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2009-04-09Animation Editors - Bugfixes:Joshua Leung
* Collapse selected channels should now work for most channels. It still doesn't work for Action Groups for some reason... * Objects are now deemed to only be selected in Animation Editors if the are selected (i.e. if they are active but not selected, they are no longer considered to be selected) * Outliner updates when scrubbing the TimeLine. As a consequence, anim playback with an Outliner open is a bit slower now.
2009-04-01Animato - Support for 'BuiltIn' and 'Relative' Keying Sets Joshua Leung
When inserting keyframes in the 3D-View (support will be extended to other editors in due course) using the IKEY hotkey, the menu which appears will now consist of 3 parts: * 'Active Keying Set' - this option allows you to use the user-defined KeyingSet which is active for the current scene (i.e. the one seen in the TimeLine/Outliner headers) * User defined Keying Sets - a list of all such available KeyingSets is included, and entries can be chosen from there * Built-In Keying Sets - see later... To achieve this, several changes needed to be made first: * Added support for 'relative' in addition to 'absolute' Keying Sets. Relative Keying Sets are Keying Sets which operate on data from the current context (i.e. a 'location' KeyingSet will add location keyframes for selected objects/bones/nodes as opposed to location keyframes for some particular object). The is a tentative 'templates' requirement system here, which still needs to be fully fleshed out. * Added support for builtin Keying Sets (i.e. 'Location', 'Rotation', 'Scaling', and 'LocRot' as a few initial demonstrations), which replaces the temporary Insert Keyframe operator for the 3D-View (IKEY). These are effectively relative Keying Set definitions which are included in Blender by default and stored in a list separate from user-defined ones. Volunteer help in defining a few more of these for other editors will be welcome soon. * Removed/replaced much of the crappy temporary Keyframing operator code, though a few tweaks could still be done.
2009-03-262.5: Remove OOPS code from the outliner space, as discussedBrecht Van Lommel
this can be brought back as a new space if someone decides to work on it. This also fixes remaining issues with the outliner tree open and close buttons not working sometimes.
2009-03-132.5: UI Layout Engine, initial code.Brecht Van Lommel
* As a test, used by: * Object buttons, tried to make it match the mockup. * Text window header. * Text window properties panel. * Panel interaction with view2d is still problematic, need to make this work properly still. * Templates are very basic, the ones there are simple but already can follow the object buttons mockup quite closely. * It's based on a three level system: panels, templates and items. To get an idea of what that means in practice, see: http://wiki.blender.org/index.php/BlenderDev/Blender2.5/UI_LayoutEngine#Panels.2C_Templates_and_Items
2009-02-28Bugfixes for armature operators - parent + align operators weren't working ↵Joshua Leung
correctly, since the active bone wasn't being accounted for in the right way.
2009-02-282.5 - Various animation bugfixesJoshua Leung
* When inserting keyframes, newly created groups are no longer created with expanded + active flags set. The former should work better and keep the views less crowded by default when there are many F-Curves. * Fixed crash when trying to select action groups. This only seemed to happen in one of the BBB files... * Settings that have been tagged in RNA as being un-animateable are now ignored when creating Keying Sets. * Removed some un-needed old code from keyframing code. I've still left in the old-style builtin KeyingSets from about 2.48, since those will be useful reference when setting up the new builtin KeyingSets. * Removed obsolete correction factor for Visual Keying -> object rotations.
2009-02-25Outliner/Datablocks view: IKEY/Alt-IKEY Hotkeys work for Inserting/Deleting ↵Joshua Leung
keyframes via KeyingSets
2009-02-18* Cleaned up naming of icon ID constants. This helps fix bad icons in the ↵Matt Ebb
graph editor among others.
2009-02-18* More icon updatesMatt Ebb
2009-02-162.5Ton Roosendaal
Cleanup of wm_event_types.h, removed all old "allqueue" defines.
