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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.
2004-11-09Cosmetic stuff;Ton Roosendaal
- pulldown button for textwindow header OK - color picker had no correct border around it - border around 'game framing' and 'edge settings' smaller now
2004-11-01- Added initialize to '4' for new tab variable in text windowTon Roosendaal
(prevents crash reported by sgefant!) - Selection outline for Curve objects didnt draw right after leave editmode - outliner now default when first viewing Oops window (dangerous?) - Zoom with ctrl+middlemouse works in Oops again
2004-10-15a patch for the Text editor contributed by themeyers.Stephen Swaney
adds new features for indenting and commenting. Note: I am not sure if the best menu spot for these features is under the Select menu, but we can argue about that later. They do work on a selection, though. from the mailing list post: 1&2. Added Indent/Unindent under Edit->Select just select the text you want to indent and go to the menu ( note if nothing is selected Indent will just indent ( tab ) the line the line ) 3&4. Added Comment/Uncomment to the same menu same applies as above 5. Added Tab setting on the menu bar in text editor Sets the number of spaces a tab == changing the setting will change the hole script 6. Added Auto indent when you hit enter it goes to the next line at the same tab number and the line above it ( needs more testing and input)
2004-03-26fix warnings about implicit declaration of sprintf before Mom finds out.Stephen Swaney
2003-12-14Updated some pulldown menus to be more consistent within themselves, and ↵Matt Ebb
with the new guildelines.
2003-12-14BPython - first step for better integration of Python in Blender:Willian Padovani Germano
- add a new space: Space Script - add a new dna struct: Script - add these two properly everywhere they are meant to It's not a tiny commit, but most of it is ground work for what is still to be done. Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window Some files are added, so some build systems (not autotools) will need updates
2003-11-23Added all necessary BPY_extern.h include files to the .c files.Michel Selten
Updated the Make environment to point to the correct location. The include paths were still pointing to source/blender/bpython/include while it should be source/blender/python. I did not encounter the build problems because I'm always working with the autoconf build environment.
2003-11-22Got rid of many #include "BPY_extern.h"Chris Want
Homework from Michel: do grep BPY source/blender/src/* and see if there is anything that needs fixing.
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
2003-10-27- added a 'collapse pulldown' icon to all headers that have itTon Roosendaal
- narrowed the space icon takes, looks pretty - the status (pulldown or not) is now stored locally per window, it was global flag in user settings.
2003-10-25- item "Export" renamed: "Convert to 3d text"Jiri Hnidek
2003-10-25- removed tooltips from pull-down menusJiri Hnidek
2003-10-25- removes warningsJiri Hnidek
2003-10-25- added menus to header of text editorJiri Hnidek
- added Alt-N shortcut (New text) - look at blender.webpark.cz/texteditor.html
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
2003-10-11- fixes in material buttons (still tentative design!)Ton Roosendaal
- cutoff of text in menus and buttons now even better! - size of pull-up menu buttons is corrected - pressing at 'menu button' had a delay, fixed General: the 'outo open' wont become default, it will be removed or become a user option. I am experimenting with it to get it all OK. The 'auto open' for secondary levels in pulldowns will remain there Check the latest state of pull-up menu buttons. for example the mode selector: you can use such buttons in three ways, - click on it, it opens and you can select - click-and-hold-mouse, move, release at item you want to select - move mouse over button, wait, it opens The 'auto open' and its time threshold both can be user settings.
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.