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2009-07-102.5:Brecht Van Lommel
* 3D view Object menu works again, many operators missing still because they are not yet implemented. * Constraint types now have separator, and fix too much spacing in the constraints header.
2009-07-092.5:Brecht Van Lommel
* Rename OT_duplicate_add, to OT_duplicate. Also fixes warning print since I forgot to do this in the toolbar for MESH.
2009-07-092.5: Mesh and Various FixesBrecht Van Lommel
* 3D view Mesh menu works again, but incomplete. * Add Properties and Toolbar to 3D View menu. * Added "specials" menus back, vertex/edge/face and general. * Various fixes in existing mesh operators, some were not working. * Add MESH_OT_merge. * Merge all subdivide ops into MESH_OT_subdivide, subdivide code changes to make smooth + multi give good results. * Rename all select inverse ops to *_OT_select_inverse. * Fix "search for unknown operator" prints at startup, and some warnings in py code. * Don't run .pyc files on startup. * Remove unused image window header C code.
2009-07-032.5Brecht Van Lommel
* Lattices: properties editable, editmode operators, menus working again. As a bonus you can now edit u/v/w in editmode. * Shape Keys: some code cleanup, and added more buttons. The value/min/max buttons don't work correct yet though. * Fix issue with uv textures, vertex colors not being visible outside editmode, and a few other issue. Mesh.edit_mesh is now NULL when not in editmode.
2009-07-022.5: Physics ButtonsBrecht Van Lommel
All kinds of changes to get it ready for UI layouts. This means RNA and operators should be working correct, but most buttons are still not actually there yet. * Added near empty soft body, fluid, field and collision panels, tweaks to cloth panels. * Fluid bake works, but without escape or showing any progress. * Fluid/Softbody/Cloth/Collision can now be both added as modifiers or in the physics panels. * Missing: fields & soft body for particles. * Missing: proper updating softbodies, guess this code still needs updates after pointcache refactor?
2009-07-022.5: Lists for vertex groups, shape keys, uvs, vertex colors.Brecht Van Lommel
RNA * Added the relevant active_*_index properties, with proper get/set/range, updates and notifiers. * Context.tool_settings. * ToolSettings.vertex_group_weight. Operators * MESH_OT_uv_texture_add/remove * MESH_OT_vertex_color_add/remove * MESH_OT_sticky_add/remove * OBJECT_OT_vertex_group_add/remove/assign/remove_from/ select/deselect/copy/copy_to_linked * OBJECT_OT_shape_key_add/remove UI * Some updates and cleanups in list template code. Known issue: when going in & out of editmode, uv textures and vertex colors dissappear. I thought me->edit_mesh would be NULL when not in edit mode but it is not?
2009-06-03UI:Brecht Van Lommel
* Make modifier and constraint templates use left/right alignment for buttons in the header. * Added mdef bind operator as an example of how to use local context for a modifier, and add some code I forgot to commit last time to make this system actually work.
2009-05-27UI:Brecht Van Lommel
* Added Constraints template and Add Constraint operator. * Added toggle=True/False parameter to uiItemR, to get a toggle button (actual button) rather than an "option" button (checkbox) * Added OPTION/OPTIONN button type, to distinguish with TOG/TOGN. RNA: * Make all modifier pointers editable, including correct updates. * Added notifiers and updates to constraints. * Fix a stack corruption, pointed out by Andrea, and potentially causing crashes.
2009-05-23Multires/2.5:Nicholas Bishop
Added subdivide operator and button for multires. Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?
2009-04-27UI:Brecht Van Lommel
* Made separator item work horizontal & vertical. * Add colon (:) automatic for int/float/enum/string. * Added space variables to uiStyle and use them in the layout engine. * Added initial World buttons by Thomas Dinges, thanks! * Added some code for modifiers in the Object Data context. This will become a template though. * Use a common poll() callback in the scripts to reduce code.
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
2009-03-24 2.5Michael Fox
******* results of a review of my previous commits by brecht
2009-03-23 2.5Michael Fox
****** ported object ops to new naming conventions
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.
