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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!
2004-11-12Cosmetic change; nice Icon for Python! :)Ton Roosendaal
Used the one from python.org (favicon). It displays now as icon for pulldown menus and script space.
2004-11-07Lotsa undo stuff added;Ton Roosendaal
- ALT+U undo menu shows history for global undo as well - Added undo pushes for buttons window more consistantly - Added it & tested for ipowindow too - Added it in outliner - And quite some missing occasions for 3d window editing
2004-10-06Version 1.0 of the new OutlinerTon Roosendaal
The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-03Lots of small changes, all for UI in Blender;Ton Roosendaal
----- Killed UI frontbuffer draw The interface toolkit was drawing all live updates (while using menus/buttons) in the frontbuffer. This isn't well supported cross-platform, so time to be killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer access. Live updates or menus now are drawn in backbuffer always, and copied to front when needed. NOTE: it was tested, but needs thorough review! On PC systems I suspects backbuffer selection to screw up (check!). On SGI/SUN workstations it should work smooth; but I need evidence ----- Smaller fixes; - AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact on pixel positions. Needs the new FTGL libb too, patch is on maillist - Rounded theme uses antialiased outlines - Pulldown and popup menus have nice softshadow now - New button type 'PULLDOWN', thats the one that callsup a pulldown menu. Should be added to themes, as is the full menu/pulldown drawing - Screendump for 1 window does the full window now, including header - Empty pulldowns (for example running blender without scripts) give no drawing error anymore For review & fun; - added curved lines as connectors, for Oops window
2004-09-29Added Dump 3dView and Dump Screen to the File menuKent Mein
with their shortcuts. Kent
2004-09-19Matt's lamp submenu.Martin Poirier
And reorganized the #includes in editobject by "modules"
2004-09-19Editmesh spliting project files fix (MSVC 6.0)Martin Poirier
2004-09-19Moved the 'Load UI' option from the File menu to theMatt Ebb
fileselect window header.
2004-09-18Another step in the undo evolution.Ton Roosendaal
- Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-05Second itteration of global undo system. Now based on:Ton Roosendaal
- file-to-memory save - incremental difference steps (compression) everthing has been tightly coded to use minimum of memcpy or allocs. In fact this system works with a single full buffer (=file) in memory, and undosteps as differences from it. Speed gain is factor 4-8 faster. I've added it in CTRL+ALT+T timer menu for a test. Please note the gain is especially in the undo-storing, not in retrieving undo. Also new: file read option to skip UI read (file menu). This now also is default for the undo system.
2004-07-29Help menu!Matt Ebb
Thanks to Willian for integrating the webbrowser module. Some of the URLs (Python reference, Release notes) will need to be updated upon release. These are contained in http://www.blender3d.org/Help/index.php
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 .
2004-06-22Little feat request: the rendertime disappeared from header after aTon Roosendaal
rendering; now it's a permanent part of it.
2004-06-16- New Blender.Draw method by Campbell Barton (Cam / ideasman):Willian Padovani Germano
PupStrInput, a wrapper for the Blender String popup (thanks!) - Fixed bug #1374 reported by Gabriel Beloin (gabio, thanks too): http://projects.blender.org/tracker/?func=detail&atid=125&aid=1374&group_id=9 There was a minor mistake in the import menu: vrml called dxf and vice-versa and shortcuts were wrong (removed them). - Doc updates, minor updates elsewhere.
2004-06-11* Added a spot for scripts to register themselves in the Help menuMatt Ebb
* Gave the spiffy new 'System Information' script a new home there
2004-06-11* Edited and consistent-ified the File->Import menu item labels and ↵Matt Ebb
fileselect button labels, as discussed on the forums. * Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious. * Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
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.
2004-05-25* Added support for python scripts to register themselvesMatt Ebb
in the UV/Image editor 'UVs' menu Script authors can use: Group: 'UV' in the headers of their scripts to let them appear in this menu. * Updated the UV Face Layout script to reside in the UVs menu, rather than the (incorrect) File->Export menu.
2004-04-21- code cleanup: blender/src now compiles -Wall without warnings again.Ton Roosendaal
- first code for panel in NLA window, tomorrow I continue with it.
