Age | Commit message (Collapse) | Author |
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C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 by Campbell from render25 branch)
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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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27562, 27570, 27571, 27574, 27576, 27577, 27579, 27590, 27591, 27594, 27595, 27596, 27599, 27605, 27611, 27612, 27613, 27614, 27623
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* Copy/Paste operators for F-Modifiers
Available in Graph and NLA Editors. Use the Copy/Paste buttons beside the 'Add Modifier' buttons.
Copy copies all the modifiers of the ACTIVE F-Curve or Strip depending on the editor.
Paste pastes modifiers from the buffer to all the selected F-Curves or Strips, adding the new modifiers to the ends of each list.
* 'Stepped Interpolation' F-Modifier
This modifier holds each interpolated value from the F-Curve for several frames without changing the timing.
This allows to preview motions 'on-twos' for example without altering the timing, or having to go through setting heaps of keyframes. In this case, Andy wanted to use this for CG <-> StopMo.
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- use less complicated string conversion for saving keymaps
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* Added a user-preference setting which disallows setting the current frame number to a negative number. This setting only applies when setting the current frame by scrubbing the time cursor in a timeline view, or by typing a value into the current frame number field.
* Made the minimum frame number for the start frame to be 0, which should make setting keyframes by a regular step size less confusing. Also changed the MINFRAME define to 0 for consistency. Hopefully this doesn't cause any problems with any output formats.
* Fixed some missing channel selection cases in animation editors.
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at fixing a few bugs in animation editor filtering.
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Operator to add action-clips now takes names without needing the "AC" prefix. The previous way was non-obvious for scripting usage, but did not cause too much trouble to replace.
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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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This operator can be accessed from the "Action Clip" panel, and is used to include keyframes that have been added to a strip already in the NLA. Although this is not a recommended workflow, having this ability is useful at times.
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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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editors and the Graph Editor
Action Groups can now be expanded/collapsed in DopeSheet editors without the same thing happening in the Graph Editor, and visa versa.
This should help improve the workflow, since the channel lists are generally kept more compact in the DopeSheet, while they are more expanded in the Graph Editor, so less time is spent expanding/collapsing stuff. Also this should hopefully alleviate some of the errors from accidentally deleting and then having to restore channels that were not intended to be deleted.
Also, switched the order of the expand/collapse hotkeys (in the channels list region) for channels so that Ctrl +/- now expands/collapses selected channels only, while +/- expands/collapses all channels. This should make it more convenient to quickly open up all groups to select F-Curves for the Graph Editor.
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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)
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24759) due to unusability and performance issues. The ability to use a sound as animation source will be added as an import operator later that renders a sound to an f-curve which brings the advantage that you can edit the generated curve later and the disadvantage it is not automatically updated when the sound changes.
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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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last, ACT_OT_* --> ACTION_OT_*)
ACT_OT_clean --> ACTION_OT_clean
ACT_OT_clickselect --> ACTION_OT_clickselect
ACT_OT_copy --> ACTION_OT_copy
ACT_OT_delete --> ACTION_OT_delete
ACT_OT_duplicate --> ACTION_OT_duplicate
ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type
ACT_OT_frame_jump --> ACTION_OT_frame_jump
ACT_OT_handle_type --> ACTION_OT_handle_type
ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe
ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert
ACT_OT_interpolation_type --> ACTION_OT_interpolation_type
ACT_OT_keyframe_type --> ACTION_OT_keyframe_type
ACT_OT_mirror --> ACTION_OT_mirror
ACT_OT_new --> ACTION_OT_new
ACT_OT_paste --> ACTION_OT_paste
ACT_OT_previewrange_set --> ACTION_OT_previewrange_set
ACT_OT_properties --> ACTION_OT_properties
ACT_OT_sample --> ACTION_OT_sample
ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle
ACT_OT_select_border --> ACTION_OT_select_border
ACT_OT_select_column --> ACTION_OT_select_column
ACT_OT_snap --> ACTION_OT_snap
ACT_OT_test --> ACTION_OT_test
ACT_OT_unlink --> ACTION_OT_unlink
ACT_OT_view_all --> ACTION_OT_view_all
ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add
ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add
ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete
ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button
ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d
ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert
ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button
ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu
ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove
ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove
FILE_OT_add_bookmark --> FILE_OT_bookmark_add
GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert
NLA_OT_add_actionclip --> NLA_OT_actionclip_add
NLA_OT_add_meta --> NLA_OT_meta_add
NLA_OT_add_tracks --> NLA_OT_tracks_add
NLA_OT_add_transition --> NLA_OT_transition_add
NLA_OT_remove_meta --> NLA_OT_meta_remove
PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove
PTCACHE_OT_add_new --> PTCACHE_OT_add
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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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but you can play around with it.
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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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Now when nodes are keyed, they will show up in the dopesheet/graph editor/etc in a new 'Nodetree' category.
Still a major problem left, nodes need unique names in order for the rna paths to hold animation data properly...
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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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- revert circle select keys adjustments & view navigation while selecting (durian guys liked but allowed activating multiple circle select's at once)
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* Submenus displaying the options available for certain operators now will now show the hotkey for the operator on the menu entries.
* Added an option for mirroring keyframes in the Graph Editor which makes use of the new cursor
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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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updating in realtime afterwards again.
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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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single function.
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Main Feature:
* It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.)
* Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying.
* Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region.
--> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen...
--> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors...
Other tweaks:
* Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon
* Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though.
* Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too.
* Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
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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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#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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Make local and make single user are back for ID template.
Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.
Further, some small changes:
* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
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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
----
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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It is now possible to tag certain keyframes as being 'breakdowns' in the DopeSheet. Breakdown keyframes are drawn as slightly smaller blue diamonds.
Simply select the relevant keyframes and use the RKEY hotkey (or from the menus, Key->Keyframe Type) to choose between tagging the keyframe as a 'proper' keyframe and a 'breakdown' keyframe.
Notes:
* Please note that this feature does not currently imply anything about breakdowns moving around keyframes or behaving any differently from any other type of keyframe
* In future, if there is any such need, more keyframe types could be added, though this is not really likely at all
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* Autoside renaming tools in EditMode for armatures now works again. (Wrong property name)
* Action used by NLA Strips can now be chosen/changed to another action
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* F-Modifiers on F-Curves can now taken into account when calculating the extents of actions. This is used when there are some NLA strips and some action with some F-Modifiers is being played back on top of those.
* The toggles in the NLA channels list now respect the width of the list instead of using a hardcoded position. This means that clicking on these toggles when the list is resized works again.
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when passing properties=True as argument.
Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
than multiple different "boolean" arguments, but still exposed as
booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.
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