Age | Commit message (Collapse) | Author |
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bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
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* Removed some old code (depsgraph) that was already commented out
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* #19583: Keying Sets list issues
Deleting a Keying Set (or a Keying Set Path) set the active index to 0, but that would mean that the first item would be selected but not visible.
* #19590: Keyframing properties of a modifier with more than one of it's type the property will highlight in all
- Modifiers now always have a unique name, so renaming a modifier should check that the name is unique. Most of the files changed in this commit were just to make sure that modifiers got unique names when they were created
- Modifiers path getter was wrapped a bit wrong (missing the "s around the name)
* Constraints Bugs
- Constraints renaming now also makes sure the names stay unique
- Fixed (or attempted to fix) compiler warnings about some enum declaration for distance constraint
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empty driver)
- added TexMesh access ([#19505] Missing option : TexMesh)
- Ctrl+Tab works again, not-so-nice workaround, disallow switching to paint modes from editmode, but would be nicer to manage this with keymaps.
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* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
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partially back in object mode, disabling e.g. X delete.
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#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
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* Flagging object caches as outdated and use PTCACHE_RESET_OUTDATED as reset event
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to view disabled.
- Vkey was being caught by the vertex paint mode, blocking it for curve edit where it sets the handle type. Now mode keys pass through if they dont apply to the object type.
- set handles had invalid default
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* Split object_edit.c into multiple files:
object_add.c, object_edit.c, object_hook.c, object_relations.c,
object_select.c, object_transform.c.
* Rename files to have consistent object_ and mball_ prefix:
object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c.
* Added operators:
* vertex group menu and set active
* apply location, rotation, scale, visual transform (location is new)
* make local
* make vertex parent
* move to layer
* convert to curve/mesh (not finished yet)
* Many small fixes for marked issues, but still much code to be cleaned
up here...
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- rename "Nurb" to "Spline" in RNA, eg. bpy.data.curves[0].splines[2].type == 'NURBS'
from a user perspective spline is a more generic term while Nurb is misleading when used for beziers and poly lines.
- added curve.active_spline property so the python UI can display the last selected curve.
- set the active spline when entering editmode (uses first selected spline)
- added back Hide Handles as a curve property (removed the global flag), access from the view panel in editmode.
- added hide normal option for curve, normal size access for curve and mesh display.
- changing orderU/V, endpoints, cyclic, bezierU/V now work in editmode and calls update functions.
- entering editmode was crashing with text objects
- curve.switch_direction() crashed (own fault from last commit)
- Tkey for tilt was overridden by Toolbar, made Tilt Ctrl+T.
- OBJECT_OT_mode_set check for compatible modes before running - so curves dont try go into paint mode with V key for eg.
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This commit some of the many bugs here (it's still not perfect now, but much better than it was):
* Moving in/out of Object, Edit, and Pose Modes for Armatures should now work smoothly. Operators should work nicely in the appropriate modes now (select linked might be a bit tempermental still, since it uses mouse-position).
* Fixed the 'mysterious' memory leaks when changing modes. These were only caused when using the mode switching menu in the 3D-View.
* Went through bullet-proofing some of the operator calling functions against NULL operator id-name strings.
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moved CU_2D to Nurb->flag in do_versions
This made simple type checks confusing to read.
many... if( (nu->type & 7)==CU_BEZIER)
replaced with ... if(nu->type == CU_BEZIER)
made setting rna curve_2d clamp the Z values. still more RNA/UI changes to do.
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- added curve attribute use_twist_correction
- added nurb attribute type - NURBS, POLY, BEZIER
- renamed a number of curve attributes with the use_ prefix.
- UI layout adjustments to only show buttons that are needed and reflect internals for nurbs.
... Note that many of the buttons only apply to NURBS, and all the "V" buttons only apply to surfaces, remove when not needed.
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- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
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Make local and make single user are back for ID template.
Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.
