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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 #21008: text editor scrollbar overlapping text, code here was notBrecht Van Lommel
fully updated when the scrollbar was moved from left the right.
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.
2010-02-01Fix #20891: opengl animation render could mess up the view.Brecht Van Lommel
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not work well for offscreen rendering. It would have been possible to make a fake subwindow for this, but I decided to just remove this extra layer as it does not seem to have much purpose and has been quite confusing when trying to fix other bugs. The relevant matrices are already stored in RegionView3D so there will be no increase in calls to glGetFloat, which may have been a performance reason to use this system in the past.
2010-02-01opengl render wasnt using the right stamp flagCampbell Barton
2010-02-01WM Draw Methods now has a new option Automatic (default). This willBrecht Van Lommel
set the draw method to triple buffer or overlap depending on the configuration. Ideally I could get all cases working well with triple buffer but it's hard in practice. At the moment there are two cases that use overlap instead: * opensource ATI drives on linux * windows software renderer Also added a utility function to check GPU device/os/driver.
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.
2010-01-27[#20728] "Export UV Layout" overwrites existing files (without feedback)Matt Ebb
The 'save over' popup was only appearing based on a string comparison of the operator name ("Save"). Changed this to use a hidden operator property: "check_existing". Python operators must have this property for the file selector confirmation too. This property can also be set to false, to prevent checking for existing files, useful in the File->Save menu item to prevent the dangerously missable confirmation popup.
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
2010-01-21Patch #20693: add parameters for FPS and wait timer for screen castJoshua Leung
This patch by Guillaume Lecocq (lguillaume) adds user preference settings for setting the playback frame-rate and delay between captured frames for the screencasting feature. -- I've made a few tweaks for a few minor issues - Made DNA vars for these settings shorts instead of ints, reducing the number of unnecessary extra pad vars - Added version patching to ensure that these settings are initialised by default - Made tooltips for the settings more descriptive
2010-01-21Added a new notifyer, NC_SPACE_CHANGED, to signal an editor thatJoseph Eagar
replaces another so it can do updates (e.g. dopesheet editor can sync channel selection). Also coded a simple optimization for allocating small objects, based on mempools. It's #ifdef'd out, you can enabled it by defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to your compiler flags). We suffer from a great deal of performance loss from the system allocator (vgroups, ghash, edgehash, the singly-linked list implementation in blenlib, editmesh, and likely a great many areas I'm forgetting), and this is the common solution for handling the many-small-objects problem. It's not really production-ready yet (it's long-term memory consequencers need to be profiled first, and the implementation tweaked as necassary), but for people on systems with slow system allocators it's worth trying. Note that since this creates a guardedalloc<->blenlib link, the build systems need to be updated accordingly (I've already done this for scons, though I'm not sure if the player builds).
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
2010-01-19Finished some work from the weekend to keep local tree clean..Matt Ebb
* Added a generic 'histogram' ui control, currently available in new image editor 'scopes' region (shortcut P). Shows the histogram of the currently viewed image. It's a baby step in unifying the functionality and code from the sequence editor, so eventually we can migrate the sequence preview to the image editor too, like compositor. Still a couple of rough edges to tweak, regarding when it updates. Also would be very nice to have this region as a partially transparent overlapping region...
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.
2010-01-16generic operator menu was searching for "type" and using the first enum ↵Campbell Barton
property if it wasnt found. this is too arbitrary and could break if roperty order is changed. store the property in the operator type that is to be used for menu and enum search func's. python function for searching operator enums on invoke. (just need dynamic python enums now) wm.invoke_search_popup(self)
2010-01-14Fix [#20663] Mouse cursor icon changes back to default in edit modeMatt Ebb
Seemed simple but actually turned out to be quite complex. ND_MODE notifier was being misused, changed to ND_TOOLSETTINGS Note: Although the fix itself doesn't involve this much, debugging uncovered that listeners can't rely on notifier->swinid to be correct, since notifiers can now be added from RNA without a region context.
2010-01-14[#20112] User Preferences window causes a crashMartin Poirier
Opened preference window caused a crash (context pointing to freed screen) when Load UI was turned off.
2010-01-13Fix [#20649] when header is on top of 3D View and all regions are collapsed, ↵Matt Ebb
expansion icons overlap
2010-01-13[#20093] Consistent Crash in properties windowMartin Poirier
Fun bug, took me the better part of the day to track down. Happens because maximizing swaps spacedata lists between the old area and the newly created maximized area (this one being empty) while ui handlers are still hanging with references to the first area (then trying to access spacedata when handled). And then only if a maximizing operator was run before the UI realign timer event from the previous maximize was handled (fun, I told you). After discussion with Matt on irc, we decided the best way to deal with that was to remove ui handlers that reference areas of a screen that is no longer used. That solution reflects the fact that the bug is more general that the reproducing steps would lead to believe. There's also absolutely no reason to run UI handlers on invisible areas.