2004-04-08Reenable the "Save Runtime..." file menu optionKester Maddock
2004-03-30Support for the STL (stereolithography) file format. Reads the ASCII andChris Want
binary subformats, and writes the binary subformat. Read is done with usual F1, write is done in the menu 'File->Export Selected->STL'. Writes meshes only, writing the 'displistmesh' if subsurf is on. The 'magic' to determine whether it is reading the binary or ASCII subformat could use a little work, but makes the correct choice most of the time.
2004-03-25- typo in 'saave as videoscape'/ :)Ton Roosendaal
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
2004-01-15BPython:Willian Padovani Germano
- some fixes for menu and error reporting code.
2004-01-15Scripts in menus:Willian Padovani Germano
-- this finishes the heavier part (not counting tweaks and possible bugs) of letting scripts be accessed from Blender menus. Will explain more in emails to bf and bpython lists, but just check source/blender/python/BPY_menus.[hc] and source/blender/src/header_info.c and header_script.c for details. Scripts need a small update (registering info, basically a header) to be used. Scripts dir (user pref file paths: Python) must be set.
2004-01-13- commented out drawing of file->import item in pulldown menu, it isTon Roosendaal
empty now
2004-01-13Converted the Userpreference buttons to zr's new ButBit calls.Rob Haarsma
Also added USER_* to each define located in DNA_userdef.h.
2004-01-08tsk, little screwup on last commitRob Haarsma
2004-01-08Applied Daniel Fairhead's patch for a correct working DELKEY in textinput ↵Rob Haarsma
buttons. (thanks!) Added a 'void' somewhere to silence a compiler warning. (Windows only) Moved the flip fullscreen button in the topheader a little to the right, since the questionmark button mysteriously disappeared.
2004-01-03* Small tweaks to improve button positioning in the headersMatt Ebb
2003-12-14Updated some pulldown menus to be more consistent within themselves, and ↵Matt Ebb
with the new guildelines.
2003-11-23Added all necessary BPY_extern.h include files to the .c files.Michel Selten
Updated the Make environment to point to the correct location. The include paths were still pointing to source/blender/bpython/include while it should be source/blender/python. I did not encounter the build problems because I'm always working with the autoconf build environment.
2003-11-22Got rid of many #include "BPY_extern.h"Chris Want
Homework from Michel: do grep BPY source/blender/src/* and see if there is anything that needs fixing.
2003-11-09- removed options from main header 'render' menu;Ton Roosendaal
render opengl 3d window at this location gave unpredictable results, and crashes occasionally. Moved it back to header as icon for now... the view pulldown menu in 3d header is too full.
2003-11-08- removed hack in initrender code that allowed 'border render' in aTon Roosendaal
previously rendered image. it was just screwing up memory in some cases. for it to work quite more elaborate coding is needed. - when selecting border in camera view (SHIFT+B) the associated render option is set automatic - fixed some mallocs to become callocs in renderloop, to prevent garbish when border rendering - also enables closing bug #179
2003-11-08- removed all buttons to choose for 'image selector'. where loading imagesTon Roosendaal
is meant, a ctrl+click will invoke image selector still. - this as discussed a while ago at meeting; the image selector is highly unstable, and causes bug reports for each release we do. - removed reference to 'save runtime' from file menu. - added icons to fileselect buttons in f10 menu
2003-11-06- fixed order in addmenu pulldownTon Roosendaal
- added 'add bones' for in editmode armatures in toolbox
2003-10-29- improved readability of top header bar text a bit. patch submitted byTon Roosendaal
Desoto. - also aligned color bar behind 'www.blender.org' vertically with buttons
2003-10-29- added another load of items to new toolbox... yeez, what anTon Roosendaal
ENORMOUS job Matt has done with the menus! :) - followed as much as possible order and options in pulldowns, but since toolbox has more categories, it is split up sometimes. - did some minor changes in pulldowns to make it more consistant - not yet: armature & text options... - not yet: toolbox in other window types (warning; shift+a now is new... eek!)
