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2010-06-27Partial cleanup of timing system, with some guidance from Joshua:Matt Ebb
* Fractional frames support has been changed to use a new var, scene->r.subframe. This is a 0.0-1.0 float representing a subframe interval, used in generating a final float frame number to evaluate animation system etc. * Changed frame_to_float() and some instances of bsystem_time() into a convenience function: float BKE_curframe(scene) which retrieves the floating point current frame, after subframe and frame length corrections. * Removed blur_offs and field_offs globals. These are now stored in render, used to generate a scene->r.subframe before render database processing.
2010-06-22Timeline addition: Display cached framesMatt Ebb
This started off doing pointcache debugging but it's also very useful for users too. Previously it was very hard to see the state of the system when you're working caches such as physics point cache - is it baked? which frames are cached? is it out of date? Now, for better feedback, cached frames are drawn for the active object at the bottom of the timeline - a semitransparent area shows the entire cache extents, and more solid blocks on top show the frames that are cached. Darker versions indicate it's using a disk cache. It can be disabled in general in the timeline View -> Caches menu, or by each individual system that can be shown. There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what shows when it's out of date, or when it's been played back but not cached, etc. etc. Part of this is due to a lack of definition in the point cache system itself, so we should try and clean up/clarify this behaviour and what it means to users, at the same time. Also would be interested in extending this to other caches such as fluid cache, sequencer memory cache etc. in the future, too.
2010-06-09Fix [#22111] Quad View panes have wrong view when switching between ↵Matt Ebb
Global/Local View Joe already committed this to render branch in r28545, but it's not in trunk. The code that was committed doesn't seem to work properly, either, needs braces.
2010-06-08Bugfix #22453: Jump to Next keyframe doesn't work on some frameJoshua Leung
Jump to keyframe would get 'stuck' if it encountered a keyframe on "fraction" frames. Now, it will try multiple times until it finds one.
2010-06-07Fix [#22494] Operator panel vanishesMatt Ebb
2010-06-01Fix #22462: selecting the "Animation Step" operator from the spacebarBrecht Van Lommel
menu crashes Blender, patch provided by Frederik De Bleser, thanks!
2010-06-01script reload (f8), is closer to working.Campbell Barton
there are internal memory problems which can make it crash still. If you remove all directories in the scripts folder except for 'modules' and 'ui', it runs without crashes.
2010-05-20Properly restored shift-up/down arrow as alternative hotkeys for jumping ↵Joshua Leung
between start/end frames, as mentioned by venomgfx a while ago.
2010-04-20Made playback operators use exec() callback instead of invoke(), so that ↵Joshua Leung
these can be used for Python scripts. Note that this is not the patch by dfelinto on the mailing list, since that fix would cause compiler warnings. Also, the invoke() (with the extra wmEvent* arg) is superfluous here, so there shouldn't be any problems with making this exec() only instead.
2010-04-06Area Swap: fix memory leak and access to freed memory.Brecht Van Lommel
2010-04-06Fix [#21194] Swap regions stopped workingMatt Ebb
Cleaned up a code mismatch that I think got there by accident before. Now area swap is assigned to Ctrl LMB drag to prevent any 'emulate mmb' conflicts.
2010-04-02avoid error message when stopping animation playback.Campbell Barton
2010-03-31Fix [#21832] Add Modifier, Pinned ContextMatt Ebb
Added convenience function ED_object_active_context(C) to get either the object in the data context, or if not, the active object.
2010-03-23more lint includesCampbell Barton
Only source/blender/editors/ dir, should not give errors on different platforms Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-03-21OK, compiling doesn't mean it runs, now it should really be fixed, as I ↵Joerg Mueller
don't use NAN directly anymore.
2010-03-21Finally, this should really fix the msvc and old ubuntu compiler problems ↵Joerg Mueller
with NAN and finite.
2010-03-20Fix for [#21639] Playback with AV-sync and None sound system.Joerg Mueller
2010-03-16Play Back Rendered Animation operator was left out of Screen->Render ↵Matt Ebb
operator name change
2010-03-09Mac + OpenMP + pthreads workaround: recent commit broke compile, justBrecht Van Lommel
moved it into threads.c now instead of having it duplicated in various places.
2010-03-08move render operators into their own files, render_internal.c & ↵Campbell Barton
render_opengl.c, rather then have them in the screen module. also rename render operators SCREEN_OT_ --> RENDER_OT_
2010-03-03BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) ↵Dalai Felinto
breaks backward compatibility !!! Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use. (1) Performance - To run the filters 2X == 2X slower (2) flexibility of use - Very often we want the filter in the scene but not in the UI for example. For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now. To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes. * * * * * Imagine that we have: (a) Main Scene (b) Overlay Scene in Main Scene the Z Buffer and RGB will be from the main scene. in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b]. So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-02-212.5 Audio:Joerg Mueller
* Jack Transport support! * Minor sequencer audio corrections.
