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2007-01-05A few code cleanups for the IPO cleaning stuff in an attempt to get ridJoshua Leung
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.
2006-12-11Added missing menu entry for marker editing - Select/Deselect All MarkersJoshua Leung
2006-12-10Hotkeys for Mirror operations are now correct. Shift M not Ctrl M.Joshua Leung
2006-11-30I've made the hotkeys for marker editing more consistant now.Joshua Leung
Check the menu headers for the correct set of hotkeys to use.
2006-11-30Big Commit.Joshua Leung
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
2006-11-13== IPO Editor Tools ==Joshua Leung
* 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.
2006-11-09This commit adds two of my recent animation editing related patches:Joshua Leung
#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]
2006-10-01Patch: [ #5036 ] IPO Curve Mirroring by Joshua Leung (aligorith)Martin Poirier
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
2006-09-04Bug #4959Ton Roosendaal
Ipo Window: hotkey for "Join" should be Cltr+J, no J.
2006-06-05== Sequencer & IPOs ==Peter Schlaile
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.
2006-06-05* Tweaked the ipo header menu hotkeysMatt Ebb
Campbell, the standard convention is to include the direct hotkeys on the menu items themselves, not on the higher level menu categories. cheers
2006-06-05Added the letter T for the Ipo type menu (key shortcut). So we can close bug ↵Campbell Barton
3700 typo in commant interface.c
2006-06-04Bugfix #4271Ton Roosendaal
Sequence editor: Ipowindow allowed to "Pin" an animation curve, which isn't supported really. (Strips are not library data)
2006-06-03Patch from Fred van Essen: six new blending modes.Ton Roosendaal
http://mediawiki.blender.org/index.php/BlenderDev/BlendingModes Functional in Node editor and Material Ramps.
2006-06-03Bugreport #3891Ton Roosendaal
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.
2006-02-27Sorry for the big commit, but I've been fixing many of theseNils Thuerey
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 :)
2006-02-19Patch: [ #3283 ] strcat --> sprintfMartin Poirier
Less yuckiness!
2006-02-05* Adds configuration buttons for ffmpeg-outputPeter Schlaile
* 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
2006-01-28Final merge of HEAD (bf-blender) into the orange branch.Chris Want
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.
2006-01-16* Tiny tweak to button alignment after Campbell's commit.Matt Ebb
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
2006-01-15Aligned all remaining non-aligned header buttons, (was looking yuck with ↵Campbell Barton
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
2006-01-04Orange; merger with bf-blender.Ton Roosendaal
(Merging is *not* fun work, especially not with bugfixes in main branch for code that got cleaned up in the other! Poor Hos... :)
2005-12-29More node goodies!Ton Roosendaal
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. :)
2005-12-28Christmas coding work!Ton Roosendaal
********* 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!)
2005-12-20* Teeny tiny menu item correctionMatt Ebb
2005-10-28Here's another milestone: Shape Keys now can be inserted in Actions and NLATon Roosendaal
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).
2005-10-24Autohandles in Ipo Window still could overshoot. Added a new clamping toTon Roosendaal
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
2005-10-20New option; "Lock Time to Other Windows" for Ipo, Action, NLA and TimeTon Roosendaal
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.
2005-10-10Stage two of the giant animation recode project; Ipo/Action/NLA cleanupTon Roosendaal
-> 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!
2005-10-03Ipowindow header: Curve menu crashed when no curve was created yet.Ton Roosendaal
2005-10-03Version 1.0 of IpoDrivers.Ton Roosendaal
First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-09-26Cleanup and new features for vertex keys.Ton Roosendaal
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html - The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit confusing. Also a 'vertex key' assumes keys per vertex, which actually is only a single key for the entire shape. The discussions on blender.org forums all mentioned "Shape" or "Blend Shapes", which I think is an OK name for a "Vertex Key" in the UI. :) - Most work was code spaghetti cleanup. Doing shape-keys now nicely goes via the depgraph and DerivedMesh. That then allows to have different shapes per object, with the new "Pin" feature. Objects now define what Shape is shown (ob->shapenr) - Added a Shape Panel in the Edit buttons with the various options - Fixed a lot of issues in the IpoWindow, with drawing the channels. For example, deleting a key-line there caused the entire Relative option to go wrong, same for moving the lines up/down. Changing key-line order now reflects in order of channels. The active Shape is drawn more clear now too. - Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-08-05 - added UI_EMBOSSR option (rounded emboss)Daniel Dunbar
- added support for vector icons, from user API side is just like using a regular icon... on icon side is defined by a function in resources.c instead of using the blenderbuttons png file. vector icons are much easier to add and scale properly. intent is that vector icons would be drawn in window coordinates which lets icon developers make the most beautiful icons, but this requires some tweaking of the interface drawing that I am not going to do atm. - changed BIF_draw_icon* to take coordinates of where to draw icon instead of using passed in raster position - switch modifier UI to using vector icons, and tweaked some position and style stuff. - replaced most uses of UI_EMBOSSX with UI_EMBOSS (do same thing, just there to confuse people I guess) After the window coordinate stuff is sorted out with vector icons it probably makes sense to move all non-photorealistic icons in blenderbuttons to vector form just so scaling goes better.
