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2008-11-10Patch #17971 by Nathan Vegdahl:Matt Ebb
Makes colorband GUI display proper color interpolation (for real this time)
2008-07-24== Grease Pencil - More Tweaks (I) ==Joshua Leung
New Stuff: * Alt-XKEY / Alt-DelKey will now activate the Grease Pencil "Erase" menu. This will only show up when it's relevant (i.e. when there exists Grease Pencil data). It should make it faster to quickly delete the last stroke made. This hotkey has been added to the tooltips of the relevant buttons. * Finished off colouring of 'active' layers panel so that they are now easily identify-able. This could also be done for Constraints, but the 'active' one isn't that important there. Bugfixes: * Fixed bug with drawing gp-data sources in the Action Editor, which resulted in missing icons. * Fixed buttons in Grease Pencil panel. My hasty attempt last night at making the Action Editor to refresh was causing problems. * Added a (hopefully temporary) button that will be used to prevent drawing from occurring with Shift-LMB. This is useful when trying to select stuff sometimes, with LMB as select-button, especially when selecting a bunch of closely spaced bones might be interpreted as a new stroke.
2008-07-23== Grease Pencil - UI Improvements ==Joshua Leung
Based on user feedback, I've made some changes to the Grease Pencil UI (most notably in 'Time Editing' facilities). * 'Edit Timing' button gone * Pin button and '<Grease Pencil Data' string gone from Action Editor * Action Editor in 'Grease Pencil' mode now displays all grease-pencil datablocks for current screen. * AE: GP-Datablocks are drawn like 'groups', with an expand/collapse button to show/hide layers. Its name shows the type of space it comes from, and shows indicative status info (i.e. for 3d-view, it shows view-angle) * Added refresh calls for action editor after editing relevant data. I haven't tested all tools yet, but most should be stable. Also, I've removed some unnecessary buttons, and added a few tooltips. There's also some experimental code to try to get clearer indication of 'active' layer.
2008-07-04Made some python game engine funcs use NOARGS, getAxisVec was using wrong ↵Campbell Barton
multiplication order. Use BUT_TOGDUAL for controllers init states so you can see what the init state is for any controller without using the button to check.
2008-05-08NLA - Bugfix:Joshua Leung
Scale and Repeat fields in NLA Transform Properties panel will now ignore negative values instead of clamping them to a near-zero value, which can easily be confused with the strip being 'destroyed'. This shouldn't affect other interface elements, as this change has only been used here. (Note: negative scaling should be avoided)
2008-05-04Changed frame numbering to only alter hashes if they are in the filename ↵Campbell Barton
(not the directory name) to fix bug [#10566] File Open Dialog replaces '#' with '0' in directory names. removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway. in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...) There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
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!
2008-02-04* Change to the 'active line' drawing in colourbands. The wide strip was ↵Matt Ebb
always ugly, inaccurate and jumped around. Now it uses a finely dashed line.
2008-01-14Feature + Fix:Ton Roosendaal
- while sampling color in image window, you now get the sampled color as a line drawn in the node editor Curve nodes, allowing quicker view of what values you actually change. - reverted temporary the patch [#6779] by Matthew Plough He replaced image drawing of backdrop-node-editor with our Texture drawing function. That call is extremely slow, and should be by definition slower than glDrawPixels (unless you don't upload the image each time to gfx mem). Drawing large frames (2k, 4k) in node editor became unacceptable slow, even with the neatest hardware around. (tested nvidia, ati) Probably (Campbell thinks) this is a bypass for Linux ATI cards? Anyhoo, this should be investigated further before applying. It better then becomes a user pref, or even much better: part of the OpenGL profiler we need.
2007-09-26* Fix for typo in AA curve commit. Thanks Stephan K for the notice!Matt Ebb
2007-09-25* Use nice AA lines for curve ui controlMatt Ebb
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!
2007-08-01=Lack of #ifdef INTERNATIONAL=Joseph Eagar
Recent font preview commit didn't have the proper enclosing #ifdef INTERNATIONAL blocks. Honestly, I have no idea why we bother, but added them anyway.
