Age | Commit message (Collapse) | Author |
|
|
|
Shane Ambler (sambler) for this 12-month vintage!
From description:
One thing with the outliner filter box is it only filters items that
are currently visible. To find what you want you need to manually
expand a few levels so that what you want to find is visible.
This small patch expands items when filtering is done - effectively
turning it into a search.
Currently this does not alter the datablocks view as expanding all
entries takes waaaay tooooo long.
I prevent the expansion of RNA entries for userprefs which prevents
infinite recursion but the datablocks list is just too big for this
approach. I think it would need a custom outliner_build_tree for a
full search.
|
|
Cleanup tree when handling object delete from outliner.
Prevents handling the same tree item twice when clicking fast.
|
|
from Julien DUROURE (julien)
---
* right click --> rename, as proposed on http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos
* implementation of Toggle visibility/rendarability/selectability on right click on Groups ( was in menu, but not implemented )
|
|
|
|
* Subversion bump (also for init_userdef_do_versions).
* Minor fix for compilation without ffmpeg.
|
|
It was introduced in rev33603 with not good patch -- release event
was catching by outliner after clicking on menu item.
Use KM_CLICK instead of KM_RELEASE to deal with icon drag/drop.
This not changes drag/drop behavior, but prevents unneeded event be handled.
Also make consistent behavior of activating and extending selection.
|
|
- use NULL rather than 0 when used as pointers.
|
|
|
|
|
|
Noticed clicking anywhere in the outliner was doing undo pushes, even in empty areas.
- check if any selection is made before redrawing.
- don't do an undo push when selecting outliner items since only screen data is touched here.
|
|
|
|
outliner with "shift left mouse" doesn't work anymore
from Alex Fraser (z0r)
|
|
Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
|
|
https://svn.blender.org/svnroot/bf-blender/trunk/blender, ensure some edits in trunk dont get merged back into pepper
|
|
|
|
operator list (containing over 1000 items) for each button draw.
gives small speedup for UI drawing and overall startup time.
|
|
so its obvious. this will keep merging pepper changes from conflicting and can be removed when its finally merged.
|
|
|
|
* Fixing a minor issue in a previous commit.
|
|
Adds new speaker object type.
Notes:
* Needs some nice icons
* Quickily review by Joshua Leung (5 mins)
* Properties UI updated (with help of Thomans Dinges)
* Speakers have their own theme color
* No real audio functionality yet.
* Minor bug regarding lamps/lattices fixed in interface_templates.c
I personality tested:
* Creation, Deletion, Duplication
* Saving, Loading
* Library linking (incl. make local)
* Tracking
* Dope Sheet, Outliner
* Animation
* Drawing (incl. Theme)
|
|
|
|
|
|
|
|
|
|
blocks and Objects from add_element
These two chunks were significantly large that they really needed to
be placed into their own functions to allow for easier source
navigation.
|
|
As per my proposal (http://lists.blender.org/pipermail/bf-
committers/2011-July/032553.html), I've split outliner.c into several
new files based on the purpose of the relevant code.
* outliner_tree.c - building outliner structure
* outliner_draw.c - outliner drawing (including toggle buttons and
their handling)
* outliner_edit.c - all operators for toggling stuff, and/or hotkey
accessed operators. Also KeyingSet and Driver operators go here
* outliner_tools.c - all operators and callbacks used for handling RMB
click on items
* outliner_select.c - stuff for selecting rows, and handling the
active/selected toggling stuff
In a few cases, the split hasn't been totally clear-cut due to cross-
dependencies and other spaghetti. However, in a few cases, I have
managed to remove the need for some of the prototypes that were needed
in the past by judicious reshuffling of functions, which also makes it
easier to actually find what you're looking for.
|
|
|
|
blend between backdrop and text color (black), made it blend 0.4 instead
of 0.2
|
|
* When clicking on "Animation" items in the Outliner, there's now a
menu containing from which you can change the action used, and
refresh/delete all drivers.
* Moved action-setting logic for AnimData actions to a single utility
function in anim_sys, since this was starting to be done in too many
places already.
* Fixed Outliner refresh bug after changing the active action
|
|
|
|
|
|
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.
In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal
With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.
In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface
On the properties-space the next changes will be done
Scene⇒Render layer⇒Passes⇒Material index will be added
Material⇒Options⇒Pass index will be added
DNA
Material struct will get an new field called “index”. this will be a short-type.
Material struct the field pad will be removed.
A new Render-layer pass will be added (bit 1«18)
RNA
Material RNA is updated (based on “pass index” from object)
Render layer RNA is updated (based on IndexOB)
Blender internal renderer
The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor
The render layer input will get a new output socket called “IndexMA”
Usage
An example on how to use material index can be found at:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend
This is also example of a commit message longer than the commit itself :)
|
|
Animation Editor toggle tweaks:
* By popular request, curve visibility toggles in the Graph Editor are
now represented using the eyeball icons
* Muting is now represented by a speaker icon (a speaker for this
purpose seems fairly common?)
New icons:
* Keying Sets now have their own icons (as found in a proposal on
jendrzych's "Pixel Sized" blog)
* Drivers also have their own icon now. This is just a hacky one I've
devised which doesn't look that great. Suggestions on this are very
welcome.
|
|
* Use the same method as from unlinking actions to do this.
* Split off the make single-user code used for the ID-browser into a
function in blenkernel which can be used elsewhere. Getting materials
to also work using this method proved to be a bit too tricky (due to
the whole messy ob vs obdata situation), so I haven't done that.
|
|
It is now possible to use the Outliner for managing the active action
of an ID-block (provided that it appears in the Outliner), which
should be a bit better than having to go through the NLA Editor.
So far, this only allowing unlinking actions, using some existing
operators. To use:
1) Navigate through the Outliner tree to find the
Object/Material/Lamp/etc. that the animation belongs to. (NOTE: this
doesn't work in Datablocks mode, but should in the normal "All Scenes"
and related modes)
2) Expand the "Animation" entry below this
3) Right-click on the Action entry below this, and select "Unlink"
from the RMB menu
In the process, I've fixed problems with some data-blocks not showing
their animation data in Outliner.
|
|
* Mesh Animation-Data was not shown. Other data types would get this
shown.
* Added attempted fix for the problem where when you try to expand the
last item in a RNA list or so, you often end up expanding the first
item (and then have to close and try again, at which point the expand
works as you expected the first time round). More testing needed, but
seems to work better already
|
|
for default DPI. Problem now is that icons/text are scaling
and drawing with pixel units, whilst other items draw subpixel.
This makes not every dpi size result in perfect aligning yet.
|
|
for UI stuff.
|
|
|
|
|
|
User setting "DPI" now works for outliner too.
(todo: color picker, brush menu, nodes, fileselect path buttons, view2d sliders, ...)
|
|
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
|
|
mval args const elsewhere too.
|
|
|
|
|
|
|
|
Outliner objects showed "active" or "selected" in confusing
ways. Now the display is simply binary, and more in line with
how other items in outliner draw:
- text is white = item is active
- color circle behind icon: shows selection state
|
|
+ some errors I noticed.
|
|
corrected these and replaced 'sizeof(((ID *)NULL)->name)-2' with 'MAX_ID_NAME-2'.
|