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2010-01-05* Modifications to node editor 'make links' tool, after some requests by SoenkeMatt Ebb
Now it automatically decides how to connect the nodes up, based on the node positions. This lets you do fun stuff like in this video: http://www.vimeo.com/8548698
2010-01-04* Tweaks for node editor Make Links (F key)Matt Ebb
Testing a new method that hopefully will be faster to use than finicky socket selection - now just select multiple nodes and press F - available output sockets on the selected nodes will get automatically connected to the active node. It works for one socket type each time, to avoid getting lots of extra connections when you join up, but as a shortcut you can easily press F again to connect up other socket types. For example, to connect a render layer node (with vector pass) to a vector blur node, select the render layer then the vector blur, and press F three times to connect up the Image, Z and Vector sockets. It now also preferences sockets with the same name to connect up first. There's also another option (ctrl F) which will replace existing input links, rather than only connecting up links to available input sockets. * Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
2009-11-20Node Editor: Various usability and code tidyupsJoshua Leung
* Fixed a nasty bug which meant that it was impossible to set an active node. Was caused by ntreeCopyTree() getting called when compo updates were done and clearing the active flags. The active flag clearing is only really needed for the "internal_select" case which is only used for duplicating selected nodes (from Shift-D duplicate). * Recoded click-selection code. Was a mess of old code, bad exceptions from the old code half ported, duplicate operators, unnecessary flags/modes. * Fixed bug #19927: compositing node groups can't be access via "tab" or ungrouped via "alt+g". Was probably related to the active group not being able to be set. * Made resizing nodes work again. Again, this was due to the active node bug. * Made adding a new group with Ctrl-G correctly update the views
2009-10-08menus are now global (like operators), so for eg, the info add menu and the ↵Campbell Barton
3D add menu can be shared.
2009-08-192.5: HeadersBrecht Van Lommel
* Fix header menu spacing bug, and make it consistent for all headers. * For consistency, always put menus first in the header, then any enums to switch the type of data displayed. * Node editor header ported to python layout. Still quite a few operators missing to make the menus complete. * RNA wrapped node editor, and added use_nodes property to material and scene.
2009-07-282.5: code cleanup, added CTX_wm_space_* for each space type,Brecht Van Lommel
instead of casting everywhere.
2009-05-202.5Ton Roosendaal
- Made Normal (Sphere) button draw with nice AA (check in node editor) - Bugfix in alignment code, collumns were not drawing OK - Picker buttons draw swatches again, and made them work.
2009-04-152.5Ton Roosendaal
- Fun for testers: Added "Redo Operator" Panel in view3d 'nkey' region. It's going to be part of tools UI I know, but this will give good tests of what goes on with operators. I had to add small fixes in Transform for it already. :) One important issue to note is that it lists every operator, also from non-3D-window ops. Needs checked or classified somehow. - Fix: removed bad 2.4x hack from how pulldown menus were defined. Made widget code cleaner, and will show menus like SHIFT+A correct now.
2009-04-142.5Ton Roosendaal
More cleanup! - removed old UI font completely, including from uiBeginBlock - emboss hints for uiBlock only have three types now; Regular, Pulldown, or "Nothing" (only icon/text) - removed old font path from Userdef - removed all old button theme hinting - removed old "auto block" to merge buttons in groups (was only in use for radiosity buttons) And went over all warnings. One hooray for make giving clean output :) Well, we need uniform definitions for warnings, so people at least fix them... here's the real bad bugs I found: - in mesh code, a call to editmesh mixed *em and *me - in armature, ED_util.h was not included, so no warnings for wrong call to ED_undo_push() - The extern Py api .h was not included in the bpy_interface.c, showing a several calls using different args. Further just added the missing includes, and removed unused vars.
