Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2010-08-10- Enable shape key switching in edit mode for curves, surfaces and latticiesSergey Sharybin
- Disable changing of lattice size if there are shape keys
2010-08-04include cleanup, no functional changesCampbell Barton
- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases) - removed DNA_wave_types.h (never used) - removed Main.wave
2010-07-15Apply first pass of edits to rna values from rna_booleans.txt.Campbell Barton
These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-06-13Made Add Surface Operator more atomic, now each primitive has own operator, ↵Michael Fox
but calling the same function with different flags. So they can me used in macros, and addons can use the menu now, hope to see some very nice surface plugins
2010-06-09- added a flag argument to WM_operator_properties_filesel() currently only ↵Campbell Barton
used for relative path option. - added relative option to saving external multires data - renamed multires external functiosn to have save / pack as suffix. - added TODO's for file select operators that should support relative paths but dont. - also disable openmp on linux cross compile, mingw currently isnt linking -lgomp
2010-06-03Logic Editor: clear properties operator + logics in the object menuDalai Felinto
clear properties operator - now it's not part of the copy properties anymore (Matt's suggestion). If anyone want to change the menu, please help yourself (renaming, putting in it's own submenu, making it invisible when mode is not Game ..)
2010-05-27Various constraint code cleanups:Joshua Leung
1) Fixed some weird formatting introduced during math-lib cleanups, and some other inconsistencies 2) Optimised the Maintain Volume constraint by taking the value calculations out Copy All Constraints Operators: * Added one for bones too * These are now included in the menus * Removed some weird/extra code copying/changing/bleh the actcol/totcol stuff...
2010-05-24- remove OBJECT_OT_curve_addCampbell Barton
- rename CURVE_OT_primitive_bezier_add --> CURVE_OT_primitive_bezier_curve_add # matches nurbs operator - rename CURVE_OT_primitive_curve_path_add --> CURVE_OT_primitive_nurbs_path_add - fix for warnings from 28923
2010-05-19Logic UI and Operators: adjusts on Layout + copy properties operator + fix ↵Dalai Felinto
on copy logic bricks operator (and moved to OBJECT_OT) * adjusts on Layout: - in order to avoid much changes when copying Logics, it's nice to have the logic s/c/a always displaying even though it's not valid (e.g. edit mesh used from a camera object). Now a message shows in the s/c/a alerting to the problem. * logic operators under OBJECT_OT - copy properties and logics Matt, is it possible to have the object game properties listed as a submenu from "Copy Properties" ? So from the "Copy Game Property" menu we would have three options: "Copy a property" -> (submenu) prop1, prop2, prop3 "Replace all Properties" "Merge all Properties" For the current task list in Logic Editor: http://www.pasteall.org/13245
2010-05-13Bring back the pupmenu for "select object in the same group"Diego Borghetti
when the object have more that one group. I put a XXX because the selection function use G.main to get the group, probably we need a CTX_DATA_BEGIN for groups ? Brecht ? Campbell ? I make a new operator for the pupmenu, it's only for the selection menu, so don't have any key binding. Matt, can you check ?
2010-05-05- split objet group add/link into 2 operatorsCampbell Barton
- link now brings up a search box so when there are 100's of groups its less annoying. - utility functions for id-enums so only local objects can be displayed in a search list (used for group_link) - renamed operator properties from typle to scene, group, action etc.
2010-05-04render hide/unhide (Ctrl+H, Ctrl+Alt+H, Ctrl+Alt+Shift+H)Campbell Barton
2010-05-04merging revisions 28564-28569 from render branch into trunkJoseph Eagar
2010-04-12Copy Constraints OperatorDalai Felinto
the C code to copy the constraint was already there (same as 2.49) so this operator simply exposes it. I'm using the name Copy Constraints to Others based on what we have in material operators (e.g. Copy Material to Others). If we bring back the whole Copy Attributes menu (old Ctrl+C) having the individual operators is still important for scripts. Nevertheless I'm not comfortable with the name (to Others sounds unnecessary verbose) but so far having the functionality back is important (request from Caju Studio). I'll be glad to make any change later if needed. (no shortcut for that, to use it go to userpref->keymap and assign a shortcut for this operator or add it to the toolshelf)
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-02-12correct fsf addressCampbell Barton
2010-02-10copy vgroups to selected objects as long as they have aligned arrays.Campbell Barton
access in the vertex group panel menu.
2010-02-03vertex group sort operator, access from the vgroup panel, sintels mesh has ↵Campbell Barton
144 vertex groups which got quite tedious to look through.
2010-01-26Drag and drop 2.5 integration! Finally, slashdot regulars can useTon Roosendaal
Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-19Motion Paths - (Part 3) Operators, Drawing, and FixesJoshua Leung
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too. Changes: * Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object * Fixed a variety of bugs regarding initialising defaults and reading old files * Added operators for Objects (like for bones), and replaced the existing code for bones. * Fixed bug with baking code that was causing it to bake the wrong ranges Todos: * Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms. * The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
2010-01-15- particle drawing was using invalid memory with weights.Campbell Barton
- particle set weight operator (Shift + K) and from the menu. - mirror vertex groups operator can also flip weight group names. a number of utility functions for weight groups added int *get_defgroup_flip_map(struct Object *ob); void flip_vertexgroup_name (char *name_r, const char *name, int strip_number); // moved from modifier.c void copy_defvert (struct MDeformVert *dvert_r, const struct MDeformVert *dvert); void flip_defvert (struct MDeformVert *dvert, int *flip_map);
2010-01-11Fix [#20600] First added camera is not made activeMatt Ebb
Also forced view align on when adding cameras
2009-12-30python macro operators didnt have a compatible draw function assigned. also ↵Campbell Barton
remove duplicate define.
