Age | Commit message (Collapse) | Author |
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* Added back a few Marker-API tools
* Restored column select tools using markers (some of these aren't working right yet though).
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* Replaced a few duplicated enums that were also defined for some RNA properties already with the RNA ones.
* Start of cleanup of markers code in preparation for getting the rest of the editing code involving markers working again
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global buttons like scene and world from the sub buttons like ob data and materials, also tweaked the object checks aswell
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scrollbars
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Was missing includes for blenfont module in a few places.
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1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
the old BMF api.
I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.
MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
Always have to link/include the freetype2 library
Remove any reference to libbmfont
Remove any reference to libftfont
Remove any reference to libbftgl (or libbFTGL)
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* Added 'Replace Keyframes' entry that appears in addition to delete, since it is often useful to be able to directly replace values instead of having to delete and reinsert keyframes. Internally, this just calls the Insert Keyframe operator.
* Separated the code to for Driver editing from the tests for keyframes, since they're independent.
* Added separators between keyframe and driver operations. This could be removed if the UI-mafia consider it overkill.
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Using this cycling mode option, the keyframe range will be repeated in reverse order every second repeat. Thanks for the idea mfoxdogg :)
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* Made the buttons space listen to and update for new active objects
* Cleaned up the Add Object menu
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interpreted as the "menu-name | hotkey" delimeter used for menus, giving incorrect results.
This commit fixes the issue in 2.5 only. A similar fix will need to be backported/coded for trunk?
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It is now possible to mute individual modifiers so that they will not contribute to the final result.
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Thanks Aligorith for making such an easy to use system!
http://mke3.net/blender/devel/2.5/fcurve_noise_modifier.mov
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consistent with the drive letters on Windows. Currently this list only gets refreshed on Blender startup, hopefully this can be worked on but for now at least it's better than having to manually navigate to /Volumes/...
http://mke3.net/blender/devel/2.5/fileselect_volumes.png
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Cleanup of conventions for icon placement in menus.
Old code only allowed 1 icon per menu, forcing to pass on the sublevel
menu icon with exception handling.
Now sublevel icons are drawn automatically, allowing to add an icon
before name too. (Check shift+a menu)
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Two fixes:
- objects in editmode now update data on saving .blend
- uifonts and uistyles were not freed yet on reading files
yet.
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Bug reported by Joshua: quitting Blender via window header quit widget
didn't free editmode stuff.
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Transform helpline and experimental drawing code to indicate direction of motion for specific transformations.
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A little experiment in putting icons on this menu as per a mockup from William.
However, it appears that there is a minor bug here though with the menu drawing code. I've deliberately left the Mesh entry without an icon for now to illustrate part of the problem (note the placement of the icons for curves and surfaces)
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colours
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* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.
* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.
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Fix repeat crash with transform. Just remove stupid twmat, don't need to cache results in view3d.
Made it more safe too.
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Forgot to add new file!
This is the toolbar, it get overlayed on top of view, not changing
main window display.
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Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
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A little cleanup on the internal font, it's possible load the old
bmfont with: BLF_load_mem(name, NULL, 0) where name can be: helv,
helvb or scr.
Note that the internal font also support both draw, texture and bitmap,
by default always used texture.
Remove some old lang function that I left there and don't exist any more
because the locale are now in the RNA.
Small changes to Style's, so if we build without freetype2 by default
go back to the internal font, this is a little ugly (and have the old
problem of scale) but now blender always show text (need work a little
more there).
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Two small fixes;
- restrict collumns in outliner didn't work
- pulldown menu buttons had wrong AA color outline.
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Last commit from brecht with feature:
* Buttons window data context icon new changes depending on active
object.
Forgot to check for ob==NULL, crashed files.
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F7 runs test.py also for testing
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- font->blur was uninitialized
- Use Ctrl+Alt+Shift+P to run scripts from the 3d view not Pkey. (still useful for testing)
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space_info.c
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* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
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- compiling errors in outliner.c
- incorrect comments
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* Changed the buttons window contexts to be like the mockups:
scene, world, object, data, material, texture, particles, physics
* Removed temporary C layout code for buttons and scene.
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Using feature XRay + Transparent could crash on undo/redo, the
view3d afterdraw was still storing data here whilst it shouldn't...
Reason was that object got added twice actually... but only freed
once. Also caused weird flashy display.
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new icon though)
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-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
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Node title and socket labels are now following Style/Font as well, and
scale correctly.
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Fixes:
- HSV picker didn't work. Old option "No Hilite" for buttons made it not
being checked for input anymore. Needs to be on attention list!
- Node editor wasn't drawing buttons correctly. Two things to keep track
off:
- Use wmLoadIdentity(), not glLoadIdentity()
- I've added a wmPushMatrix() and wmPopMatrix() version for correct
wm-compatible push/pop. Only one level for now.
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Restored the code to get this working. I haven't tested this to verify it, but it 'should' work...
Also, deleted old gpencil.c file in editors, since it was causing compiling errors.
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Patch from Joshua, converting Grease Pencil to 2.5.
All GP data now is an ID block, allowing re-use, link and append.
For better contextual control within 2.5, these GP ID's will get
linked to actual data, like NodeTrees, Scenes, Images or Objects.
That will ensure Undo works, and opens up exciting new use cases
as well. :)
Patch note: on reading files, GPencils linked from editors will
get moved to the main library, using standard naming (indicating
where it was used), and with "Fake User" set. That way the user
can manually relink the pencils where appropriate.
We can check on just linking GP to some default, like 3d window
pencils to Scene? Nice to experiment with.
Notes for Joshua:
- for reading old GPencil, it has to use old code as well, meaning
to tread data as "indirect data, within another ID".
- Saving ID data means the chunk in file BHead needs the ID_GD code,
and not "DATA", which indicates 'indirect data'. That's the file
format spec.
- I've added do_versions_gpencil_2_50(), feel free to further tweak
things here, like linking things to scene or so.
- Formerly GPencil saved 2.50 files won't convert gpencil
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In much the same way as Keying Sets are defined in the Outliner, you can now select items in the Datablocks view of the Outliner, and use the D/Alt-D hotkeys to Add/Remove drivers (repectively). This is useful for settings which don't have buttons yet (in the buttons window).
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some spurious prototypes I forgot to get rid off.
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* Wrapped HeaderType/Header.
* Some tweaks to get type properties wrapped with less code.
* Made Panel space and region types enum instead of string.
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