still! - Play follows the "Playback" options in TimeLine menu. Only the region 'windows' are drawn, not headers, toolbars, channel views, etc. The option "Buttons Window" also redraws property regions. - The Timeline header always redraws, this to denote at least progressing frame numbers - For now: if you choose to play 3D views, it also redraws the TimeLine. Seems to be good convention, but probably better to add menu option for it? - Fun test: while playback, change Playback options, works OK! - New: top header button shows animation play status, and allows to stop playback - New: Animation stop/start operator. Assigned to ALT+A. It has no options yet; just plays active region + all 3D windows now. Options will follow, based on reviews. Also ESC won't work for now, just press ALT+A again.
2008-12-162.5Ton Roosendaal
More notifier and redraw cleanup - notifiers are not filtered anymore, apart from window/screen notifiers, they get to all regions. - fixed drawing of 'action zones' in areas. - added support for basic multilayer draw, like for action zones now, and future other area decorations (tabs, region handlers) check: ED_area_overdraw_flush() ED_area_overdraw() - bugfix in UI redraw tags, it was calling region pointer in free'd data - added notifier for marker-changed - added keymap for markers to ipo window
2008-11-172.5 getting-back-into-coding commit :)Ton Roosendaal
- cleaned up join and split operations. Most noticable is operator callback design, which should make a design based on user-less exec() first, then wrap invoke() and modal() around it. The exec() should be callable with only Context and properties. - split now works again; and inversed as previously, if you drag from a triangle (action zone) inside area it subdivides area as expected. - dragging from triangle outside area, over an edge, joins areas - split has been simplified, it had too many options... it could just work simpler (now) - 'action zone' now is an operator itself, a widget sending an ACTIONZONE event, which can be handled by others (so other gestures can be added in action zone too) Still evaluating: - context gets set where? - code structure confuses... what are proper functions for operators? - what is WM... should low level screen stuff more there? - when do you send event, notifier? - files grow to large, will clean Oh yeah and docs, docs, docs. Coming! :)
2008-01-17* Start ActionZone support for areas. This is bScreen level stuff to be able ↵Nathan Letwory
to do funky stuff. Right now 2 AZones are defined for each new ScrArea, and mouse over is now detected. Enter ugly triangle.