2009-03-29- use clear, set, add, enable, disable and toggle as a prefix in operator namesCampbell Barton
- use select as a suffix eg UV_OT_loop_select -> UV_OT_select_loop - Each select all operator was using slightly different wording... select_all, deselect_all, de_select_all, select_de_select_all -> select_all_toggle - selection -> select - POSE_OT_select_connected -> POSE_OT_select_linked to match other operators - NODE_OT_delete_selection -> NODE_OT_delete since its not used in other operators - ANIM_OT_previewrange_define -> ANIM_OT_previewrange_set to match other operators - NODE_OT_fit_all -> NODE_OT_view_all to match other operators - View2D_OT_* -> VIEW2D_OT_* to match VIEW3D - View2D_OT_view_downscroll -> VIEW2D_OT_scroll_down more logical - removed MARKER_OT_mouseselect_extend and made extend a boolean property of MARKER_OT_mouseselect - MARKER_OT_mouseselect -> MARKER_OT_select - GROUP_OT_group_remove -> GROUP_OT_objects_remove more logical since its removing objects from groups - MESH_OT_removedoublesflag -> MESH_OT_remove_doubles - redundant words MESH_OT_split_mesh -> MESH_OT_split, OBJECT_OT_object_delete -> OBJECT_OT_delete renamed selection operator properties extend_select -> extend column_select -> column select_children_only -> children_only ... Since these are all in the context of selection operators there is no need for the extra 'select' in the property name. Updated docs http://www.graphicall.org/ftp/ideasman42/html/bpyoperator-module.html
2009-02-18* Cleaned up naming of icon ID constants. This helps fix bad icons in the ↵Matt Ebb
graph editor among others.
2009-02-162.5Ton Roosendaal
Cleanup of wm_event_types.h, removed all old "allqueue" defines.
2009-02-142.5Ton Roosendaal
Node editor: adding node sends proper redraw now, and calls the old 'auto connect' to make it link to active node.
2009-02-062.5Ton Roosendaal
Node editor: - Linking sockets back. - Removed obsolete code - Add node gives correct pointers for Render stuff
2009-02-062.5Ton Roosendaal
Compo node fixes: - adding new composite in scene crashed, wrong pointers passed on to addnode function - scene render-layer node now gets default scene ID pointer, which can be viewed/edited with menu in node - on using headerbuttons in node window, display refreshes now
2009-01-312.5Ton Roosendaal
Big commit, but mainly adminstration. - Enabled ot->flag OPTYPE_UNDO to work. - Removed all redundant ED_undo_pushes, but I'd recommend everyone to check it while testing. :) - Added view manipulations as OPTYPE_REGISTER, although this will flood the redo stack a bit... Nevertheless; for a "redo last action" panel we can simply check if both flags are set for redo. - Bugfix in editmode undo: selectmode was cleared, so you couldn't select after undo - Bugfix in mixing tweaks and keymaps... solution works but is weak, need to think over a while.
2009-01-302.5: UI & MenusBrecht Van Lommel
* Cleaned up UI_interface.h a bit, and added some comments to organize things a bit and indicate what should be used when. * uiMenu* functions can now be used to create menus for headers too, this is done with a uiDefMenuBut, which takes a pointer to a uiMenuCreateFunc, that will then call uiMenu* functions. * Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are specific to making popup menus. Will convert the other conformation popup menu functions to use this too so we can remove some code. * Extended uiMenu functions, now there is is also: BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator. * Converted image window headers to use uiMenu functions, simplifies menu code further here. Did not remove the uiDefMenu functions as they are used in sequencer/view3d in some places now (will fix). * Also tried to simplify and fix bounds computation a bit better for popup menus. It tried to find out in advance what the size of the menu was but this is difficult with keymap strings in there, now uiPopupBoundsBlock can figure this out afterwards and ensure the popup is within the window bounds. Will convert some other functions to use this too.
2009-01-272.5Ton Roosendaal
Compositor now uses threaded jobs. - updates happen per preview node! Check this file for fun: http://www.blender.org/bf/composite_image.blend (any compo node could get preview!) - had to ensure the composite data gets fully copied before it executes thread, so editing is not frustrated. - put back node buttons (missing init) - added WM_jobs api call to check for running job, illustrated with red light icon in 'use nodes' button. - added another callback to WM_jobs, to initialize. use this init to ensure you only do it when job really starts. - added an extra notifier option for WM_jobs, to signal finished job (like redraw image view) - fixed file read error, it copied the screen it read, instead of using it. - commented out annoying prints for missing ops in imagewin
2009-01-18Changes to functions from blender/windowmanager/intern/wm_event_system.cCampbell Barton
Python operator api was using WM_operator_name_call() which was confusing things too much. Added WM_operator_call_py() which ended up being a very small function and split out operator creation into wm_operator_create() Python operator now runs the poll() function and raises an error if it fails. Eventually there should be error messages for poll that python can use to give the exact reason for failing (eg - library linked data, no active object...)
