Age | Commit message (Collapse) | Author |
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Frame change hotkeys now work in the following places:
1) Outliner - Main region
2) Action/NLA Editors - Channels Region
3) Info View - Reports region
Other places identified by the bugreport (but which I've decided to leave
alone):
- Text Editor (when no file open) - The way the keymaps work here means that
this can't be done without affecting normal text editing
- File Browser - What's the point of changing frames when you're about to
open/save the file?
- User Prefs - Is there any real point here either? Also, this is usually shown
in a separate window.
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node materials.
Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
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* Reverted the changes to code comments, as suggested by Campbell. It makes it more hard to follow.
* Only keep changes to actual UI messages.
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* DopeSheet -> Dope Sheet. No need to glue the words together.
Only changed comments and UI strings, no functional changes. Request by Dalai Felinto.
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NLA editor: the channel list and the main area were not perfectly aligned, and could
jump a bit around. Easy fix.
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for more editors: timeline, graph, action, NLA, sequencer, image, clip.
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else if's
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already used a lot and part of proposed style guide).
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Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
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header static for blenlib, blenkernel and editors.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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animation editors (DopeSheet, Graph Editor, NLA, Sequencer) ==
=== Usage Notes ===
In animation editors, marker operators will only be considered while
the mouse is hovering near/over the horizontal scrollbar (i.e. where
the markers usually appear). That means, in order to do something to
the markers, just position your cursor in line with the row of
markers, and then use the same hotkeys you'd use in the TimeLine (so,
unlike in 2.4x, no more need to hold down extra modifier keys for this
case). In the TimeLine, nothing changes, so you don't need to worry
about mouse placement there :)
=== Technical Details ===
Since early 2.5 versions, this functionality has been disabled, as the
markers were always getting evaluated first, and hence "swallowing"
all the events before the editor's own keymaps could access them.
In order to get this working again, I've had to give every marker
operator a "wrapper" invoke callback which performs some checking to
ensure that the mouse is close to the markers (vertically) before the
operator will try to be run. This wrapper also makes sure that once
the operator has finished running, that if it didn't manage to do
anything, then the editor's own keymaps get to have a go.
The vertical tolerance used is currently 30 pixels (as was used for
the borderselect operator).
=== Other Assorted Changes ===
* Gave marker operators dependent on having selected markers to
operate on suitable poll() callbacks. These new poll callbacks ensure
that there are selected markers for the operator to operate on,
further cutting down the number of places where markers may override
standard hotkeys (and avoiding calls to the wrappers too)
* Simplified some of the selection code
* Made some formatting tweaks for consistency, and in one case so that
my text editor's function-list display doesn't get confused
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This commit restores the ability to reorder channels in the animation editors (DopeSheet/Action/etc., Graph/Drivers, NLA). The hotkeys for this are:
- Shift-PageUp = Move Up
- Shift-PageDown = Move Down
- Ctrl-Shift-PageUp = Move to Top of List
- Ctrl-Shift-PageDown = Move to Bottom of List
Do note that only animation data can get reordered using this.
So, do not expect to be able to change the object order (that is actually taken from the order that Blender actually evaluates them per update/frame).
---
In the process, I've fixed a couple of other bugs:
* Removed 'optimisation step' check in anim_filter.c for dopesheet with no filtering options modified, since this meant that the ANIMFILTER_ANIMDATA data filter was not getting processed (and potentially there were other maintenance problems with that).
* Made NLA Editor's channel list not totally duplicate the basic Animation Channels keymap. Instead, the "NLA Channels" keymap now only defines the parts that are different, and this then gets specified before the standard one so that these different parts will override the standard ones.
* Attempted to fix BorderSelect on NLA Channels list. Still not totally working correctly yet though.
* Moved "Euler Discontinuity" menu entry from "Channels" to "Keys". It really belongs in the latter, since it affects the keyframe values, rather than some aspect of the channel (i.e. ordering of channels or how they're displayed)
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Thanks Shane Ambler (sambler) for the patch!
<quote>
This kind of follows on from a report that I think was closed prematurely - #22775 - I can't find any reference to an
outstanding todo that relates to it.
When resizing the nla editor the channel names and the main area get out of sync.
When toggling back from fullscreen the content is hidden off the top of the area requiring scrolling to see it.
The dopesheet displays similar problems but after fixing the ui_view2d_sync call it appears to behave as if the v2d.keepofs
has been set for the most part.
Two areas seem to be related to this - the first is calls to UI_view2d_sync used for these two views use the wrong
flags.
The other is v2d.keepofs not being set. (dopesheet has less issue here but I think it is meant to be set the same as
nla)
</quote>
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Modify the glClearColor used to draw disabled buttons, when creating a ROUNDBOX
ui element. Made a convenience function and rippled it though, too.
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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
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Fixed some long-standing bugs with DopeSheet and NLA Editor main views not being properly lined up with their channels, and/or showing an incorrect scrollbar.
This fixes #20759, and probably a few other reports about similar issues that might've cropped up.
NOTE:
- probably a version bump might be needed after this, to avoid problems on durian animation files?
- the default .b.blend needs updating again, since the saved config there doesn't get updated (or doesn't here, when using load factory settings)
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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.
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Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
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several animation editors and the property editor to redraw too, which can really slow things down. added a more specific ND_VIEW3D_TRANSFORM notifier to solve this.
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* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
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by 'ThatHaze'. thanks!
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[#20319] 3D View - need 3D cursor notifier
[#20321] Views not receiving the NC_ID notifier
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This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
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Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA.
As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor.
- plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
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* 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
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* Paste Flipped Pose in PoseMode should now work. The parameters weren't getting set before
* Added a notifier that gets sent when changing layers with scene lock on. For some reason, this doesn't seem to be sending the correct updates though.
* Made the tools region no longer overlap the 3D-View. The default .b.blend file still needs to be updated so that this gets reflected.
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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.
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* Updating Preview Range settings results in correct updates for Animation Editors
* Compositing nodes now correctly animate when the values were set by IKEY/RMB on suitable node parameters. Beware that these nodes are not relinkable node-trees, hence the standard code not working.
* Ctrl-P to parent objects to bones now works in Pose Mode too. I needed to add a special keymap entry for this, though I thought this would have been better to be automatically inherited/present from Object keymap already?
* Ctrl-P -> Parent to Bone option now works correctly again. 1.5 lines of code missing here...
* Breakdowns tool now shows custom cursor during 'modal' phase so that it's not that confusing what's going on.
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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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Notifiers
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Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
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The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
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I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
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