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2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-03-14resolved conflict state with HEAD r14096Jean-Luc Peurière
blenderbuttons still bad not let this compile
2007-10-24* Changing images in the UV view didnt work properly - reported as bug 7467 ↵Campbell Barton
(own error, broke on UV in editmode conversion) * when setting the face, images with alpha's will set the texface's alpha option. * added a draw even to redraw view3d and uv/image view - so the Draw Faces button redraws properly. * made a macro for checking if the object will draw with textures * textured meshes in editmode only draw a selected face overlay (otherwise the entire mesh would get a plue tint wich isnt nice for viewing textures), the selected highlight is still there, this is how Face/UV mode looked. * Alpha clipping STILL had a case where it wasnt disabled and the interface had its alpha clipped, this should be fixed now.
2007-10-17markers in the sequencerCampbell Barton
- added a new redraw type - REDRAWMARKER, at the moment this draws the same windows as REDRAWANIM, but this may not always be true, and it is more explicit whats happening, This replaced 5 or so draw calls in quite a few places.
2007-07-29more work on the ndof system.Jean-Luc Peurière
turntable code should work reasonabilly well now. fly code need works but is no more insane on Os X. transform object is not present here. if you find the movements a bit slow, you can speed it in the preferences up to 2x in the view & controls panel. button1 (left) of the device let you switch between the 3 modes. button2 let you switch between unconstrained and dominant mode. the plugin must be named 3DxNdofBlender.plug and be placed in a folder named plugins in same folder as executable check no scaling is done in the plugin please check it works ok on 3 platforms
2007-05-29adding the initial patch updated to 2.44 in ndof branchJean-Luc Peurière
notes : it compiles but is non functional lacks the platform specific changes in ghost ( i cant test windows) lacks the code for plug-in. the platform specific code will be added when we sync with Ettore work the plug-in itself cannot be added here
2006-02-19More compositing goodies.Ton Roosendaal
- Texture Node Allows to use any Blender Texture block as input for masks or color blending. The texture node doesn't generate a real image, but adjusts to the size as mapped with during an operation. So it won't work to use it as Image input for Blur or Filter nodes. Note; the Vector inputs for this node only work with manual input now! - Translation Node Give any image an offset in X or Y direction For the Texture node to work, I needed to move the central 'pixel processor' up one level... to allow differently sized images to merge and allow 'procedural images' without size. Temporal image of the day: http://www.blender.org/bf/rt.jpg
2005-12-18Orange:Ton Roosendaal
- Sunday merger with bf-blender - Foundations for new Node editor in Blender, generic framework that can be used for Material/Texture, Compositing, Logic or maybe even Sequencer. Note: this doesn't do anything yet, nor save! Is just to get this nice in CVS now. :)
2005-11-21TAB cycling in number/text buttons. Was in tuhopuu too, but code neededTon Roosendaal
a good revision :) This now cycles through all number/text buttons in a Panel. At the moment it skips buttons with tab completion (object names, bones, constraints) Press SHIFT+TAB to cycle backwards (any modifier will do btw).
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!
2004-11-23Fix for #1839Ton Roosendaal
On large changes of the Lattice resolution button, the undopush crashed. Reason was that the push happened for buttons before the actual event for buttons was executed. Solved by creating new event UNDOPUSH that's being added to the queue by by buttons now. - Made button undo texts for number buttons more clear - Added undo push for missing Add lamp/empty/lattice/camera
2004-11-07fix bug #1546Jens Ole Wund
ghost was unaware of extra *<>* key on german keyboards on windows
2004-10-11Outliner features:Ton Roosendaal
- Rename! CTRL+leftmouse click on name, makes it a text button. Works for all items as currently being displayed. Most work was doing the Bones, which is a nightmare :) But it uses same code as buttons in Armature-Editmode now, without even needing EditMode :) When renaming a bone, the Outliner makes the Object active though. - PageUp / PageDown keys Do what you expect.
2004-09-18OSX only: the Apple key now is a normal modifier in code, so can beTon Roosendaal
detected as others, LR_COMMANDKEY Unline previous commit, Apple key doesnt map to control anymore, but is handled separate where needed. Now only for undo (Apple-Z)
2004-07-16Demo mode and BPython:Willian Padovani Germano
- small additions and fixes to enable the demo mode; - Added sleep() to Blender.sys and 17 new functions to Blender.Window module: things to help demo script writing and as a bonus read / write access to Blender's input event queue; - updates in docs, those interested please check Window.py in python/api2_2x/doc/ to read about the new Blender.Window functions. ---- Demo mode should be working well now for (I) playing rt animation -- aka ALT+A -- and (II) rendering pics and anims and playing anims. I'll still add access to radiosity data and functions. PS: Joseph Gilbert made (II) possible with the Scene.Render module he added for 2.32. He's been coding great things for bpython, so I'd like to take the chance to point that and thank him here.
2004-06-26The revised patch from Leon for new particle effects.Ton Roosendaal
New is that objects can have a force field, and Meshes can even deflect (collide) particles. This is in a new sub-menu in Object buttons F7 The full instructions where on the web, Leon mailed it me and I will put it in CMS tomorrow. For those who like to play with it now, here are demo files: http://download.blender.org/demo/test/ Quite some changes where in the integration though... so previous created particle deflectors will not work. Changes to mention now are: - gravity is renamed to 'force field' - force field and deflector options are in Object now, not in Mesh - the options also have its own struct, doesnt add to Object by default - force fields are possible for all object types, but only work on center. So empty objects are typical for it. Work to do: - add draw method in 3d win to denote forcefield objects - check on the UI (panel with different size?) - add 'recalc' button in deflector panel
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
2.25 like physics. [SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
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
2003-10-13- experiment: changed drawing style of Panels to minimal and fullyTon Roosendaal
transparant. - converted the Texture buttons, they're nice too!
2003-10-07- another huge commit! read this!Ton Roosendaal
- removed src/buttons.c and include/BIF_buttons.h - added src/buttons.txt, which is the old buttons.c for review and adding code to new panels structure - changed internal events to match new buttonspace structure - added tabs for new shading group of buttons - removed loads of little warnings, -Wall now compiles src/ almost without error (hint: setenv NAN_QUIET to see it all better) Now I'm ready to do actual buttons -> panels conversion. I will do the raw versions first, others then can cleanup
2003-04-27just 2 include files translated...Ton Roosendaal
2003-01-28added mousewheel supportRob 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.
2002-10-12Initial revisionv2.25Hans Lambermont