Age | Commit message (Collapse) | Author |
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- 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.
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- 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
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scene->toolsettings, moved the RNA to reflect that too.
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Made 'select linked' in mesh editmode work (LKEY).
Also added counterpart work with boolean (SHIFT+L).
Brecht: thanks for easier rna property defs :)
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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!
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* 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)...
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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!).
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in view3d, not sure how that got in there.
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* 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.
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where it didn't belong.
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*****
- ported BorderZoom , shift-b
- currently disabled in camera view as to not conflict with setting render border
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- 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.
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SHIFT+A add object back, no primitives in it though... later!
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- 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.
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*****
small commit, ported make dupli real
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api and made doc generation fail
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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.
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* 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.
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to functionality. Just wanted to get this committed in case I skid off a cliff in the snow tomorrow.
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and cylinder show with problems
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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.
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Bugfix;
- do not set active base/object yourse, but use ED_base_object_activate
- view3d buttons was reading NULL pointer.
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A small round of warning cleanups; unused variables, missing
headers and some const types.
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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
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now properly created so you can edit its state in the RNA viewer. Added an RNA property for the brush sculpt tool as well.
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Hrmf; sconscript apparently can't do emtpy dirs!
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Still old editNurb here... last part
(I committed in parts, have gpencil restored here and can't
commit that yet!)
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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
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shiftkey for flipping stroke direction in or out
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added a separate sculpt stroke cache for some values that usually aren't even changed except at stroke initialization.
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* 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).
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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.
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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.)
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* add a list area for material/texture/scene selection.
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* 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.
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