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2008-07-06#16675: Object name doesn't get updated in 3D viewports if it is changed via ↵Joshua Leung
Buttons Window
2008-05-06== bugfix ==Andrea Weikert
[#10312] Append Link (image browser) bug if combined with Open window The only place where the special handling in newspace is relevenant is when opening it with the windowtype_pupmenu. All other overlaying windows( render in image space, scriptspace) should leave imagebrowser/filebrowser space alone.
2008-04-23added ipo script template from blenderartists forTe, made scripts refresh on ↵Campbell Barton
load factory settings and replaced elysiun with blenderartist.org in headers
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!
2008-04-04selecting a new scripts dir didnt rebuild the menu'sCampbell Barton
2008-03-26Fix for bug #8746: the fake user button for datablocks was not a toggleBrecht Van Lommel
button, while it should be.
2008-03-16== Action Editor - Fixed 2 Long-Standing Annoyances ==Joshua Leung
This commit fixes two long-standing annoyances which were confusing to new users and also posed workflow bottlenecks: * A 'Fake-User' button is now displayed beside the delete button. This makes it clear to the user that actions have a fake user (by default), and provides quicker access to them when 'deleting'. ** Related to this, I've adjusted the tooltips for the fake-user button when there is a fake user, to clear up any ambiguity over the purpose of the button. * When an object has an Ob-IPO (i.e. keyframing object transforms), it is now possible to simply use the 'Add New' entry in the Action Editor to make a new action for the object, with the IPO assigned to a new Action. This removes the need to open an IPO-window just to do that.
2008-03-07Attempt to fix [#6757] linked objects made "local" still not editableCampbell Barton
But not sure exactly what the user is doing. Made game logic work on linked objects and disabled "Add Material" for linked mesh data.
2008-03-07Made python scripts save and load in the blend file so you can have the same ↵Campbell Barton
scripts running when you open a blend file. Also scripts will re-run on undo rather then closing. This is done by saving and loading the name of the script or textblock of the 'Script' datablock, connected to the ScriptSpace. This way when there is a name but the script dosnt run. Blender runs the script or text block if available.
2008-02-20Python Bugfix,Campbell Barton
Setting the user preference for python scripts didnt add the bpymodules subdirectory to sys.path (python module search path). Also problems with entering and exiting- the old path was used until next restart.
2008-02-13Added a global string to be used for the tempdir. since the user preference ↵Campbell Barton
is not loaded in background mode and the user preference is not validated and has no fallback. 'btempdir' is set with BLI_where_is_temp() - This tries to use U.tempdir but falls back to $TEMP or /tmp/
2007-12-30== PoseLib - Overhauled Implementation ==Joshua Leung
Based on feedback from Ton, I've recoded the way "PoseLibs" are implemented/exposed. Therefore, quite a bit of code has been changed to fit this in better. Now, ANY ACTION can be a "PoseLib". A set of Markers which belong to the Action (it's taken a year, but they're finally back), are used to tag "poses" in the Action. These markers are shown using diamond-shaped blue icons (designed by Matt Ebb) in three shades - unselected/normal, selected, active. Notes: * Each Armature Object has an Action which acts as a PoseLib. * Improved UI presented in buttons panel for this -- added proper buttons for action assigning -- renamed "Validate PoseLib" to "Auto-Sync PoseLib" (this option auto-tags poses based on keyframes found) Like in the 3d-view, use the hotkeys: * Shift-L to add a local marker * Ctrl-Shift-L to rename a local marker * Alt-L to delete selected local markers Note: transforms, etc. are not currently available with these markers == PoseLib Preview == Added a few features here: * Left/Right-Arrow keys now change the poses too (previous and next respectively) * Up/Down-Arrow keys also change the poses, but "jump" to a pose 5 steps away in their respective directions
2007-12-19== Action Editor - Pinned Actions Bugfix ==Joshua Leung
When using a pinned action, "Add New" now makes a new action. This new action is only assigned to the current Action Editor (i.e. not to any active object, as one might not exist, or might not be the object that the action is related to).
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-11-15put the revision number in the splash screen (scons and make)Campbell Barton
2007-10-03UV EditModeCampbell Barton
-lasso tool now respects sticky selection setting when used with face mode -use constants for sticky value.
