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2013-06-19This commit tackles the "context" buttons in Properties header, which were ↵Bastien Montagne
still using "ugly" old UI code. It removes buttons_header.c file, adds a (small) space_properties.py one, with a PROPERTIES_HT_header class, which simply uses the RNA enum to draw the context buttons. It also fixes that enum, btw, it always featured all contexts, which means you could (try to!) set through RNA invalid contexts... Thanks to brecht and dingto for the reviews.
2013-06-16Complete fix for [#35769] The “show texture in texture tab” button in a ↵Bastien Montagne
modifier does not show up until the user manually shows the texture in the Texture tab (and better fix for [#35741] Material shows WORLD texture_context by default). Simply recompute texture context on every redraw, like already done for sbuts->texuser (also called texture context :/ ). Also allows simplification, buttons_check_texture_context can be merged back into set_texture_context...
2013-05-17This commit addresses the somewhat weak handling of stackless textures in ↵Bastien Montagne
Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine. So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures... I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene). This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles). Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too. Thanks to Brecht for reviewing.
2012-05-08style cleanup: animation + buttonsCampbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-11-08Texturing: texture and 3d view draw type changes, these should only have anyBrecht Van Lommel
effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-06-16use directory selector for properties defined as PROP_DIRPATH, user ↵Campbell Barton
preferences 'File' buttons for eg.
2011-05-19UI tweak: properties editor header now has same size as other headers again.Brecht Van Lommel
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-15moving dir strings into global namespace for doc access (coming up)Campbell Barton
2010-03-30* Multiply for panorama camerasBrecht Van Lommel
* Some cases of struct name being set where it shouldnt have been. * Spelling: wich --> which * Copy and initialize uv modifier scale, remove unneeded enum. * Ability to pin any object into the context. * Update uv window while transforming (useful when used with UVProject modifier) * Patch by Wahooney, so new template's are internal text and dont get saved over by mistake. * Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186 Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process /usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted by Jochen Schmitt. * [#21816] bpy.data.add_image has stopped working on Windows. moved to bpy.data.images.load(), missed this call. (commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-02-12correct fsf addressCampbell Barton
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.
2009-09-06Disconnect/connect hair:Janne Karhu
- Moves hair from face-space to global space and back. - Allows for editing of emitter mesh after hair combing. - Disconnect hair before doing topology changing changes in mesh edit mode, connect after changes. - Notes: * The closest location on emitter surface to the hair root is used to connect the hair. * Emitter deflection, sticky roots and add brush don't apply for disconnect hair in particle mode. - Todo for future: * Copy disconnected hair from object to another (when 2.5 has proper copy operators again). * Possible automatic disconnect/connect with topology changing operations in mesh edit mode. Other changes/fixes: - Proper subtypes for some particle mode notifiers. - Particle mode selections didn't draw correctly because of using lighting for the paths.
2009-07-282.5: File browse button in ui layouts now works, e.g. for renderBrecht Van Lommel
output path or fluidsim path.
2009-07-242.5: VariousBrecht Van Lommel
* Buttons header: made tab buttons bigger, remove view menu, replaced by RMB menu in main region. * Timeline header: tweak button placement and alignment, added a play reverse icon. * Window type chooser menu: removed audio and scripts windows, change console and logic icons. * Node space: disable the channel region until it is used.
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.
2009-07-152.5: ObjectsBrecht Van Lommel
* Added Relations panel with layers, pass_index, parent. * Groups panel now can do add to group/remove from group. * Parent, parent type, track are now editable. * Separate constraint add operator for object and bones.
2009-07-132.5: RenderBrecht Van Lommel
* UI layout for scene buttons has quite some changes, I tried to better organize things according to the pipeline, and also showing important properties by default, and collapsing less important ones. Some changes compared to 2.4x: * Panorama is now a Camera property. * Sequence and Compositing are now enabled by default, but will only do something when there is a node tree using nodes, or a strip in the sequence editor. * Enabling Full Sample now automatically enables Save Buffers too. * Stamp option to include info in file is removed, it now simply always does this if one of the stamp infos is enabled. * Xvid, H.264 and Ogg Theora are now directly in the file format menu, but still using FFMPEG. Unfortunately Ogg is broken at the moment (also in 2.4x), so that's disabled. And Xvid crashes on 64bit linux, maybe solvable by upgrading extern/xvidcore/, using ubuntu libs makes it work. * Organized file format menu by image/movie types. Added: * Render layers RNA wrapped, operatorized, layouted. * FFMPEG format/codec options are now working. Defaults changed: * Compositing & Sequencer enabled. * Tiles set to 8x8. * Time/Date/Frame/Scene/Camera/Filename enabled for stamp.
