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2010-02-09J-key render switching back, now with 10 slots.Brecht Van Lommel
Implementation note: this was done by giving each Render a slot number, and for every slot a new Render will be created. Not sure if this is ideal, but it ensures that all passes, render info, etc are separate so you can also compare render layers and passes, in 2.4x only whatever it was currently displaying was backed up.
2010-02-07Patch + Bugfix #20999: Node Header icons drawn wrongJoshua Leung
Thanks to Thomas Raab (fando) for this patch. This patch fixes the arrow showing whether nodes are expanded or not, and includes a fix for the other icons getting scaled twice.
2010-02-01Fix #20891: opengl animation render could mess up the view.Brecht Van Lommel
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not work well for offscreen rendering. It would have been possible to make a fake subwindow for this, but I decided to just remove this extra layer as it does not seem to have much purpose and has been quite confusing when trying to fix other bugs. The relevant matrices are already stored in RegionView3D so there will be no increase in calls to glGetFloat, which may have been a performance reason to use this system in the past.
2010-02-01WM Draw Methods now has a new option Automatic (default). This willBrecht Van Lommel
set the draw method to triple buffer or overlap depending on the configuration. Ideally I could get all cases working well with triple buffer but it's hard in practice. At the moment there are two cases that use overlap instead: * opensource ATI drives on linux * windows software renderer Also added a utility function to check GPU device/os/driver.
2010-01-29Fix #20549: selecting a texture node in a material node tree wouldBrecht Van Lommel
keep that texture locked as the current visible texture in the texture buttons.
2010-01-27Bugfix #20845: Grease Pencil settings lack view refreshJoshua Leung
Added updates to Grease Pencil RNA data, and added appropriate listeners to 3D-View and Nodes Editors that were previously missing too.
2010-01-27Fix [#20773] NODE ANIMATION: Animating node values brokenMatt Ebb
Now the compositing node tree will update on frame change if any of the nodes are animated. This doesn't work for playback (i.e. alt a), that's better off waiting until we have some kind of frame caching system.
2010-01-27Fixes to Color Balance node:Matt Ebb
* The Lift/Gamma/Gain formula previously was incorrect, fixed this and removed conversions - now the RNA values are the same as what goes into the formula. * Because of this, added the ability for the Value slider to map to a wider range than 0.0-1.0. The black/white gradient remains the same, in this case just indicating darker/brighter rather than absolute colour values. Also added ability for color wheels to be locked at full brightness (useful for this case, where the color value itself is dark). * Added an alternate formula - offset/power/slope (asc-cdl). This fits the standard Color Decision List formula, here for compatibility with other systems, though default Lift/Gamma/Gain is easier to use and gives nicer results.
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.
2010-01-22Cleaned up some printfs in editors/ - converted some to reports, hid others ↵Matt Ebb
behind G_DEBUG.
2010-01-21Fix [#20749] Mute doesnt refresh the compositorMatt Ebb
2010-01-21New Compositor node: Hue ControlMatt Ebb
Was very quick to do, now re-aquainted with node editor. http://mke3.net/blender/devel/2.5/hue_correct_node.jpg Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and I can help :)
2010-01-20Durian request: Added 'Color Balance' node to compositor. uses Lift/Gamma/Gain Matt Ebb
similar to sequence editor. --> http://mke3.net/blender/devel/2.5/color_balance_node.jpg Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value. Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value components that that widget affects. Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative), which causes havoc along the image pipeline. I added a check in the node code to prevent this. Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
2010-01-19Preview Range Tweak:Joshua Leung
Made preview range be turned on/off using a proper flag instead of just relying on checking for start-frame = 0. It is no longer satisfactory to do that since we can have negative frame numbers, and also having it as a proper flag means that the range can be toggled on/off non-destructively.
2010-01-18Fix for part of [#20251] Some Node UI problemsMatt Ebb
Tweaked the padding around sockets when dragging connections.
2010-01-13Fix: wasn't able to rename node group nodetree name, or access the nodetree ↵Matt Ebb
at all. Now you can switch between them too. Wrapped group nodes in RNA as part of this.
2010-01-12Partial fix for [#19926] clicks "fall through" when stacking nodesMatt Ebb
This still isn't ideal, but a bit better than before, it just tweaks the order of block processing so that at least the buttons on top of other buttons get processed first. The actual fix will be quite tricky, not sure about how best to do that so far..