2007-10-02== imagebrowser ==Andrea Weikert
- activated image browser for texture databrowse (texture buttons) - activated image browser for brush texture databrowse (+small fix of callback function) - activated image browser for image databrowse in UV/image editor - fixed: filter didn't work with databrowse and append/link. - filter buttons in header now don't appear when doing databrowse or append/link - loading previews for textures added when linking/appending.
2007-10-02Bugfix #7371Daniel Genrich
2007-09-19Local Image View for UV/EditmodeCampbell Barton
When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image, this is an option that only displays UV's for faces use the currently displayed image.
2007-09-02== imagebrowser ==Andrea Weikert
Initial commit of imagebrowser in trunk. BIG COMMIT! Main changes: * completely reworked imasel space * creation and storage of the preview images for materials, textures, world and lamp * thumbnails of images and movie files when browsing in the file system * loading previews from external .blend when linking or appending * thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/ * for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still. * filtering of file types (images, movies, .blend, py,...) * preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete) More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser Places that need special review (and probably fixes): * BLO_blendhandle_get_previews in readblenentry * readfile.c: do_version and refactorings of do_library_append * UI integration TODO and known issues still: * Accented characters do not display correctly with international fonts * Crash was reported when browsing in directory with movie files * Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome! Credits: Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images. Many thanks to everyone who gave feedback and helped so far!
2007-08-15== Action Editor Bugfixes (BugReport #7049) ==Joshua Leung
This commit fixes several issues related to using the Action Editor with Shapekeys. I've known about most of them for a while, so now's the time to fix that. 1) When the shapekey anim data for an object comes from an Action (key's IPO block is linked to the "Shape" action-channel), the names of the individual shapekeys is now shown. They will only do so if the Action Editor is not pinned though. 2) Slider limits for the case described above should now be sane again 3) "Add New" option from the popup menu in the Action Editor header will now convert shapekey animation data from IPO to Action if the action editor is displaying Shapekey data at the time. Many users have often found the old way of having to toggle the "running man" in the IPO-editor header, too clumsy and confusing.
2007-05-22option to limit the size of textures loaded into GL memory, usefull when a ↵Campbell Barton
scene's models wont fit into GFX memory.
2007-05-03Bugfix #6624:Joshua Leung
When the databrowser was used for displaying available IPO-blocks, when called from the IPO-editor header, only Object IPO blocks were shown. This bug has apparently been around for quite a few releases, probably due to few people using this feature (it only occurs on files with > 60 IPO-blocks of one type, and only when you try to reassign ipo-blocks too).
2007-04-30Scene.c - scene.objects.context how dosnt include hidden objectsCampbell Barton
editview.c - deselect all ignores restricted objects headerbuttons.c - removing a material didnt redraw the 3d view vpaint.c - disable vpaint for mesh libdata as well as object libdata
2007-04-23Changed TESTBASE and TESTBASE_LIB to check the hidden flagCampbell Barton
Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places. added error_libdata() for library error messages that are everywhere. added object_data_is_libdata to test if the object and its data's are from a library. fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!) made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
2007-04-11the input fields for data name had an inconsistant limit for input fields, ↵Campbell Barton
making it hard to fix problems with library linking when a name changed. some were 18, most 19, and others 21. made all 21 since this is the real limit. Also new image name limit length of input field to 21 (was 255 but shortened to 21) The one place this could be useful is if somebody names a metaball with a 21 char name, the copy will not use the motherball. but this is not as bad as having to use the python console for fixing library linking problems.
2007-03-13Bugfix #6211Ton Roosendaal
Group nodes with animation nodes inside (like Time) did not get updated correctly. I also noticed that with time Nodes, the hotkey "E" (execute) fails to do a composite after frame changes, fixed that too.
2007-03-12python apiCampbell Barton
removed most custom add_*data* wrappers from Main.c removed makeCurrent() from Text.c (was never in a release), use "bpy.texts.active = text" now clamp new image sizes made add_empty_action accept a string rather then a blocktype since the blocktype was only being used to choose one of 3 strings anyway.
2007-01-24IRC reported bug: sometimes menu entries showed a name like "%l", causedTon Roosendaal
by imporper handling of separators in menus.
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.
2006-12-12Added a new Python slot "UvCalculate", moved Archimap and "UVs from ↵Campbell Barton
adjacent" into it. Removed 1/2 1/4 1/8 uv mapping options. made re-evaluating the py-scripts dir use the wait cursor (could take a while at times)
2006-11-27IRC reported bug:Ton Roosendaal
When linking a referenced (Library) Image to a texture face, it wasn't tagged to become saved in file. So you lost data. Also fixed: tooltip for the "Li" icons was wrong.
