Age | Commit message (Collapse) | Author |
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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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* Split Info and User preferences into two separate spaces.
* Renamed Buttons Window to Properties also in RNA identifiers.
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is fixed now. Also added option for spaces without menus in the
header in uiTemplateHeader.
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Fixed a crasher reported in IRC by DingTo (bad pointer dereference)
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* 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.
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to show properties.
* One problem is that we currently have 3 different kinds of
property layouts, single column, two column, and single column
with text inside button, probably best to reduce this..
* Last operator panel now shows operator name in the header.
* Fix extrude operator to not include transform properties
anymore, since they are already there now due to macro system.
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* Added a new Paint type in scene DNA. This is now the base struct for Sculpt.
* The Paint type contains a list of Brushes, you can add or remove these much like material and texture slots.
* Modified the UI for the new Paint type, now shows the list of brushes active for this mode
* Added a New Brush operator, shows in the UI as a list of brush tool types to add
* Made the sculpt tool property UI smaller and not expanded, expectation is that we will have a number of preset brushes that will cover the basic sculpt brush types
TODO:
* Vertex paint, weight paint, texture paint need to be converted to this system next
* Add brush presets to the default blend
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* Added Context access to RNA_property_as_string. This is needed for doing a Python call to the object mode set operator, which has a dynamic enum property that needs context.
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Flaw in python UI for headers: code missing to correctly set the total
width of header, plus obsolete call in view3d header template to set width.
Now MMB scroll of view3d header works again.
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unregister func.
- use RNA_struct_blender_type_set to set the type to NULL before its freed
There is a memory error here when reloading scripts - ui_handler_panel_region, need to look into theis further.
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* Pose mode was already object-localized, but moved the flag from object->flag to object->mode, with all the other modes.
* Updated object mode RNA
* Commented out some dubious use of base->flag with the posemode flag. So far as I could see the value was only being set, not read, so a hopefully safe change.
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* Made particle edit object-localized.
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in headers.
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Implementation Note:
* Moved the scene copy/unlink code back into blenkernel, with
the exception of the copy single user stuff which is still in
object_edit.c.
* Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean
way to do this now.
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* replaced snprintf with BLI_snprintf
* in unit.c used the #define hack used in several places already to avoid adding additional dependency.
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bUnit_ReplaceString
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frame buttons in timeline header).
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- use the scene context for the unit settings since there isn't a better place for it currently.
- added 'chain' to imperial units
- set more rna props to be distances and angles.
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dimension for the smallest grid cell.
still need to make this work with grid snapping.
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- typing in numbers without any units will use the units displayed before editing the value.
- fixed some errors
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long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
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- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
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* Reviewed subtypes, making them more specific and adding new ones.
* Subtypes now have an associated type of units (length, area, volume,
mass, rotation, time, velocity, acceleration). These are not used
yet anywhere.
* Centralized code that decides the name of array items based on
subtype (XYZ, RGB), was copied in 3 places.
* RNA_def_float etc functions still need to be update, will do this
later together with another change.
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* Disable shaded mode for now, it cause too many crashes combined
with preview render, will be fixed properly later.
* Make 3d view toolbar region a bit wider. Ideally this would not
be needed, but the sculpt/paint buttons just don't fit otherwise.
* Revert change to icon/text spacing in buttons, it breaks text
editing and clipping. Will properly fix this later so changing
the spacing can be done centrally.
* Fix for grease pencil simplify stroke python error. Now button
is hidden (as in 2.4), but still available through outliner.
* Fix for memory leak in UI code, when using ctrl+Q menu.
* Fix submenu > icon being drawn on some buttons where it was not
needed.
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in 3d view panel, and resize properly.
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dimension conversion 1km-10cm+4ft
Note...
- Python3.1 you don't need to add the .0 for divisions anymore (was esp annoying for button eval)
- Simple dimension input, imperial mi/yd/ft/in, metric km/m/cm/mm, Later could display these values and have a pref for scene scale, atm it assumes 1BU == 1m.
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As Joe point on a previous mail, glBitmap don't work nice
on all cards and also some of the things that we can do
with texture are hard (or need that blender check the font mode)
to implement.
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-Deleted old Buttons C code for RIGIDBODYJOINT constraint.
-"Realtime" Icon for Modifer was different in Template and RNA, i changed the Icon in RNA to match the template version, which is an eye instead of a cube.
