Age | Commit message (Collapse) | Author |
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* Menus could no longer have their items accessed by number (i.e. W-5 didn't run merge tool in EditMode when accessed by keyboard). This was caused by my commit for BUTM (there was some extra code there that isn't really needed, but was causing havok).
* NumPad can now be used for the above feature too now
* Typo in error message in Constraints PyAPI
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constraints) now acts like a button when clicked on.
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often close when dragging a button value (or when using a tablet I am told)
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- 577: control reaches end of non-void function (in ui_but_copy_paste)
- 138: initialization makes integer from pointer without a cast
(I'm not sure whether the fix might cause errors on some systems/builds, but it works fine here)
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Pressing twice on a constraint or modifier button did 2 undo pushes,
the ROUNDBOX button they use also generated an undo push.
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Pasting values into/onto sliders in the Action Editor didn't insert new keyframes for the related channels.
I've added a one-liner to the interface/buttons code which calls the button callback upon pasting values, thus fixing this bug and perhaps some others in the future. This shouldn't cause any problems in general (I haven't seen any yet!).
Thanks to venomgfx (Pablo Vazquez) for reporting this.
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Tooltip getStringSize and getBoundingBox correction
Not really any user-visible changes here, but a nice clean-up of
internal font drawing functions, in this case used in tooltips.
Thanks!
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specifying the uv layer name in a material.
Also added generic autocomplete_begin/do_name/end functions,
this code was copied five times.
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has to be finished.
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This time, it's temporarily hidden by default, but active with rt: set to 5.
If anyone that was having probs with it before could test and let me know if
things go without issues, that would be appreciated!
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This commit should hopefully fix some of the problems some people were
having with tablet support in sculpt mode, and also the problems I made
visible with my previous commit related to number field dragging.
Now, all the ghost related stuff is tucked away in ghostwinlay.c and a
simple Blender API, similar to the existing get_mbut() for example, is
provided to access the tablet data. As with the other mouse related data in
Blender, the tablet data is cached upon each mouse move or click, in the
Window struct.
You can now just use:
float get_pressure(void);
void get_tilt(float *xtilt, float *ytilt);
short get_activedevice(void);
to get such data from the tablet. Documentation on the returned data
is in ghostwinlay.c in the _Window struct definition.
Brecht and Nicholas, I've updated the painting and sculpt code and it works
just fine here, you may want to give it a check though to make sure I
haven't done anything silly.
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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Clearing number buttons and press enter (for assigning zero) did not give
a button event anymore. Caused by code for python eval, it treated this
as an error.
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Tablet code has design issues, report goes to the bf-committers list.
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* Tablet pressure sensitivity for number field dragging
Many of the number fields in Blender are very sensitive. With this addition,
softer tablet pressure causes the number field dragging to be more precise,
as if you're holding shift, but variable depending on how hard or soft
you're pressing. You can push hard for large adjustments or just lightly
stroke it for fine tuning.
P.S. There was a bug in the tracker regarding tablet support in sculpt mode that
never really got resolved. I don't know if it still exists, but number fields
are a pretty major part of Blender, so just in case this commit causes problems
for you, you can disable it (temporarily, this won't be left in) by changing
rt: to any value other than 0. If anyone has problems, please report them, and
we can get it sorted out properly.
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Note that activiting it works as if you used arrow keys, not with mouse.
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by imporper handling of separators in menus.
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Buttons: Missing linked-library lock reset in code could invoke error menu
Bugfix #5770
Renamed option "Clear Pose" to "Clear User Transform" to indicate that this
differs from rest-pose. This option clears all Pose channel transforms, but
leaves Action values in pose unchanged. Means that when you do this, an
'insert key' won't change the animation.
Own fix:
Missing test for NULL pointer could crash Image Properties panel for linked
Image data.
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CTRL+C/V (or Apple+C/V) on buttons didn't copy/paste names for buttons
of type "ID pointer" anymore. Was caused by NULL pointer check in wrong
location.
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TAB in text-edited buttons didn't always go to next button, for example
in constraints. Was caused by the 'roundbox' backdrop.
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transform properties window is collapsed.
Just checks now to see if the floating panel is collapsed or not
and where the mouse is before zooming.
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Textbutton: SHIFT+Arrow selections did not work proper when the amount of
text in a button was more than its width could display. Now still doesn't
work OK 100% (when selection itself goes outside of button view).