2009-02-172.5: Text edit mode operators back. Took me a while gettingBrecht Van Lommel
them nicely repeatable, and splitting up the big edit_text operator into individual operator so it's all nicely scriptable, documented, configurable, etc.. * Insert Text, Line Break, Insert Lorem * Toggle Case, Set Case, Toggle Style, Set Style, Set Material * Copy Text, Cut Text, Paste Text, Paste File, Paste Buffer * Move, Move Select, Delete * Change Spacing, Change Character Notes * Text (datablock) to Object doesn't work yet, will need to implement text editor context for that. * Some shortcut keys don't work because screen/wm overrides them, ctrl+x, ctrl+left/right. That override goes top down which works well for some cases, but here we need to override in the other direction. * There's no unicode support in RNA, or the user interface code for that matter, but text strings can contain these characters. At the moment it stores a UTF-8 string in char arrays, which is supposed to be nicely compatible with ascii. Seems reasonable to add support for UTF-8 in the interface code, python bindings, .. eventually?
2009-02-132.5: Curve edit mode add vertex and add menus now work. AlsoBrecht Van Lommel
fixed an issue where sublevel menus did not get right operator context.
2009-02-042.5Ton Roosendaal
Render back! And not only back, even full threaded now. :) Current state is unfinished, but too much fun to not to commit for review and test! WARNING: because render is in a threaded job, it will use data as can be edited in the UI. That'll crash in many cases of course... the idea is to limit UI usage to viewing stuff, especially for the Image Window to inspect layers or zoom in/out. What works now; - F12 render (no anim) - ESC from render - ESC pushes back temporary Image Window - Render to ImageWindow or full-screen. - Executing composites, and edit composites after render. Note that the UI is 100% responsive in a render, you can switch screens, slide area dividers around, or even load a new file during render. :) It's quite stable even. I'll collect all crash reports especially to get a good picture of where the protection is required at least. Also added: XKey "Delete Objects", to get things crash... unfortunately it didn't for me.
2009-01-252.5Ton Roosendaal
Simple toolbox-style menu system. Brecht will review it though, and/or check on way to use it for menus. I tried to avoid uiBlock and rna stuff all over. :) Quick image test: http://www.blender.org/bf/rt.jpg Examples you can read in: - editors/screen/screen_ops.c:testing123() (press F5) - editors/object/object_edit.c:object_add_primitive_invoke() (press SHIFT+A) Concept is simple: uiMenuBegin(): returns a handle. uiMenuEnd(): puts it all to work. In between you can add items like: uiMenuItemVal(): a name, icon, retval (use uiMenuFunc()) uiMenuItemO(): an operator + icon uiMenuItemEnumO(): an operator, property name, value Sublevels go easy too: uiMenuLevel(): creates item for sublevel, with function pointer. Inside that function you can use all menu calls again. Levels can go as deep you want. uiMenuLevelEnumO(): creates operator sublevel for an enum
2009-01-25make operator names more consistentCampbell Barton
ANIM_OT_toggle_time -> ANIM_OT_time_toggle SCULPT_OT_toggle_mode -> SCULPT_OT_sculptmode_toggle UV_OT_select_inverse -> UV_OT_select_invert NODE_OT_toggle_visibility -> NODE_OT_visibility_toggle OBJECT_OT_toggle_editmode -> OBJECT_OT_editmode_toggle toggle was used last in other operators eg- VIEW3D_OT_vpaint_toggle and VIEW3D_OT_wpaint_toggle. 'invert' was used everywhere else.
2009-01-20 2.5Michael Fox
***** - made Group operators more atomic, no menus, able to build on top of each other - add/remove selected from group will be done later - new notifier is needed, ton will code - Group Create adds the object to the new group, and a string can be passed to it toi make a custum named group from Py, etc -keymaps remains the same (ctrl-g, create group - alt-ctrl-g, remove object from all groups) - Added 2 more operators , GROUP_OT_objects_remove_active (alt-shift-g) , GROUP_OT_objects_add_active (ctrl-shift-g) - adds/removes object from groups that are attached to the active object
2009-01-20 2.5Michael Fox
****** - Ported , add selected to group (Ctrl-G), remove selected from group(Alt-Ctrl-G) - add selected now has a add new entry which will put the object into a new group - remove selected now has an ALL option which removes the object from all groups - remove code is currently very messy, this will have to do until a better solution arrises, menus return strings instead of numbers perhaps - add/remove to/from group of active object still need to be done
2009-01-172.5Ton Roosendaal
- Added shift+d duplicate for object and editmode mesh. Note it uses WM_operator_name_call(), which is fine now, but in future might put again 2 undo's and operators on the stack. Will have to spend some time on how Macros will work! - added itterator CTX_selected_editable_objects() (named it first "edible" but that was too funny!) Also cleaned object_edit.c to use this correctly. - added CTX_wm_view3d(), especially for hybrid tools that *can* use view3d, but don't have to. - moved debug -d print for operators to the real invoke call
2009-01-152.5Ton Roosendaal
SHIFT+A add object back, no primitives in it though... later!