Further, some small changes:
* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
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Notifiers
---------
Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
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The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
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to be set to NULL before calling uiItemFullO() ) - please check if this also compiles on gcc
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*****
first commit in a long time, and its great to be back!
commited Select Mirror operator for objects
eg. L.sword->R.sword
added to 3dview select menu aswel
the hotkey is shift-ctrl-m (hope its not taken)
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- PyDebugLine, utility function to run if the BGE crashes, you can see which python file and line called the C/C++ code.
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Fixed some typos made in previous commit. Hook Modifier should now work correctly again (and also for newly added Hook relationships)
Notes:
* To add a hook, you currently need to perform the following steps
1) add modifier from menu (no operator in EditMode)
2) specify the object (and/or bone to use as the hook target)
3a) in EditMode, select the vertices you wish to be affected by the hook, and press 'Assign'
3b) alternatively, fill in the vertex-group field for the Vertex Group which contains the vertices to be affected
4) press 'Reset' (to make sure hook will behave correctly)
5) optionally, also press 'Recenter' if the hook position isn't right...
* BUG ALERT (Brecht/Ton): it is impossible to clear the vertexgroup/bone fields once you have assigned some value. Doing backspace+enter (or any other variation) will always result in the first item in the search menu being used.
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* Made object mode an enum, shows better in the debugger
* Added a toggle mode to the set object mode operator
* Toggling a mode on and off goes back to the previous mode, not just object mode
* Changed the vertex mode and weight mode shortcuts to call the toggle mode operator
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when passing properties=True as argument.
Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
than multiple different "boolean" arguments, but still exposed as
booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.
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Made Hook Modifier be able to use bone targets. However, I haven't been able to verify that everything will work perfectly, since just creating a new Hook Modifier and assigning targets doesn't set hmd->indexar correctly.
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* Popup menus now remember the last clicked item again.
* Modifier and File Format menus are now organized in multiple
columns with categories.
* Hook, explode, uv project modifiers have all their buttons
again with the relevant operators implemented.
* Modifiers that can't be added by the user, or don't work on
curves for example, are not in the menu anymore.
* Fix search menu overlapping buttons when near the bottom of
the screen.
* Fix uv layers search menu not working in some modifiers.
* Cleanup popup menu code a bit, layout engine is used in more
cases now instead of ugly position calculation code.
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* Converted vertex paint to use the new stroke system. Now supports the same smooth stroke and stroke spacing as sculpt mode.
* Refactored the paint cursor a bit, just sculpt for now but other modes soon.
* A couple warning fixes
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* Added a poll to the editmode operator that checks first that the object is an editable type (no more tabkey on camera, bug reported by DingTo)
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* Added OBJECT_OT_mode_set for setting the object mode. Takes one property, "mode", which can be any of the OB_MODE_* flags. The available modes are limited based on the active object (e.g. only meshes can have sculptmode, and so forth.)
* Set the icon properties in the object mode enum RNA
TODO:
At this point I think everything is ready to start ripping out the ugly hacks in view3d_header for setting the mode :)
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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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* Updated object mode flags with Object and Edit.
* Updated RNA for that property
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* Made particle edit object-localized.
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* Made texture paint object-localized too.
Note for Brecht: gpu_draw.c had three uses of G_TEXTUREPAINT that I was not able to cleanly fix, so commented out for now. Can you take a look and see what should be done here?
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* Weightpaint is now object-local like sculpt and vertexpaint.
* Fixed a bug spotted by DingTo, going from editmode to sculptmode didn't fully leave editmode
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* Made vertex paint local to object, like sculpt mode.
* New test for vertex paint is (ob->mode & OB_MODE_VERTEX_PAINT)
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* Replaced FACESEL_PAINT_TEST macro with paint_facesel_test. This removes one more thing from BKE_global, and it'll make it easier to localize.
* Fixed sculpt paint cursor sometimes not showing.
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* Made sculpt mode local to object.