2003-10-27- added a 'collapse pulldown' icon to all headers that have itTon Roosendaal
- narrowed the space icon takes, looks pretty - the status (pulldown or not) is now stored locally per window, it was global flag in user settings.
2003-10-25First commit of a new toolbox system.Ton Roosendaal
Aim was to find a simple & easy system, script alike, to add and configure a toolbox system, so that others can experiment, but also of course Python. Summary: - spacebar calls it up. SHIFT+A still does old toolbox - hold left or rightmouse for 0.4 second, and it pops up as well this is experimental! Can be tweaked with Userdef var "ThresA" - it is a little bit complete for Object mode only. Needs still work at information desing/structure level - the code works like an engine, interpreting structs like this: static TBitem addmenu_curve[]= { { 0, "Bezier Curve", 0, NULL}, { 0, "Bezier Circle", 1, NULL}, { 0, "NURBS Curve", 2, NULL}, { 0, "NURBS Circle", 3, NULL}, { 0, "Path", 4, NULL}, { -1, "", 0, do_info_add_curvemenu}}; - first value is ICON code, - then name - return value - pointer to optional child last row has -1 to indicate its the last... plus a callback to event function. I also built an old toolbox style callback for this: static TBitem tb_object_select[]= { { 0, "Border Select|B", 'b', NULL}, { 0, "(De)select All|A", 'a', NULL}, { 0, "Linked...|Shift L", 'L', NULL}, { 0, "Grouped...|Shift G", 'G', NULL}, { -1, "", 0, tb_do_hotkey}}; here the return values are put back as hotkeys in mainqueue. A mainloop can do all context switching, and build menus on the fly. Meaning, it also allows other designs such as radials...
2003-10-20Another mega commit... loadsof restructure, and a pretty good one! :)Ton Roosendaal
- changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-17- fixed reopen last file (in file pulldown menu)Ton Roosendaal
- fixed delay in drawing active item in pop menus...
2003-10-15- removed all #include "interface.h" from files. this is a local/internalTon Roosendaal
include only (use BIF_interface.h instead) - split up interface.c in two files: NEW: interface_panel.c - removed the temporal text files WARN: FIX AUTOMAKE AND MSVC!
2003-10-15- Various cosmetic fixes to menu buts in headers, alignment etc.Matt Ebb
- Make text fields' text black when deselected, white when selected (editing)
2003-10-15- Modified drawing of ICONROW controls to be clearer,Matt Ebb
more consistent and logical. (ICONROWs haven't scrolled left/right in years! More detailed tweaking of headerbuttons positions can come when more menus are finished - added text labels to the drawtype menu in 3d view header
2003-10-15- expanded internal windowmanager that it allows button panels in anyTon Roosendaal
window (type) - each SpaceData struct (not the window!) can get 'block handlers' assigned, basically event codes that invoke drawing button panels. - this is saved in files, and Panels behave in any window like it does now in buttonswindow - it also means that a 'space window' should leave with a matrix set for buttons level - try it in view3d header menu, 'view'->'backdrop'. this opens the old viewbuttons - it all works non blocking! instant updates of viewbuttons visible in 3d window now. Not done yet: - checking and fixing frontbuffer drawing (select a wireframe draws over) - temporally vertices cannot be selected, is my next project - closing or hiding Panels... - styling stuff... i committed for others to review as well. Have fun. this is certainly a huge improvement over the old viewbuttons!
2003-10-12Fixing header*** files to use tabs instead of spaces (was my fault, sorry).Willian Padovani Germano
2003-10-11- fixes in material buttons (still tentative design!)Ton Roosendaal
- cutoff of text in menus and buttons now even better! - size of pull-up menu buttons is corrected - pressing at 'menu button' had a delay, fixed General: the 'outo open' wont become default, it will be removed or become a user option. I am experimenting with it to get it all OK. The 'auto open' for secondary levels in pulldowns will remain there Check the latest state of pull-up menu buttons. for example the mode selector: you can use such buttons in three ways, - click on it, it opens and you can select - click-and-hold-mouse, move, release at item you want to select - move mouse over button, wait, it opens The 'auto open' and its time threshold both can be user settings.