Age | Commit message (Collapse) | Author |
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creation of duplicate keyframes after transform.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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changing ipo's.
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This fixes: [#8792] unable to de-assign ipo's from sequence-strips
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-> Constraint Influence Ipo now can be local, linked to constraint itself
You enable this in the IpoWindow header, with the Action icon to the left
of the Ipo Type menu. The button tooltips give the clue as well.
Tech note: the Ipo now can get directly linked to a constraint, and is
being called during regular pose constraint solving.
Actions (and drivers in actions) are being calculated *before* pose
constraint solving. Result of actions then is written in bones, which
then solves the entire pose.
This means you can have a driver on both the constraint, as on the action
channel for the constraint! Not that I'm going to debug that easily :)
Additional fix: Joshua added a copy/paste IpoCurve feature, but he broke
the functionality to be able to paste in an empty ipo channel. That now
works again
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=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
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- 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.
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* It is now possible to rotate the Bezier controls for the IPO Editor (RKEY)
* IPO Record has now been remapped to Ctrl R.
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- Numpad dot is shortcut key, same as in other windows.
(Peach feature request)
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Added new defines for the icons used to show this, on the request of Matt Ebb. For now, the eye icons have simply been duplicated to the new spaces, but 'more descriptive' icons should be made.
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This is patch #6886
https://projects.blender.org/tracker/index.php?func=detail&aid=6886&group_id=9&atid=127
removes some unused define's and some code that is no longer used and fixes some
formatting issues.
Kent
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It is now possible to temporarily 'mute' and IPO-block or IPO-curve. This functionality has been requested by the Plumiferos team, and is based off Patch #6866 by Juho Vepsäläinen (bebraw).
Usage:
* In the IPO Editor header, there is a toggle button (open/closed eye used for Outliner Visibility restriction) beside the IPO-blocktype menu, when there is an active IPO-block in the IPO Editor.
* In the Action Editor, beside the 'lock' icon for channel protection on Action/Constraint channels, there is the open/closed 'eye' that can be toggled to set the mute status of said channel's IPO-block.
* Also in the Action Editor, you can mute individual IPO-curve channels in a similar manner.
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* Constraint sliders in Action Editor didn't update buttons window
* Homekey in IPO Editor didn't respect scaling.
* With Preview Range set, using the SKEY and EKEY hotkeys in the Timeline
to change the extents of it, resulted to the NLA editor not being
refreshed. (Note: I haven't actually seen this happening)
* Keyframing options 'Avail' and 'Needed' didn't work for Objects
when they had an ObAction. The problem was that the code assumed
that the object had an ipo-block associated with it, but that is
not the case when you have an Object Action for that object.
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Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places.
added error_libdata() for library error messages that are everywhere.
added object_data_is_libdata to test if the object and its data's are from a library.
fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!)
made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
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removed most custom add_*data* wrappers from Main.c
removed makeCurrent() from Text.c (was never in a release), use "bpy.texts.active = text" now
clamp new image sizes
made add_empty_action accept a string rather then a blocktype since the blocktype was only being used to choose one of 3 strings anyway.
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it turned out it was already in there (center_currframe), and already
had an event entry in the View menu. It only lacked an actual menu entry.
Added the menu entry, along with hotkey Shift-C. Consistency with other
window types would indicate it should be C-key, but that is already taken
by what's probably an obscure curve edit mode function. With event refactor
in the future, I'm loathe to start changing hotkeys ;)
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IpoWindow: trying to assign a action-ipo to a Bone failed if Bone had not
yet be included in Action.
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of a bug which hides all but the active ipo-curve after cleaning. The bug
still remains, but I hope to have a solution soon.
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Check the menu headers for the correct set of hotkeys to use.
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Now time-markers work in all time-related spaces (i.e. Ipo,
Action Editor, NLA editor, TimeLine, Sound). The hotkeys and
functionality set should be the same for each of these modes
(with a few exceptions still). I've had to change a few hotkeys
here and there, so hopefully they aren't too bad.
