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2010-03-16change the scene opengl sequence rendering to be a global option with ↵Brecht Van Lommel
rendering and scrubbing settings. still need to do a do_versions for this to work right without changing settings. (commit 27442 by Campbell from render25 branch)
2010-03-07rna image.file_format, can be set before saving to choose a file format from ↵Campbell Barton
a generated image.
2010-03-05reproject operator, use to reproject edited renders back into textures.Campbell Barton
- uses project paint options (UV bleed, normals, culling) - bicubic interolation from the image - multithraded TODO. project into multiple objects at once.
2010-02-23- use search box for adding actions in the NLACampbell Barton
- use less complicated string conversion for saving keymaps
2010-02-16bugfix [#21173] Autocompleate raises an errorCampbell Barton
split PropertyRNA off into 3 types, base type, collection and array, since array and collections needed internal checks inside almost every function its better to have the, as subclassed to the property type. This makes introspection more useful. Also made printing of structs and properties prettier giveing type and length.
2010-02-12correct fsf addressCampbell Barton
2010-02-10fix for python not being able to call operators with a executuon context.Campbell Barton
2010-02-03patch [#20889] Support "unit"s for FloatPropertyCampbell Barton
from Martin Bürbaum (pontiac) (with own minor changes)
2010-01-28PROP_ENUM_NO_CONTEXT flag for rna properties, forcing enum item functions to ↵Martin Poirier
be passed a null context (to return non-contextual items). This is set on keymap item operator properties and macro definition operator properties to make them non-contextual (since the context at definition time is most likely not the same then at execution time, it's better to have all options visible). This removes some more errors in keymap export and import. This commit also sanitize some enum item function, making sure they can cope with null context and have usable defaults in that case.
2010-01-17bugfix [#20639] BF25_SVN_25888 and below - OBJ and 3DS import failsCampbell Barton
blender supports type changing for textures in a way that python doesnt. add a new general function. Example usage: tex = bpy.data.textures.new("Foo") tex.type = 'IMAGE' tex = tex.recast_type() Macro to give the number of users accounting for fake user. ID_REAL_USERS(id) Use this so you can remove a datablock if it has a fake users as well as apply transformations to it in the 3D view. Move api function bpy.data.add_texture() --> bpy.data.textures.new()/remove()
2009-12-10operator report function so python operators can report errorsCampbell Barton
TODO - reports are currently shown upside down.
2009-12-07rna flag PROP_ENUM_FLAG which makes rna props a tuple of enums when ↵Campbell Barton
converted into a PyObject only used by wm.invoke_props_popup() currently
2009-11-26Preliminary RNA and DNA changes for further transform snap fixes.Martin Poirier
Also make the mesh selection type enum available at runtime.
2009-11-16Fixing keymap export:Martin Poirier
- Didn't support new userdef keymaps (new "active" rna function to get the active version of a keymap) - Didn't support modal keymaps (new "modal" param to add_keymap function, new "add_modal_item" function on keymaps (both functions now make sure the keymap is of the right type))
2009-11-04Make Links (Ctrl+L) backCampbell Barton
- split into 2 operators: object.make_links_data() & object.make_links_scene since they are quite different. - added reusable functions RNA_group_itemf & RNA_scene_itemf which can be used for any operator that takes ID data (easy to add more types Mesh, Text etc) - DummyRNA_NULL_items for dynamic items so each operator need not define its own empty enum.
2009-10-14UI Templates: ('Any ID' Selector)Joshua Leung
Added new template for choosing to use any type of ID-block. The first combo box allows you to choose the type of ID-block that gets used, and the second box allows you to choose the ID-block of the type specified by the first one. This is currently used for setting the ID-block used for Keying Sets, but the main user for this was intended to be the Drivers UI. However, I still need to clear up a few button-event issues there before I can port this over. Additional Bugfixes: * Adding new Keying Set path was setting the active path wrong, meaning that you had to click on the list to get some response after adding * Bone Groups list was being drawn too long by default (when empty)
2009-10-13added back space switching keys Shift+F2 to F12Campbell Barton
- Shift+F2 was Export DXF, made Logic Editor - Shift+F4 was data browser, made console - Shift+F11 was fullscreen in 2.5, changed fullscreen to Alt+F11 added Area.type so RNA can switch the type.
2009-10-13- Identify and use retopo icon from icons image.Martin Poirier
- Reuse proportional edit enums between rna scene and transform operator
2009-10-13Project option for snap to faces.Martin Poirier
This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise). Not sure if making it available as a snap option is sensible, this is up for discussion. NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping. This will need an icon too.