2009-02-15Keying Sets: Added 'remove selected from active set' (Alt-K) operator in ↵Joshua Leung
Outliner * Cleaned up the helper functions for the Outliner operators which deal with Keying Sets * Fixed a few minor bugs in the Keying Sets API that won't show up with the current tools, but may crop up later * Added a new method to find a 'matching' path in a Keying Set. Now adding a new path to a Keying Set will firstly check if there is any similar path already, and skip adding another path.
2009-02-132.5: Keyingsets now can construct rna paths including pointersBrecht Van Lommel
and collections, which means keying for example object game settings or constraint properties should work.
2009-02-13Keying Sets: Insert/Delete Keyframe Operator ButtonsJoshua Leung
* Insert/Delete keyframe buttons in the TimeLine work again. These now use two new operators which only insert keyframes for the active Keying Set. * Renamed the old insert/delete keyframe operators. These now have the "*_old" postfix on their names. What happens with these temp operators is yet to be seen. * Added insert/delete keyframe buttons beside the operator buttons for Keying Sets in the Outliner->Datablocks view
2009-02-13Keying Sets: Wrapped KeyingSets in RNA Joshua Leung
* The settings of KeyingSets can now be viewed/modified through RNA. * Shuffled RNA wrapping for AnimData over to its own file * Moved insert-key flags to DNA_anim_types.h, as they're now used for KeyingSets.
2009-02-12Dummy commit...Joshua Leung
* Added comment for what needs to be done to get KeyingSets fully functional * In previous commit, also made group-locking be taken into account when drawing curves as locked
2009-02-12KeyingSets: First working prototypeJoshua Leung
To use KeyingSets, simply Outliner-select items in the Datablocks view and press K to add to the active KeyingSet. Then keyframes can be inserted by choosing the 'Active Keying Set' option when inserting keyframes. Important notes on the current implementation: * Only properties directly inside some ID-block that is close to the root (i.e. main -> objects -> "someobj" -> location, or main -> materials -> "somemat" -> colour) can be accessed for now, as I haven't got the code for building the inner-parts of the paths working yet. Help on getting this working is welcome (hint to Brecht). * Properties that can be safely included include simple properties "object -> Dupli Verts", entire arrays "object -> Location" or individual array elements "object -> Location -> y" --- Also added typo fix for KeyingSet freeing. It was freeing the KeyingSet instead of it's paths.
2009-02-12reveil -> revealCampbell Barton
2009-02-12KeyingSets: More work on preparing the UIJoshua Leung
KeyingSets can now be added/removed. Next up, the code for the operators to add items to Keying Sets.
2009-02-112.5: fix crash due to keyingset commit, ot->idname should always be set.Brecht Van Lommel
2009-02-11Keying Sets: Initial commit of skeleton codeJoshua Leung
When fully implemented, these will be the clearest demonstration of 'Everything is Animateable', as they will allow users to define an arbitary group of settings through selecting items in the Datablocks (RNA-Viewer) View of the Outliner to define custom 'sets'. Such Keying Sets are known as the 'absolute' ones, which are created for a custom purpose. Of course, 'builtin' Keying Sets will still be provided. Such built-in ones will not work on any particular paths, but will use context info to maintain the legacy method of inserting keyframes (via IKEY menu). Currently, KeyingSets cannot be created/edited through the UI, though the backend code is in place to do this.
2009-02-102.5: Silencing MSVC warnings in a few files (many files still have many to ↵Joshua Leung
clean out some other day).