Also: removed the very bad SELWIDTH define (but->selend - but->selsta).
That's not making readable code!
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Reason: I had to make the "BUT" type in Blender to use callbacks *after* the
uiBlock was freed, because in Blender several of these callbacks invoke
drawing, which isn't possible while a block is being evaluated.
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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.
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Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html
In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
'restriction collumns'. :)
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Based on patch #5140 by Juho Vepsäläinen, this commit removes the requirement to type # at the start when you want to use Python expression evaluation when typing a value in a button.
In a nutshell, that means you can now type 3 + 5 in a numbut and see it change to 8.
Word of warning: The normal Python operator logic applies, so if you type in 1 / 3, you'll get 0 and not 0.333. There's no going around that.
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- Now baking itself is threaded too (like for render, max 2 cpus. Moving
this to 4 cpus is on todo. Goes twice as fast!
- fix: ESC from bake was broken...
- other fix: toolbox menus didn't treat sublevel string lengths OK,
truncating items like for Group library names.
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- When using (referenced) Library files, the groups in Add menu now are
listed per used file. This allows to easier create custom datasets.
- Toolbox opens in collums now, when more than 30 items in a menu exist
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with shift key.
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THE OBJECT PROXY
Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.
This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.
Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
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theme drawtypes
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- pending commit for OSX intel systems, with intel graphics. These now call
an extra swapbuffers after glFlush(). Code is ifdeffed, and doesnt affect
other systems.
- show-off commit: option to have transparent nodes over the composite
result. Only draws Image for active Viewer Node now, and image doesnt
translate nor zoom (which isnt bad though).
Set in themes the alpha color of "node backdrop" to make nodes
transparent.
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Apparently not supported in Windows compiler, and although it has _isnan()
I've got no time to code wrappers for it, and #ifdefs here is plain bad
code.
Nice todo for Campbell one of these days after release!
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Apparently the atof() function allows to convert a NAN string input to a
NAN float value.
That we don't want when you input values in our sliders! :)
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Using TAB to type values in button sequences, didn't execute button
callbacks on the 2nd and and 3rd etc. Error could be noticed in the
Node Editor, Mapping node. That one didn't pass on changes to shading code.
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Ancient issue in making screendumps in Blender. It used to support making
dumps of popup menus, but that disappeared a while ago. However, when you
press CTRL+F3 in a menu now, Blender hangs in some eternal loop in ghost.
This commit fixes making menu screendumps (nice for docs!).
- press CTRL+F3 *twice* for an exact copy of a menu. (first press exits
menu, 2nd press opens filewindow)
- note, it is ALT+CTRL+F3 in OSX
- what is saved is only the topmost open level of a menu
- full-screen dumps work too by holding SHIFT extra.
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Appeared to be a missing check in the alignment code even. :)
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Eyedropper (in ColorPicker) bug: It was reading a 4xfloat color into a
single float. tsk tsk!
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Fix for old (post 2.3) annoyance in UI; on redraw of the entire buttons
window, the active button (with highlight) was detected wrong. Was just
a matrix calculation on wrong moment. :)
Also: fixed tooltip for transparent material "add" option. It was talking
about "Glow", a confusing description.
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some 2d scroll pointers
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until a better solution is found
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Users can write any valid Python expression (that evals to an int or float) inside Blender's gui number buttons (preceded by #) and have them evaluated to their actual int or float value.
Button Evaluation has access to the same modules as PyDrivers.
For example:
#1.0*9-2.3
#ob("Camera").LocZ
#1.0/ob("Cube").LocX
#math.sin(math.pi) -- or simply #m.sin(m.pi)
etc
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you can click on the 'Sample' button, to sample any colour on the Blender
screen. This is really useful in the compositor, and would probably be good for
sampling footage in any eventual chroma key nodes that may be made, too.
LMB to pick the colour, ESC or RMB to cancel.
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Hotkeys Ctrl/Command (Mac) X, C, and V will cut, copy and paste the selected
text to and from the 'buttons clipboard'.
This clipboard is still not that good since it doesn't even use the same
storage as the blender text editor, let alone the host OS. But I guess that
sort of thing should be tackled inside of GHOST. Any takers? :)
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3700
typo in commant interface.c
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- (Click step was zero) Fixed in Draw.c
Added a comment to interface.c on how a1 and a2 are used with float buttons.
Added an example to Draw.py epydocs of a script using a float button.
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