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2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-06-05Bugfix: new DPI-controlled UI size code was setting 'view2d re-init'Ton Roosendaal
flag on ED_area_initialize(). This however was causing 2 problems; - the view state got reset (popping window view back) - the view2d operator polls failed (sliders didnt work) This re-init was only needed for the headers though, limiting it to these types of regions solves it.
2011-05-31cmake maintenanceCampbell Barton
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python). also only build wm_apple.c on apple+carbon configuration.
2011-03-05Bugfix #26317Ton Roosendaal
Dopesheet: shift+d duplicate is now a macro too, allowing a single undo.
2011-03-04Bugfix #26317Ton Roosendaal
Shift+D in graph editor was an operator calling internally an operator. Better is to make it a Macro, then Undos and Esc work nicely. Note for API users: the operator "graph.duplicate" will now just copy the selection and not run transform. Nicer too :)
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-27pedantic warning cleanup, also remove texspace_edit() since its been added ↵Campbell Barton
using a different method.
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-21I swear, it was just an innocence change in guardedalloc!Nathan Letwory
The butterfly wing flap, causing a nice storm in the rest of blender. Now all dependencies should point ok again. CMakers, do double-test.
2011-02-14made most variables which are only used in a single file and not defined in ↵Campbell Barton
header static for blenlib, blenkernel and editors.
2011-01-30remove nan-makefilesCampbell Barton
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-10-23use explicit file paths for CMake rather then globing, This is recommended ↵Campbell Barton
by cmake devs. globbing vs explicit is discussed here. http://www.cmake.org/pipermail/cmake/2008-December/025694.html Practical implications are: - developers need to keep CMakeLists.txt files up to date. - Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-10-16editors/space_* build without unused args warningsCampbell Barton
2010-09-18warning fixes and minor cmake changes.Campbell Barton
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-11Update address in license block.Guillermo S. Romero
2010-08-08remove unused includes from editors/space_*Campbell Barton
2010-06-06finish cleanup to cmake editors, also removed some stuff from scons thats ↵Campbell Barton
not needed.
2010-06-04have cmake build editors as different libs like scons and nan-makefilesCampbell Barton
2010-04-29add missing headerCampbell Barton
2010-04-29Rewrite of Logic editor UI to use layout engineMatt Ebb
This commit puts the ground work in place, swapping out the crusty old Logic Editor UI code for the new RNA-based layout engine. It's disabled with ifdefs at the moment because it's incomplete, but Dalai can now do the grunt work to fill it all out and get it running. Also includes a bug fix to LINK buttons, and two new logic operators to add and delete sensors. Dalai, just switch the #if 0 and #if 1 in logic_window.c:3412 and 3469
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
2010-02-27python support for defining region drawing callbacks, while not directly ↵Campbell Barton
related to operators, this means python can now make operators that draw in the 3D viewport interactively. nicer then 2.4x space handelers because you can register draw handelers to draw pre/post 3d space or in pixel space.
2010-02-12correct fsf addressCampbell Barton
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.
2010-01-19Added new macro "file.select_execute", by default mapped to LMB doubleclick ↵Matt Ebb
in file selector. This selects+opens the file under the mouse pointer, can be customised. This somewhat fixes [#20727] MMB don't load .blend from the file browser
2009-12-17Copy To SelectedBrecht Van Lommel
Until we have proper multi-object editing, this adds a Copy To Selected option to the right mouse button menu for Object and Bone properties, to copy the value from the active object to the selected objects. Also includes some implementation changes to reset to default operator.
2009-11-21Node Editor - More Cleanups (Reshuffling):Joshua Leung
- removing duplicate chunks of code -> hide unused sockets now works - moving some functions to the files that they get called from -> view all/home - made duplicate a macro operator like the other places that work like this, eliminating the unnecessary transform-related property there still - removed a few chunks of unused code
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-27A bunch of fixes for macro-type operators - Armatures + ObjectsJoshua Leung
* Extrude and Duplicate for Armatures now use proper macros instead of manually calling transform themselves. This means that repeating these operators now works properly. ** NOTE: there's a bug with macros now which prevents the 'forked' extrude operator working correctly. Bug report filed for this. * Included the proper operators for extrude and duplicate in the toolbar + menus. The operators used there did not activate transform, which meant that users often could not tell that the operation had occurred at all.
