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2005-05-12Animated UI for TimeLine "Play"Ton Roosendaal
Using the Play button in timeline, now uses an event-driven system to update the animation system and signal windows to redraw. Meaning the full UI remains responsive! Check the new Pulldown "Playback" to set which windows you like to see updated. Same settings is used for LMB 'dragging' frames in Timeline. Implementation notes; - the Icon for 'Pause' (or stop) has to be made yet, I commit this from my laptop... all was coded during a 2 x 5 hour train ride to germany - the anim playback system (ALT+A too) now uses correct "frames per second" as maximum speed. Buttons can be found in 3 places in the UI, also added it as pulldown item - The system works with 'screen handlers', which has been coded with using Python (networked) events or verse in mind too. A doc on that will follow. - the buttons code has been made 'resistant' to animated UIs too, preventing flashing of hilites. - All subloops (like transform) stop playback, with exception of MMB view manipulations. As extra; found tweak to make Textured AA fonts draw without distortion. Looks perfect here on laptop now (like Pixmap fonts) and is 20x faster.
2005-05-05Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.Ton Roosendaal
Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-03-31Changing hard codec max frame release for a define (in blendef.h with the ↵Martin Poirier
other maximums). Tried to change it everywhere, hopefully I didn't miss any. Also raised max frame to 30000 (maintainer of that code can safely modify it back since it is in one spot now ;) ) Needed that limit for a marketing video contract, might as well commit it.
2005-03-27Transform goodies;Ton Roosendaal
- Added icons for the Widgets to blenderbuttons pic - Added in header - if widget in use - three buttons to choose widget type (hold shift for combo widgets) - Hotkey CTRL+space now switches widgets on/off I also noticed negative scaling doesn't work satisfying yet; - for scale widget, using center didn't work correct anymore (fixed) - negative scaling didn't even get applied! (fixed) - but; scaling somethig negative now flips back to positive... ???? Last one i need Martin P for! Note that I had to change Mat3ToSize....
2005-01-21Modified interface texture font support, which should work nicely with the ↵Rob Haarsma
freshly added bFTGL library. Also removed some redundant #include's on some files.
2005-01-19Added experimental option to use GL textured interface fonts.Rob Haarsma
Set preferred method in userprefs->language & font. Kinda requested by Kaito, i'm sure he regrets after seeing my code changes. This commit includes a patch provided by Jacques Baurain, which seemed nescessary to handle font sizing properly. Thank you !
2004-12-27Biiig commit! Thanks to 2-3 weeks of cvs freeze...Ton Roosendaal
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-16Increased builtin limit for selection buffer (border select in Object mode)Ton Roosendaal
to allow up to 2500 objects (was 500). Still an arbitrary limit, could use better code. For now its less frustrating :)
2004-11-20Bugreports keep coming in... including real bad one.Ton Roosendaal
- Deformed mesh didnt give correct 'orco' anymore on render - Mesh editmode, "Separate loose parts", crash on empty mesh (no verts) - Global undo; buttons sending redraw events gave extra undo push called "Make single user or local". That latter was wrong event handling for REDRAW event, harmless, until now :) First one is a real showstopper... bah!
2004-11-08To end the issues with AA (International) Fonts; the .bfont.tff now isTon Roosendaal
compiled in (datatoc) and doesn't need installation anymore. Also reviewed weird path conventions for searching AA fonts; - U.fontdir is only used as standard search path for fileselecting - U.fontname stores only full path to AA font if used one - If a font cannot be found, it always falls back to the compiled in one - If .B.blend is saved with default font, U.fontname is not set Also added a button in usermenu "restore default". When this works as expected, I'll commit changes for installation too.
2004-10-15a patch for the Text editor contributed by themeyers.Stephen Swaney
adds new features for indenting and commenting. Note: I am not sure if the best menu spot for these features is under the Select menu, but we can argue about that later. They do work on a selection, though. from the mailing list post: 1&2. Added Indent/Unindent under Edit->Select just select the text you want to indent and go to the menu ( note if nothing is selected Indent will just indent ( tab ) the line the line ) 3&4. Added Comment/Uncomment to the same menu same applies as above 5. Added Tab setting on the menu bar in text editor Sets the number of spaces a tab == changing the setting will change the hole script 6. Added Auto indent when you hit enter it goes to the next line at the same tab number and the line above it ( needs more testing and input)
2004-09-24EditMesh refactory + undo recodeTon Roosendaal
The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-07-181) Change the way "Align mode" is accessed in the UI: It's now a globalAlexander Ewering
toggle for all pivot modes. The 2 new pivot modes have been removed from the popup. Instead, a new toggle button is added to the 3d view header. 2) Grab cursor mode. Cursor can be grabbed (and constrained to axis, grid, etc. while moving) like any other object. If no object is selected, GKEY alone grabs the cursor, otherwise pressing CKEY while in GKEY mode moves the cursor.
