Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2010-04-24py api: fix for context returning None for an empty list such as ↵Campbell Barton
'context.selected_objects', now returns []
2010-04-22- Added search filter in outliner header. Only activates filter on enter,Ton Roosendaal
should make it do 'live' search while types. - Connecting Viewer nodes sometimes didn't recalculate, depsgraph needed remade
2010-04-18was using uninitialized string for node name display, also use sizeof() ↵Campbell Barton
rather then fixed values.
2010-04-15Merge various small changes from render branch:Brecht Van Lommel
* Division by zero fix for TNT SVD code. * Sound fix, in case ffmpeg decode fails, don't use the samples. * Fix for incorrect bounds of transformed objects in new raytracing code. * Gave memory arena's a name used for allocations for easier memory usage debugging. * Dupligroup no_draw option was using layers but not restrict view/render setting. (not a bugfix exactly but would do display list context switching while drawing for no reason). * Fix objects instanced on hair particles not giving consistent results when the object is transformed. * New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4, mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4. * mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple arguments. * endjob callback for WM jobs system. * Geometry node uv/color layer now has search list/autocomplete. * Various small buildsystem tweaks, not strictly needed yet in trunk.
2010-04-14CTRL+SHIFT click on node "Make viewer connect to node" now also worksTon Roosendaal
if there's no active viewer, or no existing link to viewer.
2010-04-11Zoom in/out for Composite Node backdrop is (temp?) Vkey and SHIFT+V.Ton Roosendaal
Scrollwheel is being fully swallowed there now...
2010-04-08three things:Ton Roosendaal
- ALT+Scrollwheel zooms backdrop in node editor - Blender -d debug print will also print every event except mouse moves (needed to debug WM, some events are catched by OS) - Changed order of keymaps... the default maps now are evaluated *after* the own custom maps, so you can make overrides or defaults.
2010-04-07The daily node commit: brought back panning background image.Ton Roosendaal
For now it is on ALT+MiddleMouse. The view2d code eats the shift+mmb, which is not necessary, but will have to ask Joshua to be sure. Probably tomorrow it's shift+mmb as for 2.49.
2010-04-06Brought back:Ton Roosendaal
Node R-key: read scene layers (from temp buffers) SHIFT+R: read full sample layers.
2010-04-06Tweak/code shuffle to make disabled buttons draw nicer on nodes.Matt Ebb
2010-04-06Fix [#21516] UI artifacts in array modifierMatt Ebb
Modify the glClearColor used to draw disabled buttons, when creating a ROUNDBOX ui element. Made a convenience function and rippled it though, too.
2010-04-05Request: auto link to viewer node back. Used to be ctrl+click, is nowTon Roosendaal
shift+ctrl+click, because the ctrl_click goes to knife cutting. Implementation note: this is a macro, select + link.
2010-04-05Fix #21266: cyclic dependency checking for texture nodes was missing.Brecht Van Lommel
2010-04-02[#21840] When clicking to move a Node it sticks to the mouseMartin Poirier
Add hidden property to be able to force confirm on release (drag immediately is a silly name) on or off. Streamline method for adding common properties to transform operators.
2010-04-02rna naming, *_frame --> frame_*Campbell Barton
2010-03-29Fix [#21706] edit field in nodegroup which overlaps a node, edits the field ↵Matt Ebb
of the overlapped node
2010-03-27Second attempt at committing the different render slot implementation. ThisBrecht Van Lommel
has a fix that hopefully solves the problem on mac/win. Also fixes #21322, render slots not working well with FSA.
2010-03-23rna/py-api fix.Brecht Van Lommel
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 and 27683 by Campbell from render25 branch)
2010-03-23rna/py-api fix.Brecht Van Lommel
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)
2010-03-23more lint includesCampbell Barton
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
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-03-18Fixed a crash switching to brush texture nodesMatt Ebb
Also removed some python code to check for node materials within the material and texture properties. It seems to go fine without it, and this should be handled by context instead.
2010-03-16added different sampling methods in rotate nodeRobert Holcomb
fixed bug in difference matte node that prevented using a solid color for second input -also clairified some variable names to be more meaningful
2010-03-15Fix [#21288] Colour Ramp doesn't update outputMatt Ebb
Moved color ramp RNA to rna_color.c, was very texture-centric before.
2010-03-13added method to change algorithm used in channel matte node. Limit a ↵Robert Holcomb
channel by another channel or limit by max of remaining channels.
2010-03-12updated despill node to incorperate changes from Xavier Thomas's patch #18012Robert Holcomb
2010-03-08move render operators into their own files, render_internal.c & ↵Campbell Barton
render_opengl.c, rather then have them in the screen module. also rename render operators SCREEN_OT_ --> RENDER_OT_
2010-02-16Revert render slots commit for release, I can't find the bug or even redoBrecht Van Lommel
it myself, there will still be render slots just old implementation.
2010-02-16bugfix [#20480] crash/lock-up for certain aspect ratiosCampbell Barton
2010-02-16Render Slots: change the implementation by moving it from the render to theBrecht Van Lommel
image code, this should be clearer and makes reusing the Render struct later on easier.
2010-02-12correct fsf addressCampbell Barton
2010-02-11batch remove .'s used with RNA_def_struct_ui_textCampbell Barton
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..