2005-08-03 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuffDaniel Dunbar
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the name of the actual bit define instead of just a magic constant, this makes searching the code much nicer. most of the credit here goes to LetterRip who did almost all of the conversions, I mostly just checked them over.
2005-03-20 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)Daniel Dunbar
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle undefining various crap that windows.h defines. Platform specific headers should only have to be included in a few places. This reduces the number of inclusions of BLI_winstuff.h to 16 which is a much more reasonable number (than the 144 or whatever it used to be)
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.
2004-12-05Special bf-committers request; Lamp/World/Material now each have 10Ton Roosendaal
channels to link texture to. The amount of code changes seems large, but is mostly getting rind of hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX. Further did some fixes; - Ipo for Lamp showed too many mapping channels - Texture MapTo buttons for lamp missed the slider to blend texture color - Lamp texture mapping "View" only worked for Spot, now it uses lamp- view vector for all types. (Nice for projections!)
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
2004-07-27Error in new particle deflector buttons; wrong type! Doesn't anyoneTon Roosendaal
check warnings, eh! :) space.c error is mine though... warning too!
2004-07-05* Added IPO for displacement, translucency and raymirrorNathan Letwory
* Cleaned out IPO #defines
2004-06-03* Added 'Transform' menus to Ipo, OOPS, Action, NLA, andMatt Ebb
Sequence spaces * And a few small tweaks
2004-04-20Adds a 'Edit Selected' to the curve menu in the IPO window. So that the ↵Johnny Matthews
curve editmode can be entered with a menu selection as well as TAB. Previously, there was no reference to the curve editmode in the IPO window. When one or more curves is being edited,there is a checkmark by the menu option and you can slect it again to leave editmode. This commit is more for people learning Blender as people who know will just press TAB.
2004-03-26fix warnings about implicit declaration of sprintf before Mom finds out.Stephen Swaney
2004-01-17* Fixed some non-working toolbox entries (Thanks William Reynish for the report)Matt Ebb
* Added animation playback menu items to IPO, Sequencer, Sound menus * Added hotkey descriptions to more items in the 3D View menus
2004-01-12* Big menus updateMatt Ebb
Hard to describe other than by saying: * Updates, re-thought organisation, etc based on testing and feedback from 2.30 -> 2.31 * A *lot* of missing entries added * Toolbox expanded, tidied and more consistent with pulldown menus * A lot of functionality hidden behind secondary pupmenu()s is now exposed through arguments, so that they can be more easily explored from the pulldowns and toolbox. This is the reason for the many changed files in this commit - had to clean up editing functions. Mixing interface code in the middle of editing functionality is not good for menus and toolboxes. Please don't do it! At this stage, the menu and toolbox system (at least for most window spaces) should be just about 'stable' and 'complete'. It's now up to people to keep them up to date :)
2004-01-10* Added butspace and sound menus. That's all of them now, phew.Matt Ebb
* Very small tweaks to Sequence and Ipo menus
2003-12-14Updated some pulldown menus to be more consistent within themselves, and ↵Matt Ebb
with the new guildelines.
2003-11-08- fixed layout of curve panel (f9 menu)Ton Roosendaal
- changed 'curve' to 'path' in ipo types menu for ipowindow
2003-10-28Fixes after report from Matt:Ton Roosendaal
- errors in names/hotkeys pulldowns fixed - full window option in pulldown win caused ortho on/off event - weight paint now shows vertex color Panel in editbuttons - adding armature while vpaint mode, didnt end vpaint mode - cleaned up some buttons design - leftmouse press-hold for toolbox also moved 3d cursor
2003-10-28- added Ipo Panel in 'curve' pulldown menuTon Roosendaal
- fixed: with a minimized 'object transform' panel in 3d win, another call for it using pulldowns didnt force it open