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2015-06-08Fix T44976: 3D View turns into an Image Editor after saving renderJulian Eisel
result Was a case of two stacked temporary fullscreens, so a quite extreme situation.
2015-05-15Fix some issues found by Coverity ScanJulian Eisel
Some of them are just brain dead code, some are potential bugs.
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-03-31Fix writing freed memory, exiting full viewCampbell Barton
2015-02-11Full screen mode did not remember the follow mode of previous screen.Antony Riakiotakis
Also make follow mode do something similar in reverse play.
2015-02-11cleanup: style/indentationCampbell Barton
2015-01-28Stacked fullscreen area support (proper implemenation)julianeisel
Adds support for stacked fullscreens. This basically means, if a user opens a temporary fullscreen mode, such as the File Browser or the Image Editor render view, from a different fullscreen, the "Back to Previous" function or the other ways to escape those temporary fullscreens don't return to the split screen layout but to the previous fullscreen he has been in. I already committed something similar (f7e844570fea862) but that was only supposed as a fix, it didn't work for the "Back to Previous" operator and the implementation wasn't really reusable. This one looks a bit nicer + makes some older hacks unnecessary :)
2015-01-25Cleanup: Ugly typo (retore->restore)julianeisel
2015-01-25Fix T43008: Support stacked fullscreen areasjulianeisel
2015-01-14Workaround/Fix T43139: Calling bpy.ops.screen.screen_full_area() multiple ↵julianeisel
times in python console causes Blender to crash This was sort of a chicken<->egg dilemma, because after a maximized screen was restored, the screen handling used region coordinates which weren't updated yet. I'm still not sure why, but this resulted in area coords that go beond INT_MAX. To fix this I made sure the first screen handling after restoring a maximized screen is skipped, so that it's delayed to the next call of wm_event_do_handlers (since this is called from main loop there shouldn't be a noticable delay or any handling glitches).
2015-01-12Fix T42754: File-Selector lost on fullscreen exitCampbell Barton
There was a hard-coded check to exit the fileselector when restoring a view. Now, when space types differ, flag areas as temporary and switch back to the previous type only in this case. This means you can select a file while having a file-selector space type open, and not loose it every time.
2014-11-11UI Refactor T41640Campbell Barton
Make the UI API more consistent and reduce confusion with some naming. mainly: - API function calls - enum values some internal static functions have been left for now
2014-10-15Fix for Editor Fullscreen on SequencerDalai Felinto
The sequencer 'display' area is a region on its own, so we can't hide the preview regions. The only problem is that the <-> resize icon shows in the main region, so you only see it over the tracks region in the sequencer, I'm not addressing this though.
2014-10-14Fullscreen Editor (new fullscreen mode for clean UI)Dalai Felinto
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI * Maximize Editor: (old Ctrl+Up) * Full Screen Window: (old Alt + F11) * Full Screen Editor: new operator (Alt + F10) * Change Show/Hide Header: (Alt + F9) When the mode is on moving the mouse near the top right corner of the editor shows an icon to go back to the normal editor mode. This was originally intended for the multiview branch, but this functionality also benefits non-stereo workflows, thus it can be reviewed and committed independently. Development notes: * This includes cleanups in the code to sanitize the naming of fullscreen/maximize across the window/editor code. * Originally the idea was to make the window fullscreen as well, but this idea was dropped. * You can see the clicking area when debug is 1 * Technically the user can be left with an unfaded icon in the corner (specially when using a tablet). If we think this is too bad we can increase the action zone to be the whole screen, or something similar. Reviewers: campbellbarton [1], ton [2], fsiddi [2] [1] actual code review [2] design review Differential Revision: https://developer.blender.org/D678
2014-10-08glutil: use ints for drawing functionsCampbell Barton
shorts would wrap sometimes & many inputs were ints already.
2014-07-21CleanupCampbell Barton
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-11UI: split area_copy_data into ED_area_data_copy, ED_area_data_swapCampbell Barton
Was confusing to have swap/copy in the one function.
2014-04-11UI: correct own bad use of bool and document area_copy_data argsCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-21Fix T39323: Animation playback is not synchronized when Screen Layout changes.Bastien Montagne
Own regression in rBd2a5ea04ed84. This commit should be included if we do a 2.70 'a' release.
2014-02-28Fix T38467: Animation playback is not synchronized when Screen Layout changesBastien Montagne
When both old and new screens share the same scene, "transfer" playback to new screen, else stop playback.
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2014-02-03Code cleanup: check -1 for error return explicitlyCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-21Fix T38295: Crash when changing screen with different visible layersSergey Sharybin
The issue was caused by missing object update for the curve object before going to new screen. And that new screen had different visible layers due to disabled lock_camera_and_layers option. Solved by calling DAG_on_visible_update() in ED_screen_set() even in cases scene doesn't change. This ensures all the objects which weren't visible before are correctly updated.