2006-11-17Fixed the delete texture button for sculptmode texturesNicholas Bishop
2006-11-07The occosional warning cleanup;Ton Roosendaal
- unused varialbles - unused functions - wrong casted callback for SDL - gcc3 related; (GLint *) for opengl calls.
2006-11-06Merged Google Summer of Code sculptmode/multires/retopo tools.Nicholas Bishop
From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-10-22I was impossible to set a render window back to being a non render window ↵Campbell Barton
without changing the TexFace image. now the cross will unset the render window and use the texface if its there, cross again removes the image as useual.
2006-08-20Fixes for:Andrea Weikert
[ #4337 ] Cant refresh the C:\ [ #4710 ] Wrong paths in file selector under user prefs [ #4353 ] Using ^ char + click on Open/Load = Blender crash Details: Fixes for root paths like C:\ on Windows, where Blender still used '/'. Also contains fixes for relative paths: - no relative paths for the default dirs (forced to absolute) - message if using relative paths when .blend file hasn't been saved. Lastly also added '.' for refresh in root paths. Windows FindFirstFile/FindNextFile also return '.' and '..', but not in root paths like C:\
2006-07-31ImagePaint Refactoring:Brecht Van Lommel
- ImagePaint now uses ImBuf directly, and the rect blending functions were moved into the imbuf module. - The brush spacing, timing and sampling was abstracted into brush.c, for later reuse in other paint modes. Float ImagePaint support. Textured Brushes: - Only the first texture channel is used now. - Options for size and offset should be added, but need to find some space in the panel, or add a second one ..
2006-07-27Brush Datablock:Brecht Van Lommel
- Added a new Brush datablock, only used by image paint, but intended to be used in texture paint, vertex paint, weight paint and sculpt mode also. - Being a datablock, these brushes can be saved, appended and linked. They have a fake user by default, to make sure they are saved even if not selected. Image Painting: - Replaced the img module with C code in imagepaint.c - Airbrush is no longer a separate tool, but rather an option that can be used for soften, smear and clone also. - Blend modes mix, add, subtract, multiply, darken and lighten have been added, code taken directly from vertex paint. Note to project files maintainers: - The img module was removed from SCons and Makefiles, and this should be done in other build systems also. I'll wait to remove the module from cvs, to not break compilation.
2006-07-08Bug fix #4640Ton Roosendaal
Renaming Meta Object to become the 'mother meta' should invoke a call to reconstruct the dependency graph.
2006-07-05Bug #4616Ton Roosendaal
Node Editor: selecting Material buttons in header crashed, when no buttons window was opened. Code didn't check for proper window it was called from. Also: autoname "Cyan" was spelled dutch! :)
2006-05-26Slight simplification of windowtype_pup()...Alexander Ewering
2006-05-13Browsing Mesh data in editmode used to be locked (uiButLock). Cleanup ofTon Roosendaal
headerbuttons code in orange branch disabled this lock. Brought it back.
2006-02-19Patch: [ #3283 ] strcat --> sprintfMartin Poirier
Less yuckiness!
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-05Orange; maintenance commit!Ton Roosendaal
- Moved all 'render pipeline control' options out of the Material panels into the (now renamed) "Links and Pipeline" Panel. These are the options that are not per material-node, but global for the entire Material tree. It includes ZTransp, Zinvert, Strands, Halo, Wire, etc. - To further make Node editing clear, when you enable Nodes for the first time, the link button to the first Material node is drawn red, to note that here needs something linked or added. - Protected Node editing for Library data - Fixed header buttons to work OK for Node Window
2006-01-03Orange; tweaks for further integrating node editing in UITon Roosendaal
- Previews inside groups now get updated too - Activating nodes inside of groups updates UI and preview render correctly - Entering/leaving groups updates UI and previewrender - Material Node: now draws socket name next to colorpicker for inputs
2005-12-29More node goodies!Ton Roosendaal
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. :)
2005-12-28Christmas coding work!Ton Roosendaal
********* 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!)
2005-12-18Orange:Ton Roosendaal
- Sunday merger with bf-blender - Foundations for new Node editor in Blender, generic framework that can be used for Material/Texture, Compositing, Logic or maybe even Sequencer. Note: this doesn't do anything yet, nor save! Is just to get this nice in CVS now. :)