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-Removed shadows from most UI items. The shadow settings are unfortunately not really useful, because you can't set them for individual items. There was a lot of black text with black shadows, which really only makes the text look fuzzy. For shadows to improve clarity, they should be the opposite color of the text label, not the same color.
-Tweaked material layout, with clearer grouping in Ray Mirror and Ray Transparency panels.
-Added icons in the texture type menu to signify which textures are procedural and which ones are images, and plugins.
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modifiers in edit mode etc.
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* 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.
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The second tweak made (for the case without an icon) was causing superfluous spacing all over the UI for things like checkboxes + combo-boxes + text widgets. This was quite ugly and gave readability issues with the checkboxes in particular.
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you can copy operator strings from buttons or the reporting interface and run them in the console.
- Ctrl+C over an operator button copies its python string to the clipboard.
- Paste in the console (1 line only for now).
- operators run from python no longer require all arguments.
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only show operator args in the tooltip that are different from the defaults.
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operators, there are massive :|)
- WM_operator_pystring can now be used with an operator type and properties (rather then a wmOperator instance)
- removed menus from file selector
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* When resizing the window, the top position is now preserved,
instead of the center position.
* Fix zoom level not being preserved in various cases, when
changing both with and height. This replaces some earlier code
which did this at screen level but wasn't very reliable.
* Different tabs now each preserve their own scroll.
* When switching between tabs, it now scrolls to show as many
buttons as possible, instead of possibly showing empty space.
There is a trade-off here between doing that keeping the
buttons in the same place, no ideal solution exists I think.
* Change zooming in/out to be symmetric, for example doing
numpad + then - did not give the original zoom level back.
* Added some calls to avoid hanging tooltips when manipulating
the view.
Internals:
* Added V2D_KEEPOFS_X and V2D_KEEPOFS_Y to keep the top/bottom
rather than the center.
* Renamed V2D_KEEPZOOM to V2D_LIMITZOOM (seems more appropriate),
and make V2D_KEEPZOOM preserve the zoom level.
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Two bugfixes, reported by Sebastian Skejo in IRC:
- File operator poll wasn't secure, search for it crashed
- Knife tool depends on having view3d context, fixed poll for it
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On 2nd thought: added back undopushes on every button use.
Operator re-use works with it now!
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Operator goodies!
--- Macro operators
Operators now can consist of multiple operators. Such a macro operator
is identical and behaves identical to other opererators. Macros can
also be constructed of macros even! Currently only hardcoded macros are
implemented, this to solve combined operators such as 'add duplicate' or
'extrude' (both want a transform appended).
Usage is simple:
- WM_operatortype_append_macro() : add new operatortype, name, flags
- WM_operatortype_macro_define() : add existing operator to macro
(Note: macro_define will also allow properties to be set, doesnt work
right now)
On converting the macro wmOperatorType to a real operator, it makes a
list of all operators, and the standard macro callbacks (exec, invoke,
modal, poll) just will use all.
Important note; switching to a modal operator only works as last in the
chain now!
Macros implemented for duplicate, extrude and rip. Tool menu works fine
for it, also the redo hotkey F4 works properly.
--- Operator redo fix
The operators use the undo system to switch back, but this could give
errors if other actions added undo pushes (buttons, outliner). Now the
redo for operator searches back for the correct undo level.
This fixes issues with many redos.
Note for brecht: removed the ED_undo_push for buttons... it was called
on *every* button now, which is probably too much? For example, using
the 'toolbar' redo also caused this...
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* small tweak for tab completion of directory: make TEX button interactive again
Note1: only TAB key triggers update (see ui_do_but_textedit, line 1599)
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The option of Texture or Bitmap font is working again, yes it's really
uuuuugly right now, but it work.
On the next commit I go to put this at the same level that texture font.
Change this from User Preferences -> Language -> Textued Fonts, save
the preferences and run blender again.
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* Image window only show game properties in game mode.
* Fix image window render info drawing wrong with alpha enabled.
* Win32 editmode cursor now uses a different one than the system
cursor, that one is barely visible, especially in the new theme
colors.
* Center text in operator header print.
* Fix sequencer unlock shortcut key.
* Fix uv layer / vertex color active render button now graying out.
* Workaround to get default zoom level 1:1 again for new buttons
(will try to fix properly later, is due to scrollbars).
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output path or fluidsim path.
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