2004-07-11- Simple optimizing for deflected (collision) particles. It now cachesTon Roosendaal
transformation (from vertex -> world space), used defines for vecadd and vecsub, and intersects quads more efficient. Result is about 2 times faster. - Added draw mode for empty used as forcefield - added defines VECADD and VECSUB
2004-07-03Interface:Willian Padovani Germano
- added submenu "Scripts" in both View3D->Object and Mesh menus. Put them on top (it's better to follow some guideline, so users don't have to search for "Scripts" submenu in a different position in each menu), feel free to change. - added button 'previous win' to SpaceScript, makes accessing buttons win, for example, much faster. Maybe all spaces could have this button. BPython: - added Window.EditMode(), to check, enter and leave edit mode. Scripts that change mesh data need this to leave edit mode before making changes to the active (G.obedit) mesh, of course. - updated script bevel_center to use the above function and also popup an error msg if the active obj is not a mesh. - doc updates, minor fixes. Forgot to mention in my previous commit that I also updated the "-P" command-line option (for running script files) to be able to run already loaded Blender Texts, too. So, if you have a script called 'Text' in foo.blend, you can run it with blender foo.blend -P Text .
2004-06-10Scripts:Willian Padovani Germano
- tiny updates for better behavior, unix line endings, cvs Id tags; - Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one); - added sysinfo script; Interface (scripts): - changed behavior for which win is chosen for script guis: Now there's a smarter order, guis will use either: - Scripts win - Buttons win (if not a script from groups Wizards or Utils) - Text win - Closest bigger area - Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
2004-01-17Scripts menus:Willian Padovani Germano
-- added re-eval entry to Scripts Win -> Scripts menu -- added it also as a button at Info Win -> File Paths, Python path -- updated bpymenus code: added 'Blender' tag, for version; made a .Bpymenus file be written only if there's actual data to save made file->export menu open a scriptspace only if none is available already -- bug fixes (bugs 866 and 879, related) for linking and sharing mesh data: http://projects.blender.org/tracker/?func=detail&atid=125&aid=866&group_id=9 http://projects.blender.org/tracker/?func=detail&atid=125&aid=879&group_id=9
2004-01-06Eeshlo fixed the iYFexport path problem and added a file selector buttonAlejandro Conty Estevez
for it. Now win32 users should have less problems. I added export of the "no shadow" flag (traceable) And changed the reflection export scheme so now blender's RayMir is used as yafray's min_refle and the amount of reflection is controled by the mir color. This seems more intuitive. And now IOR is exported also for reflection only, wich is needed for fresnel.
2003-12-29Area lights and more...Ton Roosendaal
- New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-14BPython - first step for better integration of Python in Blender:Willian Padovani Germano
- add a new space: Space Script - add a new dna struct: Script - add these two properly everywhere they are meant to It's not a tiny commit, but most of it is ground work for what is still to be done. Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window Some files are added, so some build systems (not autotools) will need updates
2003-10-05huge commit, sorry!Ton Roosendaal
this is part 1 of the UI makeover. It has: - menu system from Matt integrated - buttons drawing from Matt - generic button panel system implemented - converted displaybuttons (not the rest yet) - cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact. - cleaned loads of little compiler warnings, protos... still a lot of work needed, will all be in next week i hope! (warn: 2 new c files! butspace.c and buttons_scene.c)
2003-05-22Moved the MAX section up so its with MAXFLOATKent Mein
also cleaned up some tabbing to make the file look pretty... Kent
2003-05-20Slightly Modified version of Kester Maddock's Lamps patch to up theKent Mein
max from 256 to 32766. I removed the duplicate define and updated the files that needed it. Kent
2003-05-08added a fullscreen button in the top header (windows only)Rob Haarsma
written by Florian Eggenberger.
2003-05-03Multilingual interface support added.Rob Haarsma
All modifications are behind compileflag INTERNATIONAL, and affect these two directories; source/blender/src and source/blender/ftfont. Thanks to philipp, a new utf8towchar() function is added to Shizu's work, which fixes the international support for OSX. It also makes the iconv library obsolete. This means all translation files (blender.mo) need to be 'recoded' to UTF-8, and language support in the fileselect window and the text editor is not possible. Iconv might be added in the future to enable these features.
2003-04-30LAST of the c code comment translations... hooray!Ton Roosendaal
Might be possible I mised an .h or so, just notify me in that case.
2003-04-28Added rename/delete popups to the file and imageselect windows.Rob Haarsma
Redesigned the userpreference window layout. (not finished yet) Enhanced the texteditor with; a rightmousemenu, clipboard text support (for windows !) and the alt-m keystroke generates a 3d text object. (up to 1000 characters) (1, 2, 3, 4 and 7 from http://www.tncci.com/blender/feats.html)
2003-01-30added "fake user" button (basically a shortcut for pressing Shift+F4 and F)Stefan Gartner
2003-01-23added buttondefine to show linenumbersRob Haarsma
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-30Fixed defined __sparc to also check for __sparc__ (thanks to Ferris)Kent Mein
2002-10-12Initial revisionv2.25Hans Lambermont