Age | Commit message (Collapse) | Author |
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/include/ED_transform.h
source/blender/windowmanager/intern/wm_operators.c
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
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Conflicts:
source/blender/blenkernel/intern/image.c
source/blender/blenkernel/intern/object_dupli.c
source/blender/blenkernel/intern/sequencer.c
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_ops.c
source/blender/makesdna/DNA_sequence_types.h
source/blender/makesdna/DNA_view3d_types.h
source/blender/windowmanager/CMakeLists.txt
source/blender/windowmanager/intern/wm_operators.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
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Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
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Conflicts:
source/blender/editors/space_view3d/view3d_draw.c
source/blender/physics/intern/BPH_mass_spring.cpp
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Pressing Numpad9 now orbits to the opposite side in any viewport,
with the advantage that it can switch locked-quadview axis to their opposite side.
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Conflicts:
release/scripts/startup/bl_ui/space_sequencer.py
source/blender/blenkernel/BKE_sequencer.h
source/blender/blenkernel/intern/sequencer.c
source/blender/blenkernel/intern/sound.c
source/blender/blenloader/intern/readfile.c
source/blender/editors/animation/anim_ops.c
source/blender/editors/space_sequencer/sequencer_draw.c
source/blender/editors/space_sequencer/sequencer_edit.c
source/blender/editors/space_sequencer/sequencer_intern.h
source/blender/editors/space_sequencer/sequencer_preview.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/space_view3d/view3d_ops.c
source/blender/editors/transform/transform.c
source/blender/editors/transform/transform_conversions.c
source/blender/editors/transform/transform_snap.c
source/blender/makesdna/DNA_space_types.h
source/blender/makesdna/DNA_view3d_types.h
source/blender/makesrna/intern/rna_space.c
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Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
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This module is intended for path manipulation functions
but had utility functions added to access various directories.
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system for now. Backup the old code in a new file
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preferences.
After discussion with Campbell left the explicit angle property in for
use with NDOF devices.
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instance of Blender to another.
Own mistake in recent temp data handling refactor, copy/paste temp .blend file needs to
be in non-session-specific temp dir...
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Current temporary data of Blender suffers one major issue - default 'temp' dir on Windows is never
automatically cleaned up, and can end being quite big when used by Blender, especially when we have
to store per-process data (using getpid() in file names).
To address this, this patch:
* Divides tempdir paths in two, one for 'base' temp dir (the same as previous unique tempdir path),
the other is a mkdtemp-generated sub-dir, specific to each Blender instance.
* Only uses base tempdir when we need some shallow persistance accross Blender sessions - and we always
reuse the same filename (quit.blend...) or generate small file (crash reports...).
* Uses temp sub-dir for heavy files like pointcache or renderEXRs (Save Buffer option).
* Erases temp sub-dir on quit or crash.
To get this working it also adds a working 'recursive delete' to BLI_delete() under Windows.
Note that, as in current code, the 'recover render result' hack-feature that was possible
with SaveBuffer option is still removed. A real renderresult cache feature will be added
soon, though.
Reviewers: campbellbarton, brecht, sergey
Reviewed By: campbellbarton, sergey
CC: sergey
Differential Revision: https://developer.blender.org/D531
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4ca67869cc7a."
This reverts commit a47a4ef82f37428d391cc14a30fa611d6714e71d.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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This is a addtion to the dynamic fly mode.
It behaves as the first person navigation system available in most 3d world games nowadays.
You can alternate between the old mode (Fly) and the new mode (Walk) in User Preferences > Inputs
Manual:
-------
http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Navigation
http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes
Shortcuts:
----------
WASD (hold) - Move forward/backward and straft left/right
QE (hold) - Move up and down
Tab - Alternate between Walk and Fly modes
Shift (hold) - Speed up movement
Alt (hold) - Slow down movement
Space or MMB - Teleport
V - Jump
+/- or mouse wheel - speed increase/decrease speed for this Blender session
User Preferences Options:
-------------------------
Navigation Mode - fly/walk navigation systems (fly is the old, walk is the new, next options are for walk mode only)
Gravity - alternate between free navigation and walk with gravity modes
Mouse Sensitivity - sensitivity factor to mouse influence to look around
Teleport Duration - how long the teleport lasts
Camera Height - camera height to use in gravity mode
Jump Height - maximum jump speed in m/s
Move Speed - base move speed in m/s
Boost Factor - multiplication factor when running or going slow (1/boost)
Development Notes:
------------------
* The initial code was based on view3d_fly.c.