2009-12-30bake is now modal like render and updates the image view while baking.Campbell Barton
it also has an exec function which doesnt update (like render too)
2009-12-29bake operator and UI, no feedback while baking yetCampbell Barton
2009-12-21Multires: added back Reshape function, to copy vertex locationsBrecht Van Lommel
from another mesh.
2009-12-10Sculpt Branch:Brecht Van Lommel
Revised external multires file saving. Now it is more manual in that you have to specify where to save it, like an image file, but still saved at the same time as the .blend. It would ideally be automatic, but this is difficult to implement, so for now this should at least be more reliable.
2009-12-04Finish renaming job in Set Center operator to use Origin instead of Center.Martin Poirier
Also replace ObData by Geometry and Object Geometry after talk with Matt.
2009-11-301. Extend option for 3d view border select now does something (default True ↵Martin Poirier
to keep same behavior) 2. Add action parameter to Select_All_Toggle operators, rename to Select_All. Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all. NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
2009-11-28* New tool - Join as ShapesMatt Ebb
Available in object mode (Object -> Join as Shapes), only works for meshes at the present. Will merge all selected objects as shape keys on the active object, if the vertex count is the same. This does not keep references to the external objects like in some applications, rather it's a quick way to update the shapes on the active object (perhaps after importing new versions from external applications).
2009-11-22* Re-implemented/refactored 3D View hooks menu.Matt Ebb
Now shares the same operators as the modifier buttons, works context-sensitive, and uses Python menu too. * Cleanups/tweaks in 3D View vertex group menu
2009-11-20* Added a quick little weight group 'Levels' operator, can interactively ↵Matt Ebb
tweak overall weight value offset and gain in weight paint mode.
2009-11-16add hook in vertex and control point menu's, Ctrl+HCampbell Barton
TODO's - add for lattice - break up add_hook - add other hook operators
2009-11-04Make Links (Ctrl+L) backCampbell Barton
- split into 2 operators: object.make_links_data() & object.make_links_scene since they are quite different. - added reusable functions RNA_group_itemf & RNA_scene_itemf which can be used for any operator that takes ID data (easy to add more types Mesh, Text etc) - DummyRNA_NULL_items for dynamic items so each operator need not define its own empty enum.
2009-11-02many operators uses Bases, for the python to set operators context python ↵Campbell Barton
too needs to be able to access bases. - added scene.bases (like scene.objects) - renamed group create operator. Example scene = bpy.data.scenes[0] C = {} C["scene"] = scene C["selected_editable_bases"] = [scene.bases[2], scene.bases[3]] bpy.ops.group.create(C) Also made operator fake modules not return __call__ (reported by Stani, fixes autocomp. bug)
2009-10-26Restored 'Make Parent Without Inverse' Operator (Ctrl Shift P)Joshua Leung
I've made this a separate operator to Make Parent, since the two were signficantly different (this version only works for Objects, and doesn't care about other types of parenting).
2009-10-21shape key operators and buttons for reorderingCampbell Barton
2009-10-20- editmesh select mirror (in editmode select menu)Campbell Barton
- weight blending (Vertex specials menu), currently blends from surrounding unselected verts (nice for blending edge loops), but will eventually support face mask mode.
2009-10-20split weight normalize into 2 operators, normalize and normalize_all.Campbell Barton
Added an option for normalize_all that keeps the active group at its existing weight while normaling all other groups around it. Thsi makes it easy to paint up to 100% where all other groups will use progressivly less until the active group is 100% and all others are 0. Added weight operators to the toolbar
2009-10-20weight paint operators - normalize/clean/invertCampbell Barton
2009-10-16shape key mirror tool, access from shapekey list buttonsCampbell Barton
2009-10-16Added a button to clear the weights of all shape keys, usefulBrecht Van Lommel
when editing shapes and doing blending tests.
2009-10-16new operator - OBJECT_OT_make_single_userCampbell Barton
Added keybindings and menu items - Make Single User, Ukey - Make Local, Lkey - Make Duplis real, Ctrl+Shift+A
2009-10-11- add torus back from 2.4x as an operatorCampbell Barton
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.
2009-10-08menus are now global (like operators), so for eg, the info add menu and the ↵Campbell Barton
3D add menu can be shared.
2009-10-07'Add Group' back in the add object menuCampbell Barton
2009-10-01Unified effector functionality for particles, cloth and softbodyJanne Karhu
* 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 :).
2009-09-29Sorry, three commits in one, became difficult to untangle..Brecht Van Lommel
Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-21Fix #19389: add lamp had no submenu to choose the type.Brecht Van Lommel
2009-09-16Object mode Selection options brought back for view3d.selectCampbell Barton
- 'center', while Ctrl is held select objects from their center location - 'enumerate', while Alt is held, give a list of objects under the mouse - Object selection menu now uses icons with names - operator object.select_name(name, extend=False) - keybindings so combinations of Ctrl/Alt/Shift can be used (like in 2.4x) - logic text input field was using deprecated ID_SCRIPT rather then ID_TXT details - added comments to DNA_ID.h ID types - removed unused ID types Sector and Life - added uiIconFromID() to get an icon from the object. - using name for selection is weak but currently there isnt a really good way to do this.