Marker Operations:
MKEY - Add Marker
SHIFT MKEY - Rename marker (was CTRL MKEY)
XKEY - Delete Marker
PAGE UP - Jump to next marker
PAGE DOWN - Jump to previous marker
CTRL A - Select all markers
SHIFT G - Transform markers (NLA, IPO, Action)
G - Transform markers (Sound, Timeline)
CTRL SHIFT D - Duplicate markers (NLA, IPO, Action)
SHIFT D - Duplicate markers (Sound, Timeline)
BKEY - select markers and other keyframes (if any)
I've also made a few little tool additions to NLA and Action editors:
* NLA editor - Snap To Frame.
Now with the option to offset strip so that it starts at the current frame.
Added menus for this.
* Action editor - Snap To Frame
A few new menus for this too
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* IPO Curve Smoothing:
This new tool smoothes (i.e. resets the adjusts) the handles on selected
ipo curves in ipo editor. The core code is based upon a python script
that used to do this (author unknown).
- Available from menus
- Hotkey Shift O
- Only available from ipo editor
If the usefulness of this tool is limited (adding bloat), I will consider removing it.
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#5061 - Ipo/Action 'Cleaning'
#5071 - 'Only Needed' Keyframing Option
====================
* IPO/Action 'Cleaning':
It removes un-necessary keyframes from individual ipo curves.
- In both editors, the hotkey is currently the OKEY. Also accesable from menus of each editor.
- There is currently a 'threshold' popup. This sets the value that the cleaner uses to determine if two keys have same time/value
There are a few improvements that could still be made, such as:
- There are a few cases that it still doesn't handle yet, such as when un-needed keyframes lie on a linear line (and similiar cases). This shall be improved soon.
- Also, for some reason, after running cleaning while in ipo editor editmode, all but the active curve are hidden.
====================
* 'Only Needed' Keyframing Option:
This patch adds a new keyframing option for objects and bones. It only adds keyframes where they are needed, judging from the surrounding points on that curve.
Notes about this keyframing option:
- Works like the existing 'Avail' option, except it checks if the keyframe
is needed.
- Currently uses hardcoded threshold for determining if same value.
[quote]
/* Cases where keyframes should not be added:
* 1. Keyframe to be added bewteen two keyframes with similar values
* 2. Keyframe to be added between two keyframes with similar times
* 3. Keyframe lies at point that intersects the linear line between two
keyframes
*/
[/unquote]
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This patch adds the feature of IPO curve mirroring. It mirrors the selected keyframes in the active ipo curves over a user-nominated mirror-line.
Options are:
- Mirror over current frame
- Mirror over vertical axis (X = 0)
- Mirror over horizontal axis (Y = 0)
Functionality can be accessed from:
- Hotkey M in IPO editor
- Submenu in header of IPO editor
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Ipo Window: hotkey for "Join" should be Cltr+J, no J.
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This code enables IPO-pinning for Sequence-strips again, by working
around the missing libdata in blenloader/intern/readfile.c.
Bad hack(tm). Maybe we find a way, to make Sequence-strips true libdata?
It also fixes two places in IPO-editing where frame-locking wasn't handled.
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Campbell, the standard convention is to include the direct hotkeys on the
menu items themselves, not on the higher level menu categories. cheers
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3700
typo in commant interface.c
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Sequence editor: Ipowindow allowed to "Pin" an animation curve, which
isn't supported really. (Strips are not library data)
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http://mediawiki.blender.org/index.php/BlenderDev/BlendingModes
Functional in Node editor and Material Ramps.
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Object Layer Ipos didn't work when the Ipo was moved an Object Action.
Can't get this to work though... this option has been added with a lot
of exception handling already, and for action/nla it's very nasty to
blend/mix/add layer bit values. So; better not support that.
As feedback for users, I've added a notice popup when you try to move
layer-ipos to an action.
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issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
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Less yuckiness!
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* Large sequencer rewrite to support:
- Audio-tracks, which are not completely loaded into memory (hdaudio) but
kept on disk instead.