2009-10-10Bringing back the transform orientations panel.Martin Poirier
Orientations enum in view3d. Full list of custom orientation (RNAified) in scene.
2009-09-092.5: Object moduleBrecht Van Lommel
* Split object_edit.c into multiple files: object_add.c, object_edit.c, object_hook.c, object_relations.c, object_select.c, object_transform.c. * Rename files to have consistent object_ and mball_ prefix: object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c. * Added operators: * vertex group menu and set active * apply location, rotation, scale, visual transform (location is new) * make local * make vertex parent * move to layer * convert to curve/mesh (not finished yet) * Many small fixes for marked issues, but still much code to be cleaned up here...
2009-09-042.5 - Keyframe Types for DopeSheetJoshua Leung
It is now possible to tag certain keyframes as being 'breakdowns' in the DopeSheet. Breakdown keyframes are drawn as slightly smaller blue diamonds. Simply select the relevant keyframes and use the RKEY hotkey (or from the menus, Key->Keyframe Type) to choose between tagging the keyframe as a 'proper' keyframe and a 'breakdown' keyframe. Notes: * Please note that this feature does not currently imply anything about breakdowns moving around keyframes or behaving any differently from any other type of keyframe * In future, if there is any such need, more keyframe types could be added, though this is not really likely at all
2009-08-29Moved unpack_method_items to the right place.Joerg Mueller
2009-08-252.5 - Keying Sets API (now usable from Py-Scripts)Joshua Leung
Wrapped the Keying Sets API with RNA Functions so that they can now be called from Py-Scripts. This will ultimately be useful for riggers to create Keying Sets which can get loaded up/created for animators to use after importing their rig. I've created a demo for this, which can be found at: http://www.pasteall.org/blend/552 Notes: - Kazanbas, I've had to create a rna_scene_api.c here to hold some of the relevant functions. Hopefully this won't cause you too much pain when you do your next merge from 2.5 to your branch ;) - I've noticed that there seem to be a few cases mentioned in the demo which don't totally work yet. I'll commit some fixes for those later.
2009-08-162.5 Sculpt:Nicholas Bishop
* Added a new Paint type in scene DNA. This is now the base struct for Sculpt. * The Paint type contains a list of Brushes, you can add or remove these much like material and texture slots. * Modified the UI for the new Paint type, now shows the list of brushes active for this mode * Added a New Brush operator, shows in the UI as a list of brush tool types to add * Made the sculpt tool property UI smaller and not expanded, expectation is that we will have a number of preset brushes that will cover the basic sculpt brush types TODO: * Vertex paint, weight paint, texture paint need to be converted to this system next * Add brush presets to the default blend
2009-08-162.5/Modes:Nicholas Bishop
* Added OBJECT_OT_mode_set for setting the object mode. Takes one property, "mode", which can be any of the OB_MODE_* flags. The available modes are limited based on the active object (e.g. only meshes can have sculptmode, and so forth.) * Set the icon properties in the object mode enum RNA TODO: At this point I think everything is ready to start ripping out the ugly hacks in view3d_header for setting the mode :)
2009-07-31Animato - NLA + Realtime Animating Goodies Joshua Leung
* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive. * Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
2009-07-21Initial code for boids v2Janne Karhu
Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-06-21RNA read-only wrapped wmEvent so python operators invoke functionsCampbell Barton
* 2 new enums event_value_items and event_type_items in RNA_enum_types.h * WM_key_event_string now uses an RNA enum lookup rather then its own switch statement. * moved wmEvent from WM_types.h into DNA_windowmanager_types.h * added RNA_enum_identifier and RNA_enum_name to get strings from an enum value.
2009-05-27UI:Brecht Van Lommel
* Added Constraints template and Add Constraint operator. * Added toggle=True/False parameter to uiItemR, to get a toggle button (actual button) rather than an "option" button (checkbox) * Added OPTION/OPTIONN button type, to distinguish with TOG/TOGN. RNA: * Make all modifier pointers editable, including correct updates. * Added notifiers and updates to constraints. * Fix a stack corruption, pointed out by Andrea, and potentially causing crashes.
2009-05-082.5 - Assorted animation code cleanupsJoshua Leung
* 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
2009-04-27UI:Brecht Van Lommel
* 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.
2009-04-01Python Panels WIPCampbell Barton
- Register python panels - Added a generic class checking function BPY_class_validate() for panels/operators. - No button drawing yet Brecht, Added RNA_enum_value_from_id() and RNA_enum_id_from_value() to rna_access.c to do lookups between identifiers and values of EnumPropertyItem's, Not sure if these should go here.
2009-03-07New include file to share enum types between RNA and operatorsMartin Poirier
Start with proportional falloff modes.