2007-07-30Font previewJoilnen Leite
2007-06-04interface_draw.c - when the char panel was displayed it would mess up font ↵Campbell Barton
size for other panels. drawview.c - removed unneeded comment (as GSR pointed out)
2007-04-28removed doc_browser.py - since it covers ~half the BPY api, not documenting ↵Campbell Barton
any of blenders data types. replaced with a help_bpy_api.py, that opens a web browser at the Blender Python API page. Camera.c - added a veriable .angle to camera, same as .lens but adjusts the camera angle in degrees (like the D button) export_fbx.py - use the the camera angle property. object_cookie_cutter.py - use PointInTriangle2D rather then own function. buttons_shading.c - added OB: and tooltip to object world mapping. interface_draw.c - (Simple theme) text buttons looked exactly like normal buttons (more confusing when they had no text), made the text and ID buttons render inset so you can tell them apart.
2007-03-17Fix various gcc warning related to signed/unsigned parameters passed toKen Hughes
OpenGL functions.
2006-12-26Bugfix #5498Ton Roosendaal
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!
2006-12-07Work on RenderLayer and Pass control:Ton Roosendaal
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'. :)
2006-11-24Composite Time node usablity improvement:Ton Roosendaal
- now draws green 'current frame' line - when Time Node is active, hotkey I will allow inserting a value on current frame.
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.
2006-11-11Experimental feature, especially for the animation department:Ton Roosendaal
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
2006-11-09This is really two commits but the first one is very small and affects oneKent Mein
file I modified for the other patch. So I'm being bad and combining them together. First one is added -lXi to LLIBS for solaris. (Makes it so it compiles again with the tablet stuff added) Second one is the real commit its an expansion of patch #4458 This adds optional ICONV lining to support international fonts in the file selector. Thanks to wisit venita (dripstone) I mostly just cleaned it up a little and made it optional via defines. Its currently turned off for all platforms except for solaris on scons. For scons see your config/(platform).py file look for WITH_BF_ICONV For the Makefiles look at source/nan_definitions.mk look for WITH_ICONV (basically you'll want to export WITH_ICONV=true and possibly set some other stuff) Let me know if there are any problems. Kent -- mein@cs.umn.edu
2006-10-28* Simple patch 5058 from gsrb3d to use constants instead of magic numbers forMatt Ebb
theme drawtypes
2006-10-28New Curves Widget option: curves can get extrapolated extension.Ton Roosendaal
Especially for Compositing it was annoying that colors always got clipped in the 0.0-1.0 range. For this reason, extrapolated Curves now is the default. Old saved files still have horizontal extrapolation. Set the option with 'Tools' menu (wrench icon). This is a setting per curve, so you might need to set all 4 curves for an RGBA curves widget.
2006-06-29Bugfix from own testing:Ton Roosendaal
In outliner, the icons sometimes were drawing too large or too small. Same happened in NLA, Action, Image window etc. And it happened for "International fonts" when set to use 'texture drawing'. Reason: the API call for setting icon size BIF_icon_set_aspect() was not used consistantly. Sometimes it was set, sometimes not. And even worse, for every icon drawn in UI buttons, the icon lookup had to be done twice because of the aspect function. Solved it by removing this call, and adding a new function: BIF_icon_draw_aspect() The old BIF_icon_draw() call now draws with aspect 1.0 always. The icons code already had optimal checking for changed sizes, zo a change in aspect won't result in much cpu overhead. Plus it saves calling icons lookup code, which will make it all a bit faster. Andrea: I've added this aspect function a long while ago, I think you also like it better how it is now? Please check!
2006-06-09Bugfix #4284Ton Roosendaal
Curves Widget: The endpoint condition for calculating the interpolation had an error, moving too quickly to a constant value (for extending).
