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2009-01-182.5: uv editorBrecht Van Lommel
- mouse select, loop select, select linked, unlink selection operators. - added edge selection mode. - fix 2.45 bug with unitialized theme colors, which caused the active face and face centers to be not drawn.
2009-01-172.5Ton Roosendaal
- Added shift+d duplicate for object and editmode mesh. Note it uses WM_operator_name_call(), which is fine now, but in future might put again 2 undo's and operators on the stack. Will have to spend some time on how Macros will work! - added itterator CTX_selected_editable_objects() (named it first "edible" but that was too funny!) Also cleaned object_edit.c to use this correctly. - added CTX_wm_view3d(), especially for hybrid tools that *can* use view3d, but don't have to. - moved debug -d print for operators to the real invoke call
2009-01-17Make sculpt data more like vpaint/weightpaint. SculptData is now in ↵Nicholas Bishop
scene->toolsettings, moved the RNA to reflect that too.
2009-01-172.5Ton Roosendaal
Made 'select linked' in mesh editmode work (LKEY). Also added counterpart work with boolean (SHIFT+L). Brecht: thanks for easier rna property defs :)
2009-01-172.5Ton Roosendaal
Cleanup warnings from Joshua's commit (mostly unused variables, but also used functions that were not prototyped). Two bugfixes; passing on &ob->adt instead of ob->adt But; the DNA system is now messed up, with two structs using the same ID (nAction and bAction), that goes horrible wrong!
2009-01-172.5 - AnimData fixesJoshua Leung
* Made AnimData blocks be stored as pointer instead of directly in the ID-datablock, so that fewer files will need to be recompiled everytime some animation settings change. * Tried to fix some of the compiler errors that pop up in Yafray code. If this commit doesn't fix it, just disable Yafray code for now (WITH_BF_YAFRAY=0 for scons)...
2009-01-17Added a brush cursor to sculpt mode.Nicholas Bishop
2009-01-172.5: Blender "Animato" - New Animation System Joshua Leung
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-172.5: various warning fixes.Brecht Van Lommel
2009-01-17Fixed a crash in sculptmode. Also replaced a degree sign with an underscore ↵Nicholas Bishop
in view3d, not sure how that got in there.
2009-01-17RNA: forgot to rename some values in the keymaps in last commit.Brecht Van Lommel
2009-01-17RNABrecht Van Lommel
* Added more compact property definitions, with a single function. Only used by operators at the moment, would need to tweak regular expressions a bit more to use it also for other RNA definitions. * The operator properties defined now were completed a bit more but still have many issues that need to be adressed, specifically; * Some properties that should be booleans or enums are defined as ints, note that ints are only for numeric values, not bitflags or multiple choice. * Soft/hard limits and default values of many properties are not well defined still, * Inconsistent naming, especially for example mouse locations or bounds are named differently in different places. Also mouse locations and other vector like properties should become a single vector property instead of multiple X/Y properties. * Almost no properties have descriptions, these would be good to have for docs and tooltips. So, please verify that the properties of the operators you wrote are well defined.
2009-01-16Removed matrices from sculpt session and into the sculpt cache.Nicholas Bishop
2009-01-16added ops for subdivide, subdiv multi, subdiv smooth, subdiv fractalShaul Kedem
2009-01-16Fix sculpt memory leaksNicholas Bishop
2009-01-16Added a view3d function to read cached depth buffer, before was in sculpt.c ↵Nicholas Bishop
where it didn't belong.
2009-01-16 2.5Michael Fox
***** - ported BorderZoom , shift-b - currently disabled in camera view as to not conflict with setting render border
2009-01-16Added some temporary error prints for get_depth in sculptNicholas Bishop
2009-01-16Cleaning of the small part of sculpt still in blenkernel, more to comeNicholas Bishop
2009-01-152.5Ton Roosendaal
- Finished adding primitives in Mesh editmode. For test pleasure: hotkeys CTRL 0-9 add them. More fun for testers: - F3: gives menu of all registered ops. You can use it too, it then execs it again, and makes it the last executed operator. - F4: executes last registered operator without menu.
2009-01-15Brought back grab brush in sculpt mode, also removed old BrushAction struct.Nicholas Bishop
2009-01-152.5Ton Roosendaal
SHIFT+A add object back, no primitives in it though... later!
2009-01-152.5Ton Roosendaal
- Depricated another bunch of globals; all the totobj, totmesh, totvert, and so on. - All code that needs such totals now count it themselves, these stats were not supposed to be reliable - Editmesh now stores and manages own totals. - Todo: make a scene->stats that tracks notifiers. Bugfix: selecting failed in editmesh, backbuffer stuff was too late, already using index ranges before it was set.
2009-01-15 2.5Michael Fox
***** small commit, ported make dupli real
2009-01-15Tweak scons linking order priority to fix compile on windows.Brecht Van Lommel
2009-01-15disallow identifiers with spaces 'cap end' wasn't working with the python ↵Campbell Barton
api and made doc generation fail
2009-01-15Brought back anchored mode for sculpt brushes.Nicholas Bishop
2009-01-152.5: Space Image ported backBrecht Van Lommel
Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
2009-01-15UI: various changesBrecht Van Lommel
* View2D to region now returns ints instead of shorts. * Use "Numpad" instead of "Pad" in automatic keymap menu info. * Menus can now use buttons other than BUTM and SEPR, in particular TOG and ROW are now supported instead of flipping bits manually. * Added a simpler uiDefMenu* api for making menus now, and it only supports Operator and RNA buttons at the moment, will be used in next commit. Not sure how this will evolve .. makes menu code look cleaner anyways. * Ensure that interface code doesn't crash when getting unknown Operators and RNA properties, and display their buttons grayed out in that case.