2010-01-08- RNA support for returning copied strings from functions, flagging strings ↵Campbell Barton
as PROP_THICK_WRAP does this. - scene.render_data.frame_path(frame=num), returns the output path for rending images of video. - scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc - player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
2010-01-08Added the svn revision number to the splash screen (when buildinfo is Matt Ebb
enabled). Also fixed cmake so buildinfo works. Note to all: ** Please mention the revision number when making a bug report **
2010-01-06MSVC compile fixMatt Ebb
2010-01-06Restored Compositor 're-render single layer' functionality (buttons on ↵Matt Ebb
renderlayer comp nodes). This works with operator properties - if you pass the name of a scene and renderlayer to the screen.render operator, it will render that layer as a single layer re-render.
2010-01-05More "Window" terminology corrections Matt Ebb
2010-01-05Fix for some confusing terminology: Window type -> Editor typeMatt Ebb
Correct hierarchy of terminology should be: * Window (OS level window with borders) * Area (top level subdivision in Blender UI), containing an * Editor (actual UI functionality such as 3D View, Properties) * Region (subdivision of an area, i.e. a header, a properties panel or toolbar)
2010-01-04* Added back some shortcuts from 2.4x using ctrl/alt/shift/etc mouse wheel ↵Matt Ebb
to scrub frames, pan view, etc. * Redraw the 3D View on brush edit changes (for [ and ] keys)
2010-01-02OS X Makefiles: append -DPARALLEL=1 to CPPFLAGS when compiling with OPENMPStefan Gartner
2009-12-26- closing the user prefs accessed the temp screen after removing it.Campbell Barton
- colorband drawing could use un-initialized vars (probably wouldnt crash)
2009-12-22Reports: writing movies now uses the reports mechanism to throw errors.Brecht Van Lommel
Also fixes bug #19463: screencast to xvid ffmpeg crash.
2009-12-21- camera switching didnt work for openGL renderCampbell Barton
- UV Project (Bounds) wasnt in the menu
2009-12-18- sequence strips without scenes would crash on displayCampbell Barton
- appending scenes would not append the sound and scene ID's for sequence strips - reload button in sequence header now reloads sounds as well. - redrawing the sequence image view didnt work while plaing (unless play was activated from that region) - generic functions for running a callback on sequence strips recursively. seqbase_recursive_apply() and seq_recursive_apply() - bind marker with camera was set to home key, use Ctrl+B instead.
2009-12-17OSX vs OpenMP : implement workaround to fix crashes when using mop from a ↵Damien Plisson
background thread Fix# 20043 & 20392 The issue is that OSX lib does not implement TLS (Thread Local Storage), so libgomp uses pthread functions to read/write thread specific vars. But this implementation is currently (gcc 4.2) buggy : the write function is called only at lib start (in main thread), and the var is undefined for background thread. The workaround is to perform this gomp_tls_key var write at beginning of background threads that use openMP. (Currently: render & fluidsim)
2009-12-17remove warnings. Sequencer selection for fcurve view didnt work in metastrips.Campbell Barton
- added RNA_property_string_set to the RNA_access.h - include BKE_animsys.h in pipeline.c for sequencer update, hope these are ok.
2009-12-17Fix [#20397] Saving with F2 on multiple windows layout crashesMatt Ebb
2009-12-16camera switching via markersCampbell Barton
Currently access by selecting a marking and binding with the active camera from the view menu. Note: after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc so this is ifdef'd with DURIAN_CAMERA_SWITCH
2009-12-11Added back rendered animation playback (in a sense), with a Matt Ebb
customisable player. You can choose a player in User Preferences -> File Paths. You can choose a plan custom command line, otherwise there are presets available for the Blender 2.4 player or DJV (where it will give it the correct filename, fps, etc on the command line). So for example if you have a Blender 2.4 version installed, you can enter the path to the blender 2.4 executable, and the playback will work just like before. Any info on other frame players (FrameCycler? pdplayer?) and their command line settings could be useful for adding some more presets too, if anyone knows of them. It's available in Render->Play Rendered Animation (Ctrl F11)
2009-12-11Tweak to make temp 'fullscreen' screens be alphabetically similar to the ↵Matt Ebb
previous ones that spawned them, so you can switch screens (ctrl left and right arrow) more smoothly ( [#20301] Screens and Fullscreen still doesn't work )