2006-06-08==Sequencer==Peter Schlaile
Added patch by Matt Ebb, that enhances the sequencer GUI in several ways: - It looks a lot better - Strip colours are themeable. - The drawing code is more readable. - The background of the timeline makes now distinguishing the channels easier by alternating between different shades of gray. - Handle-scaling is clamped to min and max-values, making it possible to grab strips at large zooming levels more easily. - Preview-images can be panned by dragging it with the middle mouse button. Home-Key resets the position. - Since some people can't grab the meaning of "C 0", it is renamed to "Chan: 0" - Effect strips have slightly different colors to distinguish them better. Additionally: - fixed an off by one error in Matt's patch - Scene-rendering saves CFRA to avoid jumping current-scene on scrub (might be academic fix, since most likely it only happens if you add the sequencer-scene to the timeline... But nevertheless it bugs you on testing the GUI ;-)
2006-05-09Small fix: "Curves" UI widget used wrong method for defining shades forTon Roosendaal
drawing grid lines, which didn't show in default theme.
2006-03-09Fixed bug "Bug Tracker item #3988", where <builtin> TTF (datatoc_bfont_ttf)Mika Saari
wasn't handled as UTF-8 font but like normal <builtin> font. This caused Blender to crash.
2006-02-14Bug fix: copying a scene, choosing 'empty scene' did a corrupt copy of theTon Roosendaal
scene render layers Little feat: Render Result Nodes that use other scene, have icon in button to indicate this.
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.
2006-01-23The character table shouldn't messed anymore when <builtin> font is used.Mika Saari
2006-01-23Fixing the user interface bug when unicode font area list is exitedMika Saari
without selecting any area. This caused the area to be from 0 to 0. Now if no any area selected, the whole area from 0 to 0xffff is shown.
2006-01-19Made the minimal theme align, and buttons now sit close together.Campbell Barton
Looks nicer.
2006-01-08Orange:Ton Roosendaal
- New UI element: the "Curve Button". For mapping ranges (like 0 - 1) to another range, the curve button can be used for proportional falloff, bone influences, painting density, etc. Most evident use is of course to map RGB color with curves. To be able to use it, you have to allocate a CurveMapping struct and pass this on to the button. The CurveMapping API is in the new C file blenkernel/intern/colortools.c It's as simple as calling: curvemap= curvemapping_add(3, 0, 0, 1, 1) Which will create 3 curves, and sets a default 0-1 range. The current code only supports up to 4 curves maximum per mapping struct. The CurveMap button in Blender than handles allmost all editing. Evaluating a single channel: float newvalue= curvemapping_evaluateF(curvemap, 0, oldval); Where the second argument is the channel index, here 0-1-2 are possible. Or mapping a vector: curvemapping_evaluate3F(curvemap, newvec, oldvec); Optimized versions for byte or short mapping is possible too, not done yet. In butspace.c I've added a template wrapper for buttons around the curve, to reveil settings or show tools; check this screenie: http://www.blender.org/bf/curves.jpg - Buttons R, G, B: select channel - icons + and -: zoom in, out - icon 'wrench': menu with tools, like clear curve, set handle type - icon 'clipping': menu with clip values, and to dis/enable clipping - icon 'x': delete selection In the curve button itself, only LMB clicks are handled (like all UI elements in Blender). - click on point: select - shift+click on point: swap select - click on point + drag: select point (if not selected) and move it - click outside point + drag: translate view - CTRL+click: add new point - hold SHIFT while dragging to snap to grid (Yes I know... either one of these can be Blender compliant, not both!) - if you drag a point exactly on top of another, it merges them Other fixes: - Icons now draw using "Safe RasterPos", so they align with pixel boundary. the old code made ints from the raster pos coordinate, which doesn't work well for zoom in/out situations - bug in Node editing: buttons could not get freed, causing in memory error prints at end of a Blender session. That one was a very simple, but nasty error causing me all evening last night to find! (Hint; check diff of editnode.c, where uiDoButtons is called) Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
2006-01-06FIX: scaling of pupmenu for materials caused text to be cut off.Andrea Weikert
Scaling up of the text and icon in pupmenu is prevented now in ui_do_but_MENU.