2010-01-12Fix [#20000] Connect to File Output node creates segfaultMatt Ebb
2010-01-09Color management fixesMatt Ebb
Now it's a bit more robust, tagging images with profiles when they're loaded, which then get interpreted later on by conversion functions. Just Linear RGB and sRGB profiles at the moment, same as before. This commit fixes Martin's problem with EXRs and Multilayer images loading/ saving too dark, and it also makes the sequence editor work correctly with it too. Also fixes: [#19647] gamma correction with color management is reset when resetting Curve [#19454] 2.5: Dither does not work when Color management is enabled
2010-01-08Properly refresh the node tree when making links with the node Make Links toolMatt Ebb
2010-01-08* Use color wheel template for RGB nodeMatt Ebb
2010-01-06Node editor tweaksMatt Ebb
* Cleaned up dead code, removed all traces of socket selection * Modified border select so it's possible to have border select on mouse tweak. With this change, by default, click+dragging on a node will select and move it, but click+dragging on empty space will border select.
2010-01-06Restored Compositor 're-render single layer' functionality (buttons on ↵Matt Ebb
renderlayer comp nodes). This works with operator properties - if you pass the name of a scene and renderlayer to the screen.render operator, it will render that layer as a single layer re-render.
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
2010-01-04Fix: curve reset for brushes now gives proper smooth curve as default,Brecht Van Lommel
also moved brush curve presets code into curvemapping code.
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
2009-12-28Got rid of some dead codeMatt Ebb
2009-12-24Key map related things:Matt Ebb
* 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.
2009-12-20Add missing names to SpaceTypesMartin Poirier
2009-12-14patch [#20342] Notifier patch for modifier rename and particle system renameMatt Ebb
by 'ThatHaze'. thanks!
2009-12-10rename operators TFM_OT_* --> TRANSFORM_OT_*Campbell Barton
2009-12-10Notifier related fixes:Matt Ebb
[#20319] 3D View - need 3D cursor notifier [#20321] Views not receiving the NC_ID notifier
2009-12-09Fix for [#20197] dof node bugsMatt Ebb
This is still a bit dodgy, the issue of accessing scene data from nodes needs to be solved better, but this at least fixes it up to previous capabilities, and prevents writing any data to scene/objects either.
2009-12-062.5 Nodes:Thomas Dinges
* Node listener missed "ND_SHADING_DRAW".
2009-12-062.5 Nodes:Thomas Dinges
* Wrapped Texture Nodes: "Blend", "Marble", "Wood", "Clouds", and "Distorted Noise", to use Texture RNA properties. * Texture RNA properties used in these Nodes, now send an ND_NODE notifier, in addition to the general NC_TEXTURE.
2009-12-02Fixed a part of [#20197] dof node bugs.Thomas Dinges
* False greying out.
2009-11-27Added RMB-menu to Headers:Joshua Leung
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...
2009-11-21Nodes Editor: Restored 'Show Cyclic Dependencies' Operator (CKEY)Joshua Leung
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
2009-11-20More Node Editor Fixups:Joshua Leung
* Restored Mute and Hide Operators, M and H keys respectively * Restored Make Links Operator (F). However, I can't figure out how to set the sockets so that this can be used * Made Alt-RMB the new hotkey for breaking links by dragging, since Alt-LMB was taken for panning already
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
2009-11-19* Fix for texture->image node not workingMatt Ebb
+ a few cleanups
2009-11-18rename pose_channels to bonesCampbell Barton
was: object.pose.pose_channels["Bone"] now: object.pose.bones["Bone"]
2009-11-17new function WM_keymap_add_menu(), similar to WM_keymap_add_item() except it ↵Campbell Barton
takes a registered menu. the key will then trigger this menu.
2009-11-15Bugfix #19887: Blender crash when resizing nodes in node editorJoshua Leung
This commit fixes the crash, but there are currently some issues with getting the active node in general with the Nodes Editor.
2009-11-12Added frame change keymap to node editorMatt Ebb
2009-11-12* Fix: node editor wasn't updating on tree type changeMatt Ebb
2009-11-11Nodes:Thomas Dinges
* Added properties operator to the View menu. * Added Notifier for Node Select Operator, so the new "Active Node" Panel gets refreshed.
2009-11-11Nodes Editor + other warning fixes:Joshua Leung
* Added 'active node' panel for the Nodes Editor. This panel, in the NKEY region, shows the settings for the active node. Included in this panel is a field used for editing the unique-name of the node too. * Fixed a number of uninitialised vars warnings that I missed in previous commit...
2009-11-11* Fixed nodetree animation by giving nodes unique namesMatt Ebb
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.