- A dependency tree, that builds only the Imbufs, that are really needed
- Cleaner sequencer code
- Per instance data in sequencer plugins (without this, the Dynamic
Noise Reduction plugin would be impossible)
- A Luma Waveform display
- A U/V scatter plot display
- Memcache limiting in sequencer
- Buttons changed according to the boosted framecount limit
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Here are my notes on things to look out for as potential problem
spots:
source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.
source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()
source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)
source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.
source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless
source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)
source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
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Campbell, most of the changes you made seem ok, but you do have to be careful since it's not just about looking good, it's also about grouping things meaningfully. We did some thoughts on more concrete guidelines for this here: http://mediawiki.blender.org/index.php/BlenderDev/UIAlignRulesGuides
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rounded theme, hope this doesn't mess you up Broken)
Aligned filesel buttons|text entry- looked arse also.
Added tooltips for filesel text entry- "Type in dir to create" and "+/- increment" or somthing like that.
- Cam
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(Merging is *not* fun work, especially not with bugfixes in main branch
for code that got cleaned up in the other! Poor Hos... :)
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First note; this is a WIP project, some commits might change things that
make formerly saved situations not to work identically... like now!
------ New Material integration ------
Until now, the Node system worked on top of the 'current' Material, just
like how the Material Layers worked. That's quite confusing in practice,
especially to see what Material is a Node, or what is the "base material"
Best solution is to completely separate the two. This has been implemented
as follows now;
- The confusing "Input" node has been removed.
- When choosing a Material in Blender, you can define this Material to be
either 'normal' (default) or be the root of a Node tree.
- If a Material is a Node tree, you have to add Nodes in the tree to see
something happen. An empty Node tree doesn't do anything (black).
- If a Material is a Node Tree, the 'data browse' menus show it with an
'N' mark before the name. The 'data block' buttons display it with the
suffix 'NT' (instead of 'MA').
- In a Node Tree, any Material can be inserted, including itself. Only in
that case the Material is being used itself for shading.
UI changes:
Added a new Panel "Links", which shows:
- where the Material is linked to (Object, Mesh, etc)
- if the Material is a NodeTree or not
- the actual active Material in the Tree
The "Node" Panel itself now only shows buttons from the other nodes, when
they are active.
Further the Material Nodes themselves allow browsing and renaming or adding
new Materials now too.
Second half of today's work was cleaning up selection when the Nodes
overlap... it was possible to drag links from invisible sockets, or click
headers for invisible nodes, etc. This because the mouse input code was
not checking for visibility yet.
Works now even for buttons. :)
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********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
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It works like for moving Object Ipos to the Action, press the Action icon
in the header of the IpoWindow, to the left of the mode selection menu.
It then creates an Action (if not existed) and moves the Shape Ipo to the
Action, using custom channel "Shape".
Main code change was that evaluating Ipo Curves for Relative Shapes had to
be recoded, but that's pretty minor and even much cleaner. (added "curval"
in the KeyBlock struct).
That this feature can work is thanks to the full modifier/derivedmesh
recode Daniel did, can't give him enough credits! :)
Also; small fixes in Outliner, for clicking on the Ipo icon (sets the Ipo
window to show that Ipo).
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ensure the handles never result in a curve that goes beyond the neighbour
control points.
http://www.blender.org/cms/Animation_Curve_Handle.717.0.html
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windows. If set (in View pulldown), it synchronizes the horizontal scale of
the current window with the other Windows with this option set. That way
you always have these windows showing an identical part of the time you
work on.
Also added because Action Window now displays its content relative to
NLA strips.
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-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade.
Impatient people can check the goodies in CMS:
http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html
Most work was on trying to unwind the spaghetti for editing ipos. Too much
history and bad design got added here. Most evident changes:
- made generic 'context' for detecting which Ipo is being edited, or to
assign ipos or to retrieve ipo curves.
- made generic insertkey() for all ipo types, including actions
- shuffled a lot of code around to make things more logical. Also made
sure local functions are not exported
It is far from ready... when action/nla was added in Blender, a lot of
duplicate code was generated. That's for another time.
Now the goodies;
- made Actions to allow any Ipo type
- made NLA to define active actions, for Action window too
- corrected timing for active action, so it shows the 'real time', as
defined in NLA editor.
I did update python code, but that would require testing. Testing is
needed for this commit in general, too many changes happened on all
levels of the animation system. :)
Will keep track of all reports this evening, hopefully it doesnt break
the pre-release schedule!
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