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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!
2008-04-10Point Cache RefactoringBrecht Van Lommel
======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-01-12== AutoKeying - Tidy Up ==Joshua Leung
This commit restores the "big red button". When Auto-Keying is enabled (record button toggled on), a menu appears beside it to choose which behaviour for auto-keying should be used. This should be more efficient for quickly turning Auto-Keying on/off. I've also added the relevant version-patches to fix up old files so that sensible default options are in use.
2008-01-10== Auto-Keyframing Refactor (Peach Request) ==Joshua Leung
Refactored Auto-Keyframing to make it easier to add more options. There are now three "states" for auto-keying: off, add/replace keys, replace keys. Description of modes: 1) No auto-keying is done 2) Add new keyframes or replace existing ones if possible (old behaviour) 3) Only modify existing keys, but not insert new ones. Internally, I've moved the auto-keying settings out of G.flag and U.uiflag and moved them into their own variables in Userdef, and provided some macros to access those easily. As a result, old auto-keying settings are currently lost. Also, removed the manual calls to insertkey done in pose-relax. The reason auto-keying didn't work before was because the bones didn't have the BONE_TRANSFORM flag applied. Now, these are set temporarily. Todo(s): * Make icons for the TimeLine header menu (currently just a text menu) * Add version-patches for old files * Double-check code for all places that use auto-keying (i.e. PoseLib)
2008-01-01Fix for check missing files, edited some tooltips - (Show key shortcuts for ↵Campbell Barton
PLAY and RENDER)
2007-10-21== Core ==Peter Schlaile
This adds fractional FPS support to blender and should finally make NTSC work correctly. NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS. Therefore, it is not enough to simply make frs_sec a float, since you can't represent this accurately enough. I added a seperate variable frs_sec_base and FPS is now frs_sec / frs_sec_base. I changed all the places, where frs_sec was used to my best knowledge. For convenience sake, I added several macros, that should make life easier in the future: FRA2TIME(a) : convert frame number to a double precision time in seconds TIME2FRA(a) : the same in the opposite direction FPS : return current FPS as a double precision number (last resort) This closes bug #6715 Standard framerates not supported / breaks sync -- 23.967 29.967 etc. https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125 Please give this heavy testing with NTSC files, quicktime in/export and the python interface. Errors are most probably only spotted on longer timelines, so that is also important. The patch was tested by Troy Sobotka and me, so it most probably should work out of the box, but wider testing is important, since errors are very subtle. Enjoy!
2007-10-03== TimeLine ==Joshua Leung
Added an option to only display keyframes of the selected action-channels and/or the active material. This is should offer some speedups on really heavy datasets. Use the (View)->(Only Selected Data Keys) option to turn this on. In future, more filtering options could be added here too...
2007-04-21== Preview Range ==Joshua Leung
2 Bugfixes: * EKEY in Timeline changed start frame of Preview Range too. Reported by slikdigit on IRC * SKEY in Timeline also didn't work correct as it was changing the end frame. New Feature: * Now OGL preview-render obeys Preview-Range settings.
2007-03-19== Preview Range ==Joshua Leung
Preview Range is a useful tool for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. Hi Ton, Attached is a patch (I know you've already got lots of them in the tracker ;-) ) for a feature that I've sometimes wanted. It seems that this sort of thing is supported in other packages, but I can't be sure. Note: I may have left in a few bits and pieces I didn't mean to in the patch (this is off a source tree which had quite a few revisions in it, all of which was experimental) == Preview Range == Preview range is useful for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. * 'Ctrl P' in Action/NLA/Timeline sets preview range. Click+drag to form selection-box defining region of frames to preview * 'Alt P' in Action/NLA/Timeline to clear preview range * 'Pre' button beside Start/End fields in timeline toggles whether start/end fields refer to scene or preview * 'Ctrl Rightarrow' and 'Ctrl Leftarrow' jump to start/end of preview region when it is set * 'S' and 'E' set the start/end frames of preview region when it is set (just like normally) in Timeline only * In Action/NLA editors, frames out of preview region are now drawn darkened when preview-region is set See the following page for more info later: http://wiki.blender.org/index.php/User:Aligorith/Preview_Range
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-12-15Bugfix #5434: Animation (alt-a / timeline) will not play if Sta:Joshua Leung
frame set higher than End: frame The end frame should not be allowed to have a value less than the start frame. This commit sets the minimum allowable value of the end frame button in the Anim panel and the timeline to the start frame value. Ton/Matt - if there is a good reason to not do this, feel free to revert it back.
