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2008-05-14NLA and IPO now have the "AfterTrans Keyframe" option that prevents the ↵Joshua Leung
creation of duplicate keyframes after transform.
2008-05-03Added missing menu entries for Preview Range toolsJoshua Leung
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-01-03Applied name-changes of Auto-Snap menu to NLA-Editor too. Joshua Leung
2007-12-07== NLA - Scale Related Fixes ==Joshua Leung
* Old files now get initialised with the correct scale. The wrong calculation was being used * Added a new tool to Alt-S menu: "Apply Scale" This tool causes all the keyframes in the active strip to be moved to their NLA-scaled times, the scale to be set to 1.0, and the frame ranges recalculated accordingly (to remove any nasty weird errors) * Scale field now draws red when the action-range is < 1, and the tooltip in this case instructs the user how to fix this (by using "Apply Scale").
2007-11-06== "Extend" Transform Mode for Action + NLA Editors ==Joshua Leung
Peach Request: Now the Action and NLA editors have the "Extend" transform mode first seen in the Sequence Editor. Just use the EKEY to start transforming. It works like Grab, except it only moves the keyframes/side of NLA-strip that was on the same side of the current-frame marker as the mouse was when transform started.
2007-10-22== Action/NLA Transform ==Joshua Leung
Added a new auto-snapping mode: snap to nearest marker. This mode can be toggled using the ALTKEY.
2007-10-17markers in the sequencerCampbell Barton
- 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.
2007-09-24== NLA Editor ==Joshua Leung
Added some features to the NLA Editor that had previously only been added for the Action Editor. * It is now possible to choose whether timing is displayed in Frames or Seconds like in many of the other Animation Editors. Use Ctrl-T or the View menu to change this. * Autosnap behaviour from Action Editor is now also available for the NLA Editor. It was partially done in the previous commit (for transform). Use the new combo-box on the NLA Editor header (like the one on the Action Editor header) to set this. * editaction.c: silenced a compiler warning from the previous commit related to a function which is no longer needed.
2007-01-17== NLA Visibility Tweak ==Joshua Leung
In a few cases, it may be helpful to turn off the 'only show objects that are in visible scene layers in the nla' trick. By default though, this is still on. Find the switch in the View menu of NLA editor.
2007-01-12== NLA Editor ==Joshua Leung
Minor workflow tweak - Add New Empty Action as New Action Strip. Hotkey: Shift N. Menu Entry: 'Strip' menu Creates a new action, and adds it as an action strip at the bottom of the list nla-strips for an object. Useful for creating additional strips to correct poses of prior strips.
2006-12-18== NLA Editor ==Joshua Leung
Todo Tracker Item: #4754 Now the 'Convert Action to NLA Strip' command (CKEY) is able to be found in the NLA editor's header in the Strip Menu. It now tries to add a convert the active action of the active object (so it is no longer dependant on mouse location).
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
2006-09-14New: added SHIFT+A "Add Action Strip" menu to NLA editor. This gives a menuTon Roosendaal
with choices of Actions to be added.
2005-12-18* Updates for missing menu itemsMatt Ebb
2005-10-30SHIFT+S snap to frame for both Action and NLA window.Ton Roosendaal
2005-10-27NLA & Action goodies;Ton Roosendaal
-> Locked Strip length When changing time of the animation curves in an Action, the strips in NLA just remained the same length, causing very confusing situations. By setting the strips to Locked (Nkey NLA window), it always updates the strip length to make sure all keys are included, and not more. From now on (not on old files) this is the default strip method. -> ALT+C clear size This menu has 2 options, the first clears the size, the 2nd remaps the action (only when you didnt use the new Lock feature). Both options are in the Pulldown menu too -> Key drawing The weird beveled button in Action/NLA didn't accurately show what time it was actually on. I've replaced it with an Icon now, diamond shaped, in a design derived from the TimeLine markers.
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!
2005-08-05 - 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.
2004-12-27Biiig 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!
2004-11-11Fix for bug #1756Ton Roosendaal
This was caused by a very primitive method of interpolating quaternions. It was converting quats to mat and back to quat, and then just doing a linear interpolation. That whilst quaternions are renowned for having good interpolation possible. I've experimented with 2 quaternion interpolation methods, and can only get one to work correctly... the "official" version from Watt brothers I can't get working, both are in arithb.c now. Will arrange *close* review with experienced NLAers for it! But testing here gives fully predictable results. Also changed; - added pointer check in drawaction - changed puldown menu for correct hotkeys for move NLA strips up/down
2004-10-14Bug #1468Ton Roosendaal
"Home" or "View All" in NLA window didn't set a good result in all cases. Now it uses the Scene start/end frame, which isn't correct always, but at least gives results. NLA and Action drawing is total mess! Certainly nice job for cleanup for next release.
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
2004-09-21Added Hos' NLA move up/down to the NLA Strip menu. Also enabledMatt Ebb
'Strip Properties' there again.
2004-06-03* Added 'Transform' menus to Ipo, OOPS, Action, NLA, andMatt Ebb
Sequence spaces * And a few small tweaks
2004-03-26fix warnings about implicit declaration of sprintf before Mom finds out.Stephen Swaney
2004-01-03* Preliminary NLA header menusMatt Ebb
A couple of items are still commented out in the code, that still need to be implemented. I'm committing this now, so people can test/help ;)
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'
2003-10-15- 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- 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
2003-10-12Fixing header*** files to use tabs instead of spaces (was my fault, sorry).Willian Padovani Germano
2003-10-10Splitting source/blender/src/headerbuttons.c in smaller header_***.c files.Willian Padovani Germano
The original headerbuttons.c is for now kept as headerbuttons.txt The included .h files were updated to only include needed ones in each file. Makefile.am (for the autotools build) was updated. Didn't test with original makefiles. Other build systems will of course need to be updated.