2009-07-13Keyed physics refresh:Janne Karhu
- Keyed targets in one list instead of "chaining", this opens up many more possibilities than before and is much less obscure. - Better keyed timing possibilities (time & duration in frames). - Looping over keyed targets list. Other changes: - New child setting "length" with threshold (great for guard & underfur with a single particle system) - Modularization of path interpolation code. - Cleared "animateable" flags from many particle settings that shouldn't be animateable. Fixes: - Keyed particles weren't copied properly (ancient bug). - Hair rotations depended on global z-axis for root rotation so downward facing strands could flip rotation randomly. Now initial hair rotation is derived from face dependent hair matrix. (This caused for example ugly flipping of child strands on some cases). - Children from faces weren't calculated straight after activating them. - Multiple disk cache fixes: * Disk cache didn't work correctly with frame steps. * Conversion from memory cache to disk cache didn't work with cloth. * Disk cache crashed on some frames trying to close an already closed cache file. * Trails didn't work with disk cached particles. - Child rough effects were effected by emitter object loc/rot making them next to useless with animation, why didn't anybody tell me this!! - Lots of random code cleanup.
2009-06-302.5Brecht Van Lommel
Image Window * Unpack operator now works. * Some small layout code tweaks. Info Window Header * Moved to python UI code. * template_running_jobs, template_operator_search added. * Ported external data operators: pack/unpack all, make paths relative/absolute, find/report missing files. Also * Report RPT_INFO too, not only warnings and errors. * Run UI handle functions after RNA and Operators. * Rename particle system add/remove operators, to not include "slot", that's only there for materials because that's what they are called now in RNA.
2009-06-27Particle ID block controls:Janne Karhu
* Adding/removing particle systems to an object. * Changing of particle settings. * Currently showing an object's particle systems in a list (like materials).
2009-06-242.5: Object material slot operators add/remove/assign/select/deselect.Brecht Van Lommel
2009-06-07UI Buttons:Brecht Van Lommel
* Context now allows pinning a datablock, independent of selection. * Initial ID browse buttons for most buttons tabs. * Browsing from world to texture now displays world textures again, but is a bit of a hack, not sure there is a right way to do this. * There's a button to switch between active materials and textures now, only temporary though. * There's some code to put context part in own region, disabled still because it doesn't work that well yet.
2009-06-04UI:Brecht Van Lommel
* First step for buttons context browsing, read-only still. * Drawn in a panel now, though this should become a separate region. * Path of the context is constructed as an array of RNA pointers and then used for drawing and context lookups from python.
2009-06-032.5:Brecht Van Lommel
* Button space context now includes most data so python code doesn't have to look it up manually, and to plug-in context browsing later.
2009-06-02Wrapped buttons window in RNAMatt Ebb
2009-05-192.5:Thomas Dinges
* Added new modifier tab. * Fixed problems when no object was selected after delete. * Added initial Armature, Bone, Curve and Font panels, by William Reynish (Billrey). Thanks! * Small RNA changes * Commit revision 20240 and 20268 from trunk. ("Mouse wheel zoom lost after rendering.")
2009-05-182.5 UI:Thomas Dinges
* Added new Buttons Tab "Bone" for Armature objects. * Validation of buttons selection, when object selection is changed. * added missing notifier for camera type and small layout change to the panel. * more shading color changes for menu and checkbox.
2009-04-212.5:Brecht Van Lommel
* Changed the buttons window contexts to be like the mockups: scene, world, object, data, material, texture, particles, physics * Removed temporary C layout code for buttons and scene.
2009-03-30 2.5Michael Fox
******* ported some of the scene buttons to the new system - added RNA_SceneRenderData struct to rna - added a warning print to uiItemR when it can't find the property - what is not there is due to relating entry not being in RNA - anim button does not work Im commiting this so we have much more wider test area then text and object buttons
2009-03-29UI:Brecht Van Lommel
* Added a PanelType and HeaderType for registering panels and headers in regions. When the region draws, it will then automatically draw the ones that were registerd with poll and draw callbacks. Used for text header, properties and object buttons now.
2009-03-132.5: UI Layout Engine, initial code.Brecht Van Lommel
* As a test, used by: * Object buttons, tried to make it match the mockup. * Text window header. * Text window properties panel. * Panel interaction with view2d is still problematic, need to make this work properly still. * Templates are very basic, the ones there are simple but already can follow the object buttons mockup quite closely. * It's based on a three level system: panels, templates and items. To get an idea of what that means in practice, see: http://wiki.blender.org/index.php/BlenderDev/Blender2.5/UI_LayoutEngine#Panels.2C_Templates_and_Items
2008-12-26UI: PanelsBrecht Van Lommel
* API and usage is basically the same still. * Panels were moved to region level. I first thought of keeping them at area level, but having them at region level it's simpler to handle events and do drawing, and also to integrate with view2d. They can still become area level overlapping regions, if we make a floating (or docked) region that can contain panels. * Added back a few panels from the scene buttons for testing. Issues still: * The view2d handling and alignment refresh of panels is not correct yet in the buttons window. * I did not yet bring back the block handlers system. It was basically a system that stored which panel was open and where the events for that panel would go. Just a few functions, but not sure how it fits in 2.5. * There was a case where dragging panels would not properly remove the window level handler, but could not redo anymore even though I don't think I fixed it. * Some text in the panels goes past the end of the button, that is due to the checkmark button drawing, not related to this commit. Other UI code changes: * Renamed interface.h to interface_intern.h for consistency. * Fixed some issues with freeing of blocks when they changed due to context. * uiDrawBlock now takes a context pointer (mostly for block drawextra).
2008-12-132.5Ton Roosendaal
Added basics for oour precious Buttons Window. The one that will be (OH NO!) vertical one day? ;)