Age | Commit message (Collapse) | Author |
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one active. Now there's a function to get the pointer + property from
the UI, just like for the animation operators.
Also two fixes for fileselect events, regions are now preserved so that
context is restored to the old region, and the cancel callback is called
when the operator is cancelled.
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Since bli_threads.h now includes pthreads directly, we need to had instructions in SConscripts everywhere for proper include path.
Frankly, I feel like this should be done in a global manner and not in a per lib fashion, but that is for another day.
This commit also fixes more missing properties
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* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
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mode).
With mouse events event->val started as 0/1 for press/release but later the tweak function made LMB and RMB zero value into KM_RELEASE, somehow MMB didnt get used by the tweak function so was left at 0 and the modal keymap function failed when comparing MMB Mouse ups.
now initialize event->val as KM_PRESS/KM_RELEASE
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* Wrapped Color Key and Blur Node.
* Nodes using RNA properties can be animated. You can now choose if the Nodes Window should be updated while animation playback too. (Timeline>Playback Menu)
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It was getting very annoying, hitting it by accident and having the region disappear. Now, you can still hide the region by resizing it down to zero, or by using the hotkeys (i.e. N, or T in the 3D View).
Perhaps this minimising would be better done in a RMB menu on sub-regions (i.e. like previous Header: top/bottom/hide stuff)
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* Moved AudioData back to Scene
* Updated RNA stuff
* Added mixdown volume
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This commit restores the 'Relax Pose' tool, and also introduces two others: 'Push Pose' and 'Pose Breakdowner'.
Be aware that this commit is just the initial starting point, with some parts yet to be done.
A short description of these tools follows:
* Relax Pose (Alt-E) - makes the current pose more like the poses on either side of it
* Push Pose (Ctrl-E) - exaggerates the current pose
* Breakdowner (Shift-E)[not working yet] - when this works, it will allow for interactive selection of a good in-between pose to act as a breakdown.
Todo's:
* Connect up the 'percentage' slider in the operator settings to allow these effects to be dialed in/out, exaggerating/relaxing/moveing-between-keyframes by varying degrees until the desired effect is reached.
* Allow these effects to be interactively dialed in/out. The idea is to use the mouse to interactively set the percentage slider value initially, then use the percentage slider to tweak later.
* Figure out why breakdown breaks down
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* Screen keymap is now split up in two, some of the area/region
manipulation operators here need to be handled before others.
* Moved paint/sculpt/sketch out of the 3d view keymap, these were
there as a workaround, now with keymap poll no longer needed.
* Also fixes #19297, 3d cursor moves when combing in particle mode.
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issues like Shift+R (repeat last) not giving capital R in the text
editor. There is also new modal handler list at the window level,
and the API call will always add it to that one now, since modal
handlers were not used in other levels.
The order used to be:
* window modal + keymap
* area modal + keymap
* region modal + keymap
Now it is:
* window modal
* region keymap
* area keymap
* window keymap
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their handlers based on notifiers, which is simpler and more
reliable.
This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
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* Fix problem with curve mapping / color ramps not updating
things like previews propertly. Now it uses the RNA update
of the pointer from the material/texture/.. so each of those
can define their own update, but still share the RNA struct.
* Code for these templates is now in interface_templates.c
* Fix exception for "axis" property, now it always shows normal
widget with the PROP_DIRECTION subtype.
* Remove context from uiBlockLayoutResolve, no longer needed.
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was always vertical now.
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#19302: the spin operator did not redo correct when changing properties.
Actually the problem was somewhere else, the search menu always did an
unnecessary undo push, which conflicted with an operator undo push with
the same name. Only in the case of "Spin" was this noticed, because it's
name is so short and you actually type it completely.
#19328: swapping areas could crash when dragging mouse outside the window.
Attempted fix for #19331, #19335 as well, where backspace and some other
keys give square characters instead of working as expected. Couldn't
reproducable here, so please test.
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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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* Move function to compute visible screen layers to BKE.
* Use this now in the depsgraph, was still using this all layers
to flush. Still missing a way to get the current scene in
background mode..
* Also two more function to not require a scene pointer anymore:
* DAG_object_update_flags is now DAG_id_update_flags.
* DAG_ids_flush_update is now available next to DAG_scene_flush_update.
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suggested by William.
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- They were causing unnecessary visual noise, breaking up the lines of the region edges
- Now you can just drag anywhere on a region edge to resize it, like existing area edges
- To minimise a region, click once on the region edge, or resize it down to nothing. For minimised regions, a (+) icon will appear, which you can click to restore it to the size it was before it was minimised.
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Appending and Linking
* Linking Operator, invokes filebrowser for Append/Link
* Separated the append/link function into three parts:
** BLO_library_append_begin finds main for appending
** BLO_library_append_named_part appends one Object,Group, Material, ...
** BLO_library_append_end actually reads and expands the libraries
NOTE 1:
I also changed the returned properties for the filebrowser operators to the following convention:
"path" - the full path to a file or directory, means what is in directory + filename buttons in filebrowser
"directory" - the content of the directory button in filebrowser
"filename" - the content of the filename button in filebrowser
Usually only path should be required, but in some cases it might be more convenient to retrieve the parts separately.
Ton, Brecht: If you have time to take a look, let me know if anything needs to be fixed.
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Made some UI operators not register themselves in the console. This made macro creation a pain because the operator list would have tons of splits and other UI commends mixed in with actual data manipulation.
Moved Repeat Last from Ctrl-R to Shift-R so it doesn't conflict with loop cut, whenever it is added.
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render window escape incorrectly opens file browser.
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Made Mac-specific keys only appear on the Mac. This has the added benefit that it shows the Mac key shortcuts in menus.
