Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2007-06-04[#6787] OOPS window draw changes patch from Matthew Plough (meestaplu)Campbell Barton
And added groups to the oopsview
2006-11-20* Object level restrictions in outlinerMatt Ebb
This adds the ability to restrict an individual object from: - being visible in the 3D View - being selectable in the 3D View - being renderable with 3 columns of buttons in the outliner. These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation. The 3 columns of icons can be turned off in the Outliner View menu. Along with this is some small cleaning up in interface_icons.c and outliner.c.
2006-11-07Patch #4980, by Joshua Leung (aligorith)Ton Roosendaal
This enables finding data in the Outliner. Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive). SHIFT+Fkey to repeat a search, this cycles around. Extra changes: - button popups to enter strings now starts activated. - outliner either shows for Armature the Bones, or Posechannels or Editbones, depending the mode. Was needed to make searches meaningful. Although Joshua did very good work on the key functions, there were a couple of issues in his code, and problems in Outliner code, that didn't make it all work nicely. So, this is quite a revised patch. :) Full review log can be found in the patch tracker.
2006-10-12Add Verse master-server functionalityNathan Letwory
* added two files from verse-master * server list is available in outliner (new mode "Verse Servers") * verse sessions are now also in new mode "Verse Sessions" in outliner * fixed drawing of verse sessions and their nodes * in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org) * in File>Verse entry "Get Servers" to get server list or * RMB on "Available Verse Servers" in outliner to "Refresh" server list Enjoy :)
2006-09-06New feature: imporant missing option for use of Libraries: access to to theTon Roosendaal
file path where library is read from. In Outliner, choose new view mode "Libraries". A ctrl+click on the library name then allows to change the file name or path. Note that when you change the file name, nothing is being re-read or re-linked. Only after saving the .blend file and reading it back the new library is used. This feature allows to cleanup library usage. You can make files relative, or reorganize a project. Just keep in mind that you cannot use this feature to fix .blend files that link to non-existing other files. That because the lost data is actually not read at all, so cannot be saved either. Currently, library errors are only printed in the console... quite important to keep track of when using Libraries. Implementation note: this Outliner view mode can become expanded to a full "Database view", showing something similar as SHIFT+F4 databrowse does now.
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.
2006-01-19Bugfix for ↵Campbell Barton
http://projects.blender.org/tracker/?func=detail&atid=125&aid=3767&group_id=9 View All/View Selected - only took into account values from 1 axis. - Workaround because test_view2d needs to act that way for other functions. Easy one :) Right mouse mutton cancels transform. - Must move to Theeth's new code one day.
2005-12-17Saturday merger of bf-blender in orange branch.Ton Roosendaal
2005-12-16Oops, left the script menu in there. problems.Campbell Barton
2005-12-06Orange branch: Revived hidden treasure, the Groups!Ton Roosendaal
Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
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.
2005-05-01Dependency graph patch, provided by Jean-Luc Peuriere.Ton Roosendaal
Works like a charm... well it now replaces the old base-sorting hack. :) Next stage will be to define how to further integrate it. Plus some minor code cleanups... static/internal functions versus external, etc.
2005-05-01Removal of old transform() <sob> part one.Ton Roosendaal
- added in new transform the (not so useful but yah) old feature that does scrollwheel zoom during transform - had to change transform call arguments for uv-window/sequence/oops to match new transform for mouse callback TODO (for martin?) - pulldown menu support to call with local axes compliant as for pressing it with hotkey - mirrormenu() still uses old transform stuff...
2005-03-24Removed a couple of redundant "FTF_api.h" includes,Rob Haarsma
removed leftovers from Freeimage/Imagemagick experiments and removed stuff from a Quicktime for linux implementation. Also removed the (win32) Fullscreen button from the UI and disabled the corresponding commandline option. The code is still present to reenable the option whenever the ATI issues get solved.
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)
2004-11-26Bug fix #1893Ton Roosendaal
Option to switch left/right mouse didn't work for floating panels. It then still selected stuff behind the button. Was due to using wrong variable for events.
2004-11-18Bug fix #1833Ton Roosendaal
Switching to oops from outliner didn't call a view2d checking, needed because oops uses different matrix methods than outliner.
2004-11-14Added missing items & hotkeys to menus in Outliner and Text Editor.Matt Ebb
Also moved the new text formatting stuff to a 'Format' menu since 'Select' should contain selection tools only.
2004-10-10- Added Outliner selectionTon Roosendaal
As a means to indicate items in the Outliner to do operations on, you can select with RMB items. Works like FileSelect here. Since selection in Outliner is only on outliner level, no further UI updates happen. That is reserved for LMB actions. Implemented right now are only few operations... they can be called up with the WKEY (the famous spare key :) - if objects selected, a menu appears with choices - if materials or textures selected, a meny appears to unlink them If you make mixed or confusing selections you get a warning message. TODO: add selection color in theme, and of course more operations.
2004-10-08Outliner options;Ton Roosendaal
- Added in pulldown the current view commands, including the 'show hierachy' option, which shows only the full object tree - You now can activate data by clicking on the hidden icons (displayed in a row of a collapsed item) - Added selection and display of active NLA strips - Cleanup; white text in outliner only for active object - Made hierachy helplines 1 pixel wide and black, looks nicer
2004-10-07- Fix: enter/exit posemode used wrong pointer, could crashTon Roosendaal
- enter/exit posemode now updates outliner view too - New: outliner option "Show same type". Shows only object types as current active one. Nice to browse all lamps, mballs, armatures, etc
2004-10-06Version 1.0 of the new OutlinerTon Roosendaal
The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-03Lots of small changes, all for UI in Blender;Ton Roosendaal
----- Killed UI frontbuffer draw The interface toolkit was drawing all live updates (while using menus/buttons) in the frontbuffer. This isn't well supported cross-platform, so time to be killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer access. Live updates or menus now are drawn in backbuffer always, and copied to front when needed. NOTE: it was tested, but needs thorough review! On PC systems I suspects backbuffer selection to screw up (check!). On SGI/SUN workstations it should work smooth; but I need evidence ----- Smaller fixes; - AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact on pixel positions. Needs the new FTGL libb too, patch is on maillist - Rounded theme uses antialiased outlines - Pulldown and popup menus have nice softshadow now - New button type 'PULLDOWN', thats the one that callsup a pulldown menu. Should be added to themes, as is the full menu/pulldown drawing - Screendump for 1 window does the full window now, including header - Empty pulldowns (for example running blender without scripts) give no drawing error anymore For review & fun; - added curved lines as connectors, for Oops window
2004-06-03* 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
2004-01-07* Added OOPS Schematic menusMatt Ebb
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.