Age | Commit message (Collapse) | Author |
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median point as in 2.4x.
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will not be finished before release, so no point in having it there yet.
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added ED_region_tag_redraw_overlay to only redo overlay drawing, which
in case of triple buffer is much faster.
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with the generic action equivalents (NA_EDITED and new NA_SELECTED)
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path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
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Depgraph now handles texture dependencies - textures can affect objects/data via modifiers.
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Allow dropping image files from outside blender, or image datablocks from inside blender
to the compositing node editor, to add an image node.
Also small tweak: Only set 'path' properties on drops, if the drag->path isn't empty.
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object under mouse cursor. If not, another dropbox operation can be used.
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Added ability to drag images and movies directly onto objects to assign them as textures.
You can drag them from the file browser, directly from the OS or even from other apps. Here's a video to demonstrate:
http://www.youtube.com/watch?v=fGe2U8F_JvE
Ton wanted to show me how to add it, but he ended up doing almost all of the coding himself ;)
Ton/Matt: Dropping a text file in the Text Editor fails for some reason. It aught to work - probably a keymap conflict of some sorts?
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'context.selected_objects', now returns []
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NC_WM|ND_HISTORY notifier on registering an operator.
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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
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'RGN_TYPE_UI', which meant that the same region contents would get drawn in instances all over, causing quite some confusion.
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Fixed missing listener for Grease Pencil notifiers when drawing.
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Note, this is not like GE ffmpg, but Blender Image Texture
display for GLSL materials. Speed can be disappointing,
use smaller images for realtime edits.
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This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View.
The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
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broke drawing duplis.
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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.
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when splitting 3d view, causing them to be lost on file reload.
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- drop material didn't send correct notifiers to refresh view
- drop material gave error print
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Added updates to Grease Pencil RNA data, and added appropriate listeners to 3D-View and Nodes Editors that were previously missing too.
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sub operator in macro.
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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.
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Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
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several animation editors and the property editor to redraw too, which can really slow things down. added a more specific ND_VIEW3D_TRANSFORM notifier to solve this.
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Multiple background images displaying each on a different axis.
Changes made from the original patch.
- Use an enum rather then multiple booleans.
- Reduced the space taken up by the user interface.
- Made the image template compact display not show fields & premul options.
- Added readfile.c lines so old blendfile images are loaded.
- Option to hide BGpic UI (like modifiers & constraints)
- Use the index rather then a bgpic from the context for the remove operator.
note: could be good to use 1 image for both left+right, for eg, but for this to work as intended we would need to add image flipping depending on the axis so left this commented out for now.
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do this on drawing instead since SCREEN_OT_animation_step isnt calling the notifier (assume this is to be more efficient?). this isnt slow so is ok to do on drawing.
rename BKE_image_user_calc_imanr to BKE_image_user_calc_frame
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draws an image user template. someone else might want to look over the UI stuff, hopefully it's ok. also added some ffmpeg .dlls to the SConscript to install.
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Seemed simple but actually turned out to be quite complex.
ND_MODE notifier was being misused, changed to ND_TOOLSETTINGS
Note: Although the fix itself doesn't involve this much, debugging uncovered
that listeners can't rely on notifier->swinid to be correct, since notifiers can
now be added from RNA without a region context.
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operators,
so you can change the font of 3D text objects.
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to scrub frames, pan view, etc.
* Redraw the 3D View on brush edit changes (for [ and ] keys)
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* Redraw 3D View tool shelf on texture changes (to reflect new brush textures)
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* 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.
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by 'ThatHaze'. thanks!
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[#20319] 3D View - need 3D cursor notifier
[#20321] Views not receiving the NC_ID notifier
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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...
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changes, specifically ND_ID_RENAME for ID renaming. Done for outliner, 3d view and properties editor.
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- the clipping test function was using the rv3d->viewmatob where it needed to use the object matrix.
- added a local clipping member to rv3d, the clipping planes in object-space, avoids many matrix multiplications when testing verts or clipping pixels when projection painting.
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replaced with propper types.
- renamed RNA_Base to RNA_ObjectBase
- only include id_data for the python api's autocomplete if it has an ID type set.
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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