2009-10-21Region post redraw is now split up in a view space and pixel spaceBrecht Van Lommel
part. This fixes a bug where transform help line drawing would not work with view clipping and mess up the z-buffer. This avoids the transform code having to figure out what kind of opengl state is enabled and disable it temporarily.
2009-10-21[#19688] pressing O and alt+O doesn't toggle proportional edit mode when ↵Campbell Barton
editing a lattice. - proportional edit keybindings for particle and lattice
2009-10-12macro's can set options for the operators they executeCampbell Barton
changed extrude, rip and duplicate to disable proportional editing however this gives a different problem now. Commented in transform.c // XXX If modal, save settings back in scene this changes disables the option whenever the macro used used.
2009-10-08Key ConfigurationBrecht Van Lommel
Keymaps are now saveable and configurable from the user preferences, note that editing one item in a keymap means the whole keymap is now defined by the user and will not be updated by Blender, an option for syncing might be added later. The outliner interface is still there, but I will probably remove it. There's actually 3 levels now: * Default builtin key configuration. * Key configuration loaded from .py file, for configs like Blender 2.4x or other 3D applications. * Keymaps edited by the user and saved in .B.blend. These can be saved to .py files as well to make creating distributable configurations easier. Also, user preferences sections were reorganized a bit, now there is: Interface, Editing, Input, Files and System. Implementation notes: * wmKeyConfig was added which represents a key configuration containing keymaps. * wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap. * Modal maps are not wrapped yet. * User preferences DNA file reading did not support newdataadr() yet, added this now for reading keymaps. * Key configuration related settings are now RNA wrapped. * is_property_set and is_property_hidden python methods were added.
2009-09-29Sorry, three commits in one, became difficult to untangle..Brecht Van Lommel
Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-18Handlers/keymaps, some tweaks for previous commits:Brecht Van Lommel
* 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.
2009-08-30Grease Pencil: Basic Support for Image Editor AgainJoshua Leung
* 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).
2009-08-28First try in sound UI for the sequencer.Joerg Mueller
2009-08-262.5 - Grease Pencil Version 2 (Crude rebirth)Joshua Leung
This commit is the start of the new Grease Pencil implementation. I've just ported the old code to make it work with operators, and to store its data in Grease-Pencil datablocks. However, this is currently still really buggy, with only the barebones of the drawing/creation tools restored (no UI panels, no options). To use (not recommended), use D+S+move_mouse (and click when finished) for now. There are some rather serious event handling errors going on here...
2009-08-182.5:Brecht Van Lommel
* Split Info and User preferences into two separate spaces. * Renamed Buttons Window to Properties also in RNA identifiers.
2009-07-292.5 MetaBallsJiri Hnidek
- It is possible to work with MetaBalls in edit mode now - Added basic UI to the button window (feel free to change it :-)) - Header menus should work - Undo & redo should work - Removed global variable editelems and lastelem (moved it to the MetaBall struct) - All tools from old editmball.c was converted to the operators - Added lastelem to the RNA - Experimental: mb->editelems is only pointer at mb->elems or NULL (depends on Mode). ListBase of MetaElems is not duplicated in edit mode. Tested with scons at Linux and mac OS X TODO: - Recalc data after Undo or Redo - Solve issue with basic MetaBall and Python UI script (only base MetaBall object influence Wiresize and Threshold) - Fix orientation of manipulator in "Normal mode"
2009-07-21Initial code for boids v2Janne Karhu
Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-16Console Space TypeCampbell Barton
* interactive console python console. * display reports and filter types. defaults to operator display so you can see the python commands for tools as you use them, eventually it should be possible to select commands and make macto/tools from them. Example use of autocomp. b<tab>, bpy.<tab>, bpy.<tab>, bpy.data.<tab> etc. basic instructions are printed when opening the console. Details... * Console exec and autocomp are done with operators written in python. * added CTX_wm_reports() to get the global report list. * The window manager had a report ListBase but reports have their own struct, switched to allocate and assign when initializing the WM since the type is not available in DNA. * changed report types flags for easier display filtering. * added report type RPT_OPERATOR * logging operators also adds a python-syntax report into CTX_wm_reports() so they can be displayed in the console as well as calling a notifier for console to redraw. * RnaAPI context.area.tag_redraw() to redraw the current area from a python operator. Todo... * better interactions with the console, scrolling, copy/paste. * the text displayed doesnt load back. * colors need to be themed. * scroll limit needs to be a user pref. * only tested with cmake and scons.
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?
2009-06-23SVN maintenance.Guillermo S. Romero