2009-02-10* Some more icon file updates (thanks jendrzych), and associated UI tweaks.Matt Ebb
2009-02-082.5Ton Roosendaal
Scene browse button now works. Note that animsys currently executes animation for the entire database, so multiple scenes in multiple windows don't work yet. Various fixes: - crash on invoking filewindow when mouse outside (active) window - removed obsolete error prints (set screen error, copy data error) - displist fix for loading files with curve/nurbs, the select-outline then didnt draw immediately. - outliner allows scene activating
2009-02-04UIBrecht Van Lommel
* Changed uiPupMenuOperator usage to uiPupMenuBegin/End (simpler, no need to build a string). Also made transform orientation and subdiv type enums instead of ints for this. * Added an icon argument to many of the uiMenu calls, and added a uiMenuItemIntO. * Move auto rna button creation out of outliner code, now is uiDefAutoButR for individual buttons and uiDefAutoButsRNA for a whole block. * Implemented uiPupBlock(O). Pressing F6 gives a menu with the properties of the last operator to test. I tried to make a redo last operator out of this but couldn't get the context correct for the operator to repeat in. Further the popup block also has some issues getting closed while editing buttons. * Fix uiAfterFunc memory leak on Ctrl+Q quit. * Fix handling of RNA number button dragging and sliding for RNA buttons with range -inf/inf.
2009-02-04Assorted fixes:Joshua Leung
* Added examples of how to patch up MTex adrcodes for Animato. It appears many of the settings there in RNA are still undefined though! * Added undo push for the Outliner tweaks I made * Removed some outdated comment
2009-02-042.5Joshua Leung
* Outliner 'select' (i.e. blue/grey highlights for tree items) works again in both normal Outliner + RNA views. * Fixed bugs/MSVC warnings in animation code
2009-02-02RNA: C APIBrecht Van Lommel
* RNA_blender.h is now generated along with the other files. It is not used anywhere yet, and still located quite hidden next to the other rna_*_gen.c files. Read only access for now. * Inherited properties are not copied from the base anymore but iterated over. Patch by Vekoon, thanks! * Array get/set callbacks now do the whole array instead of getting an index. This is needed for some layers for example so python can set the array as a whole, otherwise the check that one layer has to be enabled at all times gets in the way. Also nicer for the C API. * Also some changes to returning pointers to make the API cleaner, got rid of the type() callback and instead let get() return PointerRNA with the type included. The C API looks like this currently: http://users.pandora.be/blendix/RNA_blender.h
2009-02-02Animato RNA wrapping:Joshua Leung
It's about time that the RNA wrapping for various parts of the animation system were cleaned up for my recent changes. I've moved some code around (and/or deleted a file or two) in the process.
2009-01-31- sequencer select handle menu functions backCampbell Barton
- sequencer border zoom (Shift+B) or from the header. - added includes for blender.c and outliner.c - editfont.c got rid of warning
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.
2009-01-30Outliner: Updated the tree-building code to work for AnimatoJoshua Leung
* Note to Icon Designers - we need a new icon for 'Animation data' I think. Currently I'm using the old IPO icon... * Should F-Curves get shown in the Outliner?
2009-01-29* Was missing checks for scene->ed which crashed blender when using the ↵Campbell Barton
sequencer for the first time. * Added WM_OT_tweak_gesture operator for select, drag * Sequencer select operator now returns OPERATOR_FINISHED|OPERATOR_PASS_THROUGH
2009-01-232.5: multiple small fixesBrecht Van Lommel
- wm draw method is now initialized correct when reading older files, but the SDNA bug causing the problem is still unsolved. is due to // char pad[8]; not being recognized as commented. - triple buffer proxy texture test follows spec better now, was disabling triple buffer unnecessarily on some drivers. - some cmake compile fixes related to sequencer pthread usage and removed bad level calls lib for player. - show outliner header buttons in oops mode as well until that can be switched in the UI. - fix region data free issue for tooltips - warning fixes
2009-01-202.5Ton Roosendaal
- Previewrender code back, commented out a lot of bad cruft, nothing works or is linked even! - Added NC_GROUP notifier type, used in editgroup.c and listened to in 3dview and outliner
2009-01-11RNABrecht Van Lommel
* Finished DNA_lamp_types.h, DNA_world_types.h and DNA_sound_types.h. * Renamed "parent" struct property to "nested", and also remaining "from" usage to "base". * Added a NEVER_NULL subtype for pointers and use it for all properties that apply. * Make sure all structs have a description, and fix any other DOC_BROKEN descriptions, also many other naming consistency improvements.