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Moved to modern OS standards for opening, saving, copying, pasting, cutting (text), new document, undo and redo.
For Mac users, Cmd is used in addition to the Ctrl-based shortcuts.
These changes are made according to an agreement among developers on IRC.
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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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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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* Some of the patches in patch #19034 - by Wolfgang W. (bender)
- outliner.patch - a small fix to make the outliner draw the last
line of the list, if the list is bigger than the window.
- scroll.patch - enables vertical scrolling in the buttons window in horizontal mode. Necessary if a panel is opened that
is higher than the buttons window.
* Also, fixed some messy comments in drivers code
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autogenerate packages for nested modules.
bpy.data, bpy.ops.object etc.
- added basic docs for bpy.props
- omit panel, menu and operator classes (took up too much space and not useful)
- exec cant be used as an operator suffix eg- CONSOLE_OT_exec --> CONSOLE_OT_execute (same for file)
- fixed some crashes when generating docs
Updated docs here
http://www.graphicall.org/ftp/ideasman42/html/
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* Grease Pencil works again from Image Editor now. For now, the GPencil datablock is linked to the Image Editor space, but this can be changed if need be.
* Made Grease Pencil hotkeys into a separate Grease Pencil keymap, which can get included automagically like for frames/ui/v2d/etc. by supplying ED_KEYMAP_GPENCIL as part of st->keymapflag
* Temporarily restored the nasty hack to make View2D-aligned sketches in Image Editor to use OpenGL lines only. I still dunno why this doesn't work normally.
(Probably related is that strokes are not visible when there's no image visible atm).
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Moving to standards for opening/saving etc was causing uproar in IRC.
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saving, loading.
Saving/Loading:
Save - Ctrl S / Cmd S
Save As - Ctrl+Shift S / Cmd+Shift S
Open - Ctrl O / Cmd O
Open Recent - Ctrl+Shift O / Cmd+Shift O
New File - Ctrl N / Cmd N
Text:
Copy- Ctrl+C / Cmd+C
Cut- Ctrl+C / Cmd+C
Paste- Ctrl+V / Cmd+V
Select text- Ctrl+A / Cmd+A
Misc:
Repeat Last Op - Ctrl+R / Cmd+R
Render - Ctrl+Return / Cmd+Return
Render Animation- Shift+Ctrl+Return / Shift+Cmd+Return
User Preferences - Ctrl+Comma / Cmd+Comma
Changed the important search menu to Space key.
Old hotkeys are still preserved, at least for now.
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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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* Evil backbuf drawing strikes again. In paint modes, it was causing the tool panel to flash black, bad glScissor.
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* Split Info and User preferences into two separate spaces.
* Renamed Buttons Window to Properties also in RNA identifiers.
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1) This fits with our splitting the old Buttons Window into Tools and Properties
2) The name Buttons Window doesn't communicate what it is for, only that it includes buttons. Of course, most other editors include a fair amount of 'buttons' too.
3) A 'button' is not usually what you'd associate with a slider, number field, checkbox or menu. Really there are hardly any true buttons in this window space.
Also added some notifiers to sequencer RNA, though there seems to be some refresh errors in the image preview area.
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possible from python, but it's still work in progress.
Pointers and collections are restricted to types derived from
IDPropertyGroup (same as for operators), because RNA knows how to
allocate/deallocate those.
Collections have .add() and .remove(number) functions that can be
used. The remove function should be fixed to take an other argument
than a number.
With the IDPropertyGroup restriction, pointers are more like nested
structs. They don't have add(), remove() yet, not sure where to put
them. Currently the pointer / nested struct is automatically allocated
in the get() function, this needs to be fixed, rule is that RNA get()
will not change any data for thread safety.
Also, it is only possible to add properties to structs after they have
been registered, which needs to be improved as well.
Example code:
http://www.pasteall.org/7201/python
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e.g. backward playing time line.
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Stablity commit: on render, all running jobs are stopped now (previews,
composite, screencast). First render has to be more threadsafe, to allow
multiple renders simulatenously.
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* Reverse playback works again. Flag was getting overriden before it had a chance to do anything
* Active KeyingSet field in TimeLine header should now only be marked as editable when there are some Keying Sets. However, there still seems to be a bug when trying to change this...
TODO (Brecht?): it would be nice to be able to specify a list/collection of data for pointer-buttons that aren't ID's.
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correct, and were missing update. Also moved this update code to
screen_edit.c, next to the other animation play stuff.
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* Add RenderResult.load_from_file to load whole multilayer exr's at once.
* Removed x/y offset from RenderLayer.load_from_file, better to encourage
using offset in begin_result() to minimize memory usage.
* Added WITH_OPENEXR in some screen/file/image module for scons/make, exr
was not working in some places there.
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* Use scene->r.audio instead of scene->audio everywhere, was using both still.
* Fix time_top_left_3dwindow link error, not sure why this happens, somehow
with scons building it seems that files (like time_header.c) wich are not
called from the same .a module get stripped?
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* Move sound_init to make sure it gets called everytime user
preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
while the other did not, don't see the point of this, so just
made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
rather than timeline flag. Since it uses the same playback
operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
stop playing too.
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Muscle flexing commit; put the "any key modifier" to work, also exposed
(ugly) in keymap editor. Notes for it works:
- You can use any keyboard key to become modifier now (not mouse buttons)
- But, if this key was assigned to be a regular hotkey, that still gets
triggered, obviously.
- So: only use unused keys for this, like "~" or other special ones?
For test fun: L+K now does animplay.
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Small fix: region-zones (currently triangles) overlapped when closed in
cases. Happened for 3d window toolbar for example.
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Flaw in python UI for headers: code missing to correctly set the total
width of header, plus obsolete call in view3d header template to set width.
Now MMB scroll of view3d header works again.
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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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