2010-02-19Enabling AV-sync again. You can now choose between No sync, Frame Dropping ↵Joerg Mueller
or AV-sync.
2010-02-18revert 27010, sorry but this makes playback of animation unusable & jerky, ↵Campbell Barton
we can provide some sample files for testing.
2010-02-18Basic AV Sync for forward playing.Joerg Mueller
2010-02-16Revert render slots commit for release, I can't find the bug or even redoBrecht Van Lommel
it myself, there will still be render slots just old implementation.
2010-02-16Last minute fixes for render crash.Brecht Van Lommel
2010-02-16Render Slots: change the implementation by moving it from the render to theBrecht Van Lommel
image code, this should be clearer and makes reusing the Render struct later on easier.
2010-02-15Test code for Brecht:Ton Roosendaal
Added a function that quickly extracts a full main dbase from an undo buffer, to pass on to render code. This will efficiently then make a render using only own memory, allowing real threading and running multiple renders at once.
2010-02-12correct fsf addressCampbell Barton
2010-02-12Bugfix #21051: Restored 'Playback FPS'Joshua Leung
This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View. The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
2010-02-11More tooltip editingDaniel Salazar
2010-02-11Bugfix for [#21086] Audio continues to play unsynced.Joerg Mueller
2010-02-10Missing tooltips for Start frame and End frameDaniel Salazar
Removing all dots at the end of tooltips in screen_ops.c
2010-02-09J-key render switching back, now with 10 slots.Brecht Van Lommel
Implementation note: this was done by giving each Render a slot number, and for every slot a new Render will be created. Not sure if this is ideal, but it ensures that all passes, render info, etc are separate so you can also compare render layers and passes, in 2.4x only whatever it was currently displaying was backed up.
2010-02-082.5 Audio:Joerg Mueller
- recode of the whole sequencer audio handling - encode audio flag removed, instead you choose None as audio codec, added None for video codec too - ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav - sequencer wave drawing - volume animation (now also working when mixing down to a file!) - made sequencer strip position and length values unanimatable
2010-02-07Fix #20928: difference boolean modifier is not applied during rendering,Brecht Van Lommel
fixed by last depsgraph commit and this extra check to avoid unnecessary free of derivedmesh for sculpt/multires.
2010-02-01opengl render wasnt using the right stamp flagCampbell Barton
2010-01-30Fix #19980: crash with opengl render active viewport.Brecht Van Lommel
2010-01-29Fix [#20447] Minor infobar bugsMatt Ebb
Limited headers to normal header height until multi-line headers are properly implemented.
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.
2010-01-26Radians vs Degrees: The Second AttemptJoshua Leung
F-Curves now internally store radians again instead of degrees. - This solves problems with inconsistencies when working with drivers. - No need to version patch old files, potentially screwing them up. As such, removed the version patching for F-Curves. - Is better suited to optionally showing radians throughout the UI instead or degrees. As a result, values are now converted on the fly in the Graph Editor for display and operators that operate on values. I've made the conversion system for this rather general, so that other unit type conversions can also be hooked up with the type conversion backend. Also, made some tweaks to F-Curve RNA wrapping to make it represent the data better. TODO: - Transform code currently still needs to be corrected to work with these changes. Currently moving keyframes for rotation curves will make them change too rapidly vertically when using degrees.
2010-01-22Cleaned up some printfs in editors/ - converted some to reports, hid others ↵Matt Ebb
behind G_DEBUG.
2010-01-22Fix [#20538] exiting render turns my UV/image editor back to a 3d viewMatt Ebb
2010-01-21bugfix, crash when rendering normally and then with the opengl view.Campbell Barton
2010-01-19Preview Range Tweak:Joshua Leung
Made preview range be turned on/off using a proper flag instead of just relying on checking for start-frame = 0. It is no longer satisfactory to do that since we can have negative frame numbers, and also having it as a proper flag means that the range can be toggled on/off non-destructively.
2010-01-19bugfix [#20736] crash if lasso select while invisble object is selectedCampbell Barton
- also dont display empty menu's
2010-01-18- opengl render anim exec function so python can render opengl animations ↵Campbell Barton
without and have it block until its done. - timeline rna camera access. - new textblocks have tabs as spaces enabled by default since this is blenders default.
2010-01-17resizing any area/region would redraw all views in every window.Campbell Barton
This means a large scene will make blender resize the border between the timeline and the graph editor slow since it redraws the 3d view for each update. edited the operators to only redraw whats needed. since tons away IFDEF'd this incse it needs to be reverted.