2009-01-08RNA: don't pass RNA type in RNA_id_pointer_create, can be found automatically.Brecht Van Lommel
2009-01-052.5Ton Roosendaal
Put back Armature/Pose code, including 'heat weight'. I've added reeb.h to get things compile, but Martin will cleanup files and put back? Now where to put all vertexgroup code.... I guess mesh? Note for msvc: yep, another new dir to add! :)
2009-01-052.5 - Various Cleanups/FixesJoshua Leung
* Animation channels - cleaned up the code for selecting channels (removed various TODO stuff that's going to be replaced by something better later). Also, added back the ctrl-shift select feature for groups, which should be extended for other channels too at some stage. * Outliner - added missing flags to do-versions, and replaced the width calculations with the rna-width version for now, as that uses constant width of 100 with OL_X*indention
2009-01-042.5 / CleanupNathan Letwory
- remove Verse support. This will be brought back in The Future (probably jiri + me) This means 5k lines less in blenkernel. - fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2009-01-042.5 - Outliner/RNA Viewer View2d Fixes (Part 1)Joshua Leung
Cleaned up the View2D setup stuff here, by removing all the hacky manual setting of tot and cur rects. Now the Outliner and RNA are scrollable again. However, in the process, I uncovered a few rather nasty bugs that must've been around for ages. 1) The width-calculation code depends on te->xend for calculating the max-extents, but that is not set until drawing of channels commences. This is far too late, as it is needed for the setting of the 'tot' rect's extents, so that we can have horizontal scrolling, and an accurate horizontal scroller! I noticed that RNA version of this currently hacks around this by using constant width of 100, but that's not a great final solution. 2) There's some minor pixel offset twitching going on with the restriction columns when the view is resized. Also, for RNA, the buttons sometimes cause a few drawing artifacts. Will check on this in part 2.
2009-01-032.5: fix "repeat last", and display of operator propertiesBrecht Van Lommel
in rna outliner.
2009-01-03* Added icons for RNA modifier data to datablocks outliner viewMatt Ebb
2009-01-03Made the basic RNA changes for Tex(ture), no properties wrapped yet.Nicholas Bishop
2009-01-022.5Ton Roosendaal
From the anti-globalization department: G.obedit terminated! Wherever possible, use CTX_data_edit_object(C) to get this now. It's stored in scene now, and the screen context has it defined.
2009-01-02RNABrecht Van Lommel
* DNA_object_types.h done. * Scriptlink skeleton added. * Fix cmake compile.
2009-01-02RNABrecht Van Lommel
* Finished last Lattice properties, is done now. * Some tweaks to Mesh structs naming.
2009-01-02RNABrecht Van Lommel
* Added skeleton code for particle/object_force/userdef. * More Object properties wrapped. * Added User Preferences display in outliner.
2009-01-01RNABrecht Van Lommel
* Object has some more properties wrapped, mostly game related. * Scene frame changes now send a notifier. * Added functions to create/free operator properties for calling operators. This also simplifies some duplicated code that did this. Ideally though this kind of thing should use the properties pointer provided by buttons and keymap items. Example code: PointerRNA ptr; WM_operator_properties_create(&ptr, "SOME_OT_name"); RNA_int_set(&ptr, "value", 42); WM_operator_name_call(C, "SOME_OT_name", WM_OP_EXEC_DEFAULT, &ptr); WM_operator_properties_free(&ptr);
2009-01-012.5Ton Roosendaal
- Edit mode Mesh undo/redo back (undo for editmodes needed recode, todo for curve/lattice/etc) - Added border select for edit mesh - Added Akey (de)select all for edit mesh - Added notifiers for mode changes. This is also the first trial to dynamically add/remove keymap handlers, based on modes. For that reason the Object keymap was split in 2, modal and non-modal. On TABkey, the view3d listener removes and adds maps. The view3d keymap still handles generic mouse/border selection. Internally it will verify modes. The modes are not re-implemented still... have to move this to scene context.