2005-12-30Bugfixes:Ton Roosendaal
- Deleting bone in editmode did not check for pose layers when clearing pose channels or constraint targets.... - Button 'use nodes' in header of Node editor could only be pressed once - New 'normal' button messed with default material in blender - Theme options for Node window available now in Info window
2005-12-30Orange: daily noodle updates;Ton Roosendaal
- Texture Node: now displays 'intensity values' in node too, and has input, and shows in buttons when activated in Node editor. (no browsing buttons yet...) - New: "Normal Node". This uses a new UI button, which allows to quickly input a normal vector, based on spherical coordinates. The Normal Node has optional vector input, and delivers a dot product then. This can be used as a blending factor between nodes, or for fake extra light in a certain direction. - New: "Geometry Node". This actually replaces the Input node. It offers all coordinates (vectors) as being the starting point for shading and for textures. Note: for preview render this doesn't give much different results yet... this is the start for real render support! - http://www.blender.org/bf/rt5.jpg The two new nodes in action - Bugfix: the "Block" button (which delivers popups) did not return a correct event when nothing happened (mouse moved out), which could cause mouse clicks to be passed on to the queue.
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!)
2005-12-22Big commit in orange: Interface icons for materials, texturesAndrea Weikert
world and lamp. Also for images in pupmenus. Also preparation for work on using preview images in imagebrowser. -- Andrea
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. :)
2005-11-20Patch by Matt Ebb: upgraded usablitiy of text button.Ton Roosendaal
Textbuttons now allow a selection too (like any textbutton in other UIs). By default, on activating a textbutton, the entire button text is selected when you enter the button. A single arrowkey or LMB click reveils the cursor then. Here's more user notes: LMB click: If inside the button, places the text cursor at the clicked position. If outside the button, confirms/finishes editing LMB drag: Selects the text between the start and end point of the drag. Backspace: Deletes selected text, or backspaces a character Shift Backspace: Deletes all, as before. Delete: Deletes selected text or forward deletes a character Shift LeftArrow: Extends the selection left Shift RightArrow: Extends the selection right LeftArrow: If there's a selection, move the cursor to the left edge of the selection, otherwise move the cursor left a character. RightArrow: If there's a selection, move the cursor to the right edge of the selection, otherwise move the cursor right a character. UpArrow/Home: Move the cursor to the beginning of the line DownArrow/End: Move the cursor to the end of the line Ctrl Left arrow and Ctrl Right arrow to jump between directory separators
2005-10-28Fixing Bug: 3273, Removing my goto calls from font.c.Mika Saari
2005-09-28Bugfix;Ton Roosendaal
- buttons "Show" and "Key" didn't set the active constraint, causing confusement in display for the IpoWindow Also made the backdrop for constraints and modifiers to use the Panel theme color, making it better integrated.
2005-09-24 - assorted warning fixes (signedness, float->double)Daniel Dunbar
- added decimate,boolean modifier copydata methods
2005-09-19Add #ifdef INTERNATIONAL around #include, potentially fixes compilationAlexander Ewering
2005-09-15Adding missing prototypes, removing unused variables, initializing vars,Ton Roosendaal
all to make compiling warning less again in gcc. :)
2005-09-14On behalf of Mika Saari, the famous Unicode Font support!Alexander Ewering
Further information is available here: http://wiki.blender.org/bin/view.pl/Blenderdev/UnicodeFont3D Shortlist of features: - Unicode character support for Font3D - UI to select characters from Unicode character list - UI to select Unicode table areas - Optimized character loading (Load only those characters which are used in font object) Please test extensively if it breaks anything, try also loading/saving files, packing fonts, etc. The official text regression file in the regression suite should be a good start. Thanks to mikasaari for this very useful addition!
2005-08-15Added new button type: ROUNDBOXTon Roosendaal
This replaces drawing with uiRoundBox() or glRect() in button Panels, which just fails for dynamic constructed button views where Panels are sometimes invisible. Also eliminates hack with PanelPop(). Error was visible with new Modifier panel, entering/exiting EditMode. Done Modifier and Constraints. Syntax: The last 4 free variables in the uiDefBut() call are: - float, corner-rounding (0.0-pixels), - not used, - short: roundbox type (bits, 1 2 4 8 for clockwise corners starting left/top) - short: color shade offset (color range 0-255)