Age | Commit message (Collapse) | Author |
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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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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
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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!
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- 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.
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- 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.
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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)
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freshly added bFTGL library.
Also removed some redundant #include's on some files.
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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!)
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----- 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
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check warnings, eh! :)
space.c error is mine though... warning too!
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* Cleaned out IPO #defines
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Sequence spaces
* And a few small tweaks
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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.
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* Added animation playback menu items to IPO, Sequencer, Sound menus
* Added hotkey descriptions to more items in the 3D View menus
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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 :)
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* Very small tweaks to Sequence and Ipo menus
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with the new guildelines.
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- changed 'curve' to 'path' in ipo types menu for ipowindow
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- 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
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- fixed: with a minimized 'object transform' panel in 3d win, another call
for it using pulldowns didnt force it open
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