2009-01-15 2.5Michael Fox
***** small commit, ported make dupli real
2009-01-142.5Ton Roosendaal
Another one back: editcurve.c - removed global editNurb everywhere (cu->editnurb now has listbase with edit data) - also added 'active bpoint' and 'active nurb' in Curve struct - editmode in/out works, mouse/border select works
2009-01-132.5Ton Roosendaal
- restored three more C files: editlattice, editkey and editgroup - editmode lattice working, (mouse select works) - accidentally removed yesterday 3d cursor drawing - removed global editLatt entirely now.
2009-01-13 2.5Michael Fox
****** small commit - ported Select Linked (shift-L) - it does have IPO for now
2009-01-13 2.5Michael Fox
******* - Ported ObData to center, center new and centur cursor - its currently 1 operator - no warning or error popups until its figured out how best to do so - possibly full of ugly code and things done worng way, had a hard time trying to understand this code - some more house cleaning and removal of unused functions
2009-01-102.5Ton Roosendaal
Instead of many commits, here 1! - Constraint edit code back - Removed XXX stubs for constraints (make parent follow path works) - Removed XXX stubs for armature (make parent deform, do center, etc works) - Found a bad uninitialized global Scene * in code, especially in kernel it wreaked havoc. - added missing include in blenkernel/brush.c - fixed Nicholas' fix for editmode subsurf crash (It needed to check for editmode)
2009-01-08 2.5Michael Fox
****** - Ported set/clear slow parents - currently there is no keymap entries - removed some unused functions and some tidying up
2009-01-04 2.5Michael Fox
******* - Ported show/hide objects as the clear/set restrictview operators (request of kaito) - clear is not using a context loop as there is none currently available - set uses a popup menu for hide select and hide unselected hotkeys are H and Alt-H (set, clear) - ported the undo calles, to use ED_undo_push where available
2009-01-02 2.5Michael Fox
******** - added clear location/rotation/scale/origin - each action is a seperate operator - Drawing is delayed as the tag_region_redraw does not seem to have an effect perhaps a transformation notifier is needed - for the view to update just do some transformation, like press G - changed the shortcut key for area rip to alt-ctrl-r so it dosn't conflict with clear rotation
2008-12-312.5Ton Roosendaal
So, editmode mesh is back! :) At the moment only TABkey works and mouse select, 1 vertex at a time. More will follow of course. Note for the devs: - G.editMesh has been removed, be careful with old code. - EditMesh now is property of Mesh itself Although it means unlimited editmodes, for migration purposes we better stick to 1 "obedit" per scene, which is in Context too - G.obedit will get removed soon, so use CTX_data_edit_object(C) Or if you can't, just scene->obedit for now - Also removed the CTX_data_edit_mesh(), this has no meaning anymore. EditMesh is not context senstitive anymore, only the edit-object for time being is. - Martin: I've already tucked some EditMesh pointer in T and removed all G.editMesh there.
2008-12-30 2.5Michael Fox
****** - ported Make track , and Clear track (ctrl-t, Alt-t) - make track is a direct port does not use context data loops - make Track crashes as Constraints have not been ported yet - added select_extend to mouse select so now you can use shift again - Still does not use Context data loops as this get all messed up, kaito can you look into it - currently only works with 1 modifier key at a time so ctrl+alt does not work, until i can figure out how best to achieve this
2008-12-30 2.5Michael Fox
******* Small commit, moved selection Operators to Object editor (object_edit.c) as per kaito's request - normal selection and border/circle select are still in view3d as they depend too much on view3d
2008-12-262.5Ton Roosendaal
- fix Makefile for space_script - renamed operators for modules i maintain. (stripped ED_)
2008-12-242.5Ton Roosendaal
Further simplifying making operators with menus; now you can add an 'invoke' callback: WM_menu_invoke which will automatically generate a menu with choices and assign it to the property 'type'. What also helps typing is the new RNA_enum_is_equal() function. Here's a paste of the now committed 'clear parent'. Note the undo push will become a flag too. http://pasteall.org/3660 (Brecht; fixed small bug in RNA_enum_is_equal!) To evaluate: solving dependencies for multipe scenes... probably will make a more generic flush call.
2008-12-232.5Ton Roosendaal
Object: converted the old horrible editobject.c, now as file: editors/object/object_edit.c Still lots of WIP, I've operatorified "Make Parent". Check here the new API at work: http://pasteall.org/3650/c IMPORTANT NOTE FOR BRECHT: game property defines were clashing with RNA, i've renamed game defines for now.