2009-01-15Action Editor header menu structure ported, but menu items not yet linked up ↵Roland Hess
to functionality. Just wanted to get this committed in case I skid off a cliff in the snow tomorrow.
2009-01-15Brought back the layer brush in sculpt mode.Nicholas Bishop
2009-01-15edit mesh primitives: ctrl+1 to ctrl+6. monkey does not show and tube,cone ↵Shaul Kedem
and cylinder show with problems
2009-01-15Brought back symmetry for sculpt mode, also added RNA for sculpt flags.Nicholas Bishop
2009-01-142.5Ton Roosendaal
Editmesh: add primitive basics back. Had to clean up a load of crap there... but it's sorta in control, so I think Shul can pick it up again. Test: ctrl+0 adds plane, or ctrl+9 adds grid. Notes for Shul: - i've added a transform function, which gets correctly passed on to the add_prim function, should work for all object transforms. Only the code inside add_prim might be needed to check (it uses 4x4 mat now, not a 3x3) - The old code with buttons has been ifdeffed out, check for user input and make it rna properties, which get read in the exec(), and handed over to the add_prim. Set them default now to the values from old buttons. - Operator naming is preferred lower case, I gave this a new name. - check a bit on formatting code, but don't use the old code as example! Look also at ED_keymap_mesh() for example.
2009-01-14Fixed warnings in sculpt, also brought back brush curve.Nicholas Bishop
2009-01-142.5Ton Roosendaal
Bugfix; - do not set active base/object yourse, but use ED_base_object_activate - view3d buttons was reading NULL pointer.
2009-01-142.5Ton Roosendaal
A small round of warning cleanups; unused variables, missing headers and some const types.
2009-01-142.5Ton Roosendaal
GPencil code back! Joshua will probably take this further. I've added XXX notes where fixes are required. Also note that ED_gpencil.h has all old exports, which is probably not needed, most can go to gpencil_intern.h Also added Makefile fixes for sculpt
2009-01-14Moved some more sculpt data into operator properties, also the test brush is ↵Nicholas Bishop
now properly created so you can edit its state in the RNA viewer. Added an RNA property for the brush sculpt tool as well.
2009-01-142.5Ton Roosendaal
Hrmf; sconscript apparently can't do emtpy dirs!
2009-01-142.5Ton Roosendaal
Still old editNurb here... last part (I committed in parts, have gpencil restored here and can't commit that yet!)
2009-01-142.5Ton Roosendaal
Another one back: editcurve.c - removed global editNurb everywhere (cu->editnurb now has listbase with edit data) - also added 'active bpoint' and 'active nurb' in Curve struct - editmode in/out works, mouse/border select works
2009-01-14Moved a couple more sculpt settings into operator properties, including ↵Nicholas Bishop
shiftkey for flipping stroke direction in or out
2009-01-14Noticed that sculpt was quite slow because of string lookups in RNA, so ↵Nicholas Bishop
added a separate sculpt stroke cache for some values that usually aren't even changed except at stroke initialization.
2009-01-142.5 / Keymap definitionNathan Letwory
* For some reason builds on Windows would crash when tabbing into edit mode with default .b.blend Problem is that it is not very clear why it happens. The debug trace I managed to get pointed at SCRIPT_OT_run_pyfile being run when pressing TAB. Changing the way how this quickhack for running scripts is added made the crash go away, but this points at a potential problem in the creation of keymaps. The original form is the plenty used: RNA_string_set(WM_keymap_add_item(keymap, "SCRIPT_OT_run_pyfile", PKEY, KM_PRESS, 0, 0)->ptr, "filename", "test.py"); But changing that to: km = WM_keymap_add_item(keymap, "SCRIPT_OT_run_pyfile", PKEY, KM_PRESS, 0, 0); RNA_string_set(km->ptr, "filename", "test.py"); Properly prevents the execution of the script operator. It looks like somewhere something goes wrong, but no idea what, yet. Probably a good thing to investigate now! Apparently this doesn't happen on Linux (and probably not on OSX either).
2009-01-13Now that modal sculpt does stuff, added exec code. For this, added new ↵Nicholas Bishop
Stroke RNA. For now, it's just 3D brush location, but lots more will be added (e.g. tablet pressure) Pressing f4 to redo a stroke now works as expected.
2009-01-13Added missing sculpt headerNicholas Bishop
2009-01-13More sculpt work. Very very basic sculpt operators implemented, one for ↵Nicholas Bishop
toggling the mode, the other for the brush. This just allows entering sculptmode and drawing using a simple brush. (Note the operator is still modal, no exec yet.)
2009-01-132.5 / NodesNathan Letwory
* add a list area for material/texture/scene selection.
2009-01-132.5 / SCons / Temporary HackNathan Letwory
* curve, gpencil, physics and preview don't have sources yet, so scons fails on that. Disabled for now Ton, when you actually put something in those dirs, remember to uncomment them in the editors/SConscript.