2009-01-142.5Ton Roosendaal
A small round of warning cleanups; unused variables, missing headers and some const types.
2009-01-122.5 / NodesNathan Letwory
* [Use nodes] added. For future improvements: a panel which enumerates materials, textures and scenes for selection and editing in the opened node-editor without having to set it in Buttons (or 'global' scene).
2009-01-122.5 / NodesNathan Letwory
* add nodes through header menu (no way to link them yet, though ;) Note: the adding needs to be properly operatorfied still.
2009-01-122.5Nathan Letwory
* when reading an old .blend 2.5 crashed on creating input node menu. type->name is for some reason NULL, so add simple check to prevent from happening again.
2009-01-062.5Ton Roosendaal
Bugfix: WM gesture manager was not assigning gesture to the context-defined region, making border select calls from a header not work. This fixes Node header option "Border select".
2009-01-062.5 / Nodes / Border selectNathan Letwory
* bring border select (BKey), works in editor, but draws badly only in header when initiated from menu, so that's commented out for now.
2009-01-02python support for reporting with operators.Campbell Barton
* errors in python called operators are raised as errors * Python defined operators errors are reported as errors (not full traceback yet) * added BKE_reports_string, same as BKE_reports_print but it returns a string rather then printing it. * WM_operator_name_call optionally takes an initialized report struct
2009-01-012.5 / Nodes - menu header items alignedNathan Letwory
2009-01-012.5 / NodesNathan Letwory
* zoom in/out added also as menu entry * view all operator is now only executed, not invoked.
2009-01-012.5 / NodesNathan Letwory
* invoke View all through header menu :)
2009-01-012.5 / NodesNathan Letwory
* HOMEKEY enabled (view all), made into operator.
2008-12-292.5 / NodesNathan Letwory
* enable more code (button callbacks, will probably undergo revision)
2008-12-292.5 / NodesNathan Letwory
* header: better positioning of buttons, new drawing style was mixing up for old positions.
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).
2008-12-252.5 / NodesNathan Letwory
* almost all header menu drawing is back, no real actions yet, though.
2008-12-252.5 / NodesNathan Letwory
* fix warnings for msvc
2008-12-252.5 / NodesNathan Letwory
* header menu drawing
2008-12-242.5 - node editorNathan Letwory
Commit of WIP code (what code isn't wip, these days ;) - only drawing code as basis to work further from (and have less conflicts between different systems I work on)
2008-12-192.5Ton Roosendaal
Compile fix; MAXFLOAT is not defined uniformly on platforms. Note for the coders: ED_types.h: has editor wide defines and structs ED_util.h: has editor wide functions Both includes also are containing old cruft to get things to compile (and work), for later cleanup.
2008-12-182.5Brecht Van Lommel
Context API This adds the context API as described here. The main practical change now is that C is not longer directly accessible but has to be accessed through accessor functions. This basically adds the implementation of the API and adaption of existing code with some minor changes. The next task of course is to actually use this design to cleanup of bad level calls and global access, in blenkernel, blenloader. http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context Error, Warning and Debug Info Reporting This adds the error reporting API as described here. It should help clean up error() calls in non-ui code, but eventually can become used for gathering messages for a console window, and throwing exceptions in python scripts when an error happens executing something. http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
2008-12-152.5Ton Roosendaal
- depricated area "headbutofs" and "headbutlen", which is now fully replaced with view2d handling. - needed to add header default V2D_ALIGN_NO_NEG_Y, V2D_LOCKOFS_Y seems to not do anything atm :) - new: running blender in debug (blender -d) will print the current handler and operator in use (not mousemove)
2008-12-142.5Ton Roosendaal
- Added file space (too) :) Andrea was first, this is more complete. - Suggestion from Joshua: move all standard header buttons to 1 function, makes it all easier, less code, and less area/space stuff needs to be exposed.
2008-12-132.5Ton Roosendaal
The basics for Node Space.... no complaints sofar :)