2014-01-15Python/Depsgraph: bpy.data.*.is_updated now detects add/remove of any datablock.Tom Edwards
Previously this only worked for some datablocks relevant to rendering, now it can be used to detect if any type of datablock was added or removed (but not yet to detect if it was modified, we need many more depsgraph tags for that). Most of the changes are some function parameter changes, the important parts are the DAG_id_type_tag calls. Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D195
2013-12-26Threaded object update and EvaluationContextSergey Sharybin
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-12Fix for off by one error noted by Anthony EdlinCampbell Barton
2013-12-11Code cleanup: assign win size to const vars and some renamingCampbell Barton
2013-12-10Fix T37463: Increasing window size would add space around menu headerCampbell Barton
2013-12-10Screen Resize: minor code cleanupCampbell Barton
2013-12-10Fix for off-by-one regression in D41Campbell Barton
making the window larger was using incorrect factor leaving a black bar on the window edge.
2013-12-05User Interface: Ctrl+C over a menu copies the py commandCampbell Barton
also use bools rather then ints
2013-11-25UI: fix errors in screen edge drawing, moving and region hiding.Anthony Edlin
Summary: - Fixes an off-by-one error in screen_test_scale() which causes the areas and regions to draw one pixel bigger on the right and top side of the window, therefor hiding one line of pixels. - Fixes an off-by-one error in rct_fits() which causes regions to incorrectly hide even though it would fit inside the area. - Correctly set the limits for the screen edge move operator so it will always go up to AREAMINX and headery. - Change screen_find_active_scredge() so it doesn't show the arrows cursor on the screen edges along the window border. The import thing to understand is how integer rects are used in this part of the code. They are constructed as a lower left and top right point and are INCLUSIVE. Meaning that if you have a rect's xmin = 10 and xmax = 30 then the total number of pixels is 21. So to get the size of a rect you have to do xmax - xmin + 1, which is easy to forget and result in off-by-one errors. Reviewed By: brecht Differential Revision: http://developer.blender.org/D41
2013-09-24Fix #36783: click outside splash screen to close it would not highlight theBrecht Van Lommel
button under the mouse, and so clicking the button failed without first moving the mouse. Similar issues could happen with popups and switching windows. The problem is that a notifier was being used to deactivate possible other activated buttons, but as notifiers are delayed it could undo the correct activation too. If anyone notices hanging tooltips or other issues after this fix, please report them.
2013-09-04fix for glitch splitting horizontally with a high dpi, could make areas ↵Campbell Barton
smaller then the header which pushed the original view out of the screen.
2013-08-08Fix #36243: one screen should never be used by multiple windows, but this couldBrecht Van Lommel
happen when a screen was maximized to a single editor, now that case is disabled too.
2013-06-29re-arrange '--help' output into more useful sections (added debug, python).Campbell Barton
also minor style cleanup
2013-06-27Fix #35882: render to image editor, ctrl+up fullscreen, click back to previousBrecht Van Lommel
did not work.
2013-06-05fix [#35629] Incorrect Rendered Viewport Horizontal SplittingCampbell Barton
previously the order didnt matter but with viewport render, its noticable.
2013-05-25Solving ancient Blender window sizing issue;Ton Roosendaal
- Removed grid-snapping for area coordinates on scaling windows. That caused the areas to shrink or expand, and eventually corrupt screen layouts. - Added simple but efficient life resize for OSX. I need to know why this is so much code for Windows... I suggest Windows to just copy same method; dispatch the queue, and just let the event system draw.
2013-05-23Fix #35449: image sequences to drive e.g. particle length or used in modifiersBrecht Van Lommel
were no properly updating when rendering animations. The render engine was only updating the image user current frame on images used by material textures. Now moved the function that updates all from the editors to blenkernel level and do it on all frame changes.
2013-04-25Fix crash going to a scene with no camera, with an inactive 3D viewport space.Brecht Van Lommel
The regions of the space are stored in a different place depending if it is active or if another space is in use. The code here was iterating over both but it should be only one because the other might contain regions of another space.
2013-04-21fix [#35043] Camera view breaks with multiple scenes and the "view center ↵Campbell Barton
camera" action.
2013-03-21code cleanup: rename editmode functions so we have ↵Campbell Barton
ED_object_editmode_load/enter/exit
2013-03-15Screen: add exit callback for area and region types, this gets called whenBrecht Van Lommel
hiding or removing an area or region.
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-02-05fix for valgrind warning - using uninitialized variable. Though in practice ↵Campbell Barton
it didn't cause any problems. Getting the 'CTX_data_main' while un-fullscreen'ing a space would do a context lookup into the view3d_context which had an uninitialized layer. since view3d_context doesn't hold a 'main' member it never did anything but cleaner not to do context lookups while modifying the view. - noticed while checking on a real bug :)
2012-12-22Small drawing glitch, for UI with transparent overlapping regions;Ton Roosendaal
- The corner 'duplicate/merge area' widget was drawing too often. (Added comment in subwindow 'active' code, too many redraws are being sent on moving mouse over region eddges)