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
2006-06-01* Theeth must be busy so I removed the 'Steps' from the timeline and changed itMatt Ebb
to a number field in scene buttons.
2006-04-16=== Animation ===Martin Poirier
Patch #4044 patch to change the step when changing frame with up or down arrow keys. This adds a per Scene setting to specify the number of frames skipped by the up and down arrow. This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings. Upon loading a file without that setting or creating a new scene, it is set to 10 Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
2006-03-27==Sequencer==Peter Schlaile
This patch is mostly a usability patch for the sequencer, mainly written by Anders Gudmundson and twisted a little bit by me. - Lock Time to other windows - Possibility to switch the X-Axis between frames and seconds-display - IPO-Frame Locking for plugins (T-Key) - Additional Popup to add HD-Sound and Movie at once - In Timeline-Window: Sequencer windows only playback - Make the IPOs a little bit IPO-Frame-Lock friendlier (doesn't jump; the frame that is drawn has the right dimension) - Wheel-Mouse buttons make the sequencer window zoom again. - The "This is not a sound/movie-file message" now reads "... or FFMPEG-support not compiled in!" since I learned some prominent people who complained, that hdaudio does not work for them ;-) - Make SPACEKEY open up the "Add Strip"-Popup on the timeline and start playback in the preview window.
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
2005-11-04Small thing, just filling a gap that we really need here -Matt Ebb
Added duplication of markers in the timeline with Shift D (in the frame menu too)
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.
2005-08-05 - 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.
2005-06-11Rollback of ↵Nathan Letwory
http://projects.blender.org/pipermail/bf-blender-cvs/2005-June/003769.html (which I in my commithappyness did before properly checking)
2005-06-10* fix for bug #2733Nathan Letwory
2005-05-19Made TimeLine "Play" also play sound and synchronize with it. Added theTon Roosendaal
feature with a header button. Works like audio playback on ALT+A, meaning you have to add the audio strips in Sequencer. The 'only sync' option for ALT+A doesn't work here. Also: fixed crash on ESC in audio playback in sequencer.
2005-05-12Correct "Pause" icon for timeline header.Ton Roosendaal
2005-05-12Animated UI for TimeLine "Play"Ton Roosendaal
Using the Play button in timeline, now uses an event-driven system to update the animation system and signal windows to redraw. Meaning the full UI remains responsive! Check the new Pulldown "Playback" to set which windows you like to see updated. Same settings is used for LMB 'dragging' frames in Timeline. Implementation notes; - the Icon for 'Pause' (or stop) has to be made yet, I commit this from my laptop... all was coded during a 2 x 5 hour train ride to germany - the anim playback system (ALT+A too) now uses correct "frames per second" as maximum speed. Buttons can be found in 3 places in the UI, also added it as pulldown item - The system works with 'screen handlers', which has been coded with using Python (networked) events or verse in mind too. A doc on that will follow. - the buttons code has been made 'resistant' to animated UIs too, preventing flashing of hilites. - All subloops (like transform) stop playback, with exception of MMB view manipulations. As extra; found tweak to make Textured AA fonts draw without distortion. Looks perfect here on laptop now (like Pixmap fonts) and is 20x faster.
2005-05-08UI goodies & cleanupTon Roosendaal
- TimeLine: Marker grabbing works now. Use GKEY or select+drag, as usual Holding CTRL will step with 1 second (corrected for ntsc dudes yes!) Also added this in header pulldown - Time values and Time grid draw fixed for Seconds display. It used to draw steps of 2/5/10/20/50/100 etc. frames. Now does steps in seconds. Again corrected for "Frames/Sec" value. - "Frames/Sec" button redraws TimeLine, Secquencer, etc - Bug fixed in editing Theme for TimeLine (was editing Image Select...) - Added Grid color to Theme choices for Ipo, TimeLine, Sequencer, NLA, Action, Sound. Was missing!
2005-05-05Finetuning Timeline;Ton Roosendaal
- Added Ckey for 'center view around current frame'. - Completed View pulldown menu with remainder of options. - prevented negative scaled views when start > end frame
2005-05-05Two little issues for Timeline window;Ton Roosendaal
- Using Arrowkeys to change frames didn't give proper redraw - Option "Record" now tied to the User-preset "Auto key insert". It is no user preset anymore even, I thought to leave a button in the User- presets for the time being though...
2005-05-05Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.Ton Roosendaal
Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!