* The NDoF code was not touched, so it most likely is not working.
Pending Issues:
---------------
* Draw in the UI the shortcut options, and current values (e.g., Mode: Fly/Walk)
(we need a proper API for that)
* OSX seems to present issues if we re-center the mouse every time. We implemented a workaround for that, but a real fix would be welcome.
Code reviewed and with collaborations from Campbell Barton - @campbellbarton
Differential Revision: http://developer.blender.org/D30
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This makes a number of operators no longer ask for confirmation, rather it will
show an info message after performing the operation. Ref T37422 for decision. In
particular, these were changed:
* Delete objects, bones, keyframes, masks, mask curves, motion tracks, markers.
* Clear and delete keyframes in the 3D view.
* Align bone to parents.
* Separate bones from armature.
* Group/ungroup metastrips in sequencer.
* Copy/paste objects to/from buffer.
Reviewed By: brecht, dingto
Differential Revision: http://developer.blender.org/D35
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from Kevin Mackay (yakca), with my own additions to make it modal (though there are no keys bound to modal roll by default).
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own patch
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- pan when nothing is under the mouse
- use key binding alt+f
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from Ralf Holzemer (cheleb)
use Fkey in object mode (since its a mode-less fly).
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work-in-progress.
- activate from spacebar search (3D Ruler)
- ctrl-click adds new rulers
- clicking in the middle of a ruler, turns into protractor, dragging out of view snaps back to ruler.
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The keymap entries for NDOF device were moved up, so the hotkey searches for
menus didn't show the keyboard shortcuts. Special devices shouldn't list as a
shortcut.
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- UV Image editor and other 2d views didn't zoom for CTRL+swipe yet.
(2 finger trackpad, 1 finger mighty mouse)
- Switched defaults for 3D window swiping...
- default rotate view
- SHIFT for translate
- CTRL for zooms
This makes all editors use 'swipe' like 'middle mouse', and not
like scrollwheel (as in releases).
This is nice for consistancy, but it still feels a bit weird...
Of course users can config this in keymaps. We need a sensible
default though, and to make a 2D input input device behave like
middle mouse seeems more sensible than like a 1D wheel...
Proposal therefore for defaults:
- 1D scrollwheels: zoom in 3d, zoom in 2d, but scroll for list views.
- 2D trackpads: pan for all 2d views, rotate for 3D
I'll check with frequent trackpad users about this and we can freeze it
before release. Give it a try :)
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In 2.64, input for using an NDOF device included all 6 DOFs - including panning.
That makes using it for many people (including beginners like me) too hard, you
very quickly lose the 3d view rotation pivot, as if you are in free fly mode.
Fredrik provided an updated patch, which restores the 2.63 method to only
dolly and rotate by default. The new "all dof" operator is hidden in the keymaps
behind modifier keys SHIFT + CTRL. Users can set this in their configs of course.
As usual, we should be careful changing accepted defaults, and provide new
options as additional choice only.
A useful todo is to make user preference "around selection" work well.
Will check on this now too.
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keys, eventually we may want to have some kind of priority here)
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Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
Short list of main changes:
- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
This allows keeping UI and data without actual saves, until you actually save.
When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v).
Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards.
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
Old option is called "Save Startup File" the new one "Save User Settings".
To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
This also fixes "Continuous Grab" for OSX. (error since 2009)
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directly as it used to in 2.4x.
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This makes it possible to do a border render inside a viewport even
when not looking through the camera.
Render border could be defined by Ctrl-B shortcut (works for both
camera render border and viewport render border).
Camera render border could still be defined using Shift-B (so no
muscule memory would be broken). Currently used a special flag of
operator to do this, otherwise you'll need to either two operators
with different poll callback or it could go into conflict with a
border zoom,
Border render of a viewport could be enabled/disabled in View
panel using "Render Border" option.
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- Ctrl+Home: is now view-all (all regions).
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