* This also fixes loading files from 2.4x saved in sculptmode
Touched a lot of things here, let me know if anything breaks
TODO:
* The other paint modes should be converted as well
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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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* Fixed one of the items from Brecht's TODO mail. Exiting edit mode now restores any paint mode you might have been in, rather than going to object mode.
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Now it uses strings instead of pointers. Maybe the properties could still get some tweaks, but they work well enough for now.
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also fixed smoke comparing a float's mem-location rather then its value.
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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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- Change name of OBJECT_OT_object_add operator
- Use new OBJECT_OT_object_add operator in space_info.py
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- It is possible to work with MetaBalls in edit mode now
- Added basic UI to the button window (feel free to change it :-))
- Header menus should work
- Undo & redo should work
- Removed global variable editelems and lastelem (moved it to the MetaBall struct)
- All tools from old editmball.c was converted to the operators
- Added lastelem to the RNA
- Experimental: mb->editelems is only pointer at mb->elems or NULL (depends on Mode). ListBase of MetaElems is not duplicated in edit mode.
Tested with scons at Linux and mac OS X
TODO:
- Recalc data after Undo or Redo
- Solve issue with basic MetaBall and Python UI script (only base MetaBall object influence Wiresize and Threshold)
- Fix orientation of manipulator in "Normal mode"
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The code has been ported to the operator+rna system, however, there are currently issues related to how the pointer-rna's work for use as operator properties. (NOTE: RNA_property_pointer_set only takes into account builtin props for now, but not id-props, while the corresponding get method seems to take them into account)
The alternative to using pointer-properties for the operator, is to store strings and look up the relevant objects later, but there should be a nicer way...
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* Restored quick operators for moving bones between layers and switching visible armature layers. The popup used here (based on the layers template) is not optimal yet - you can click on multiple layer buttons to enable/disable them, but you need to move your mouse outside the area for it to confirm.
* Separate armatures works again. I've tweaked the arguments to ED_object_duplicate() to make this work (besides, the other users of this wouldn't have been affected).
* Added some missing special (transform) operators to the menus + keymaps
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Outliner: brought back to near full functioning:
- proper operators, like for open/close items, exec operations
(note: select is still same operator as activate, should
become modal ops later)
- rename works again (ctrl+click)
- proper notifiers for redraws
- select / extend select works again
- editmode in/out works again
- enter key opens/closes again
- right mouse operations work again
Didn't do:
- options for Sequence strips
- signals to change button views on clicks
- error/warning messages
UI:
- added new uiButSetRenameFunc(), which passes on the old name
- added uiButActiveOnly(), which ensures a button gets created in
active state, and gets removed when used. Needed for editing
names in outliner.
Andrea: check outliner.c for uiButActiveOnly(), very easy to use!
Also:
- Added posemode operator, CTRL+TAB tied to it.
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* Fix crash loading particle AnimData. This crashed many BBB
files. If you have a .blend file that crashes when loading
it in 2.5, please mail me, I'd like to know.
* Image window zoom ratio did not work correct with py 2.x.
* Other minor fixes for image window RNA.
* Buttons window now remembers the tab that was last clicked
by the user, even if that tab is no longer available due
to context, and then enable the tab again if the context
for it is back.
* Cleaned up buttons space DNA a bit, removing unused vars.
* Armature bone rename outside edit mode did not call right
function yet.
* Armature layers are now editable even if lib linked. This
is useful for proxies. For this purpose a PROP_LIB_EXCEPTION
flag was added. Need to think over proxy / RNA a bit though,
not sure what the requirements are yet.
* Parent to Armature Deform now has options to create vertex
groups, instead of always creating them.
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* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
it would only respect the user preference. Now it saves
existing files the same way they are saved, and new files
following the user preference. The save operator has a
Compress toggle in the file browser left panels now.
* Add menu working again, some fixes to make these operators
work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
timeline header menus.
* Game menu can now start game, changed the start game op
to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.
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