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2008-05-13last commit had a typo, also adjusted teh and colour instancesCampbell Barton
2008-05-13confined unprofessional print to debug mode ;)Campbell Barton
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!
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.
2007-09-02== 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!
2007-03-17More fix various gcc warning, mainly related to signed/unsigned parametersKen Hughes
passed in general.
2007-02-09==== icon themes ====Andrea Weikert
fix for potential issue with very long pathnames to the blender executable
2007-01-24* remove HAVE_CONFIG_H stuffy. Like... what?Nathan Letwory
2007-01-24* add proper header for chdir().Nathan Letwory
2007-01-15Removed annoying print for "icon directory not found". Was a missing check.Ton Roosendaal
Probably, after release, we make this default in installs. Also cleaned up code a bit.
2007-01-04fix for [ #5553 ] Command line brokenAndrea Weikert
Loading iconfile list via BLI_getdir did change the current directory, so the file wasn't found anymore.
2006-12-29* Dynamic icon file loading and themeabilityMatt Ebb
This patch allows icon files (.png) to be loaded into Blender dynamically, without having to go through the tedious and technical process of compiling them in. It also makes them part of the theme settings so they can be attached as part of a theme and saved in the default .B.blend. Icon files should be stored in $HOME/.blender/icons/ . This really sucks on Mac since it's hidden in the finder, but it's a separate issue. We need a better system of finding things like this, python scripts etc, perhaps a nice wrapped function something like BLI_getresourcedir(), then it's easy to do platform specific stuff there, like using ~/Library/Application Data on Mac. More info and docs in the patch tracker @ https://projects.blender.org/tracker/index.php?func=detail&aid=5334&group_id=9&atid=127
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.
2006-11-20* 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.
2006-10-26Coding work while on the trip to london (based on Plumiferos wishlist);Ton Roosendaal
- Icon previews for Images were created always for old files, which made browsing (menus) incredible slow. Added a minor change in the flow, so icons only get created when the user invokes loading images. Andrea; you might check this, probably not al cases are covered yet? - Compositor: the 'File Output' node now has a min/max frame for which it writes files - Compositor: fixed a very bad bug (even in 2.42a release) that made the depsgraph for nodes not work... while editing, only the nodes that change should be recalculated, but accidentally all of them were done each time.
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!
2006-06-15=== preview icons ===Andrea Weikert
- changed preview type of halo materials - halo materials are also shown with alpha=255 like in preview window
2006-06-11Fixed bug that the preview icon for world wasn't showing because sky is ↵Andrea Weikert
rendered with alpha=0 Temporary fix - rendering sky with alpha=1 could become render option in the future. Too risky to change now shortly before release.
2006-06-11Bugfix 4304Ton Roosendaal
Another case where the preview icons fail... when images cannot be loaded, the icons code crashed. Added tests for that.
2006-06-09=== warnings cleanup ===Andrea Weikert
cleaned up some bad warnings and ugly stuff from not being careful enough in last commit. especially these were dangerous: interface_icons.c:716: warning: `return' with no value, in function returning non-void interface_icons.c:779: warning: implicit declaration of function `waitcursor' header_image.c:757: warning: implicit declaration of function `BIF_preview_changed'
2006-06-09Bugfix #4288Ton Roosendaal
The new Image icon system didn't take care of float images yet, causing crashes. Andrea: I also cleaned up some of the syntax... - try to stick to NULL for pointer values (not 0), reads nicer - pointer declarations like: int* a, b; is confusing... use: int *a, b; it wasn't consistant in code either... :)
2006-06-05- small fix: image icons are now drawn without the white backgroundAndrea Weikert
2006-06-05- added saving of the image previews to the .blend file to prevent having to ↵Andrea Weikert
load the full images for the image previews - new struct PreviewImage in DNA_image_types can in the future be moved to struct ID for storing previews for all types
2006-02-13Preview rendering improvement;Ton Roosendaal
Until now, on each mouse/key event preview render restarted with first tile. It now rememers where it was, and continues rendering. Also tried to get threaded preview working, but its more work than I can spend right now. Back to bugs :)
2006-02-11i have a file running into this check causing a 'hang' withoutJens Ole Wund
may be it's a development hick up .. still i think that error trap should be there
2006-02-09Feature:Ton Roosendaal
- Appending Images now re-assigns relative paths, to match with the file as currently being used Bugfix: - Memory error in creating preview render rects... gave no issues here, but i guess that's not saying anything! Hope its more stable now. :)
2006-01-28Cleanup of blender/ module; Makefiles now compile this warning free.Ton Roosendaal
Mostly was unused variables, unused functions, missing prototypes and missing include files.
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!
2006-01-23small fix for icons to correctly use alpha instead of converting grey ↵Andrea Weikert
background to alpha. Also checking in cleaned up blenderbuttons from Matt.
2006-01-17Fixed crash in pupmenu for image iconsAndrea Weikert
* Scaled down image can be smaller than icon - bad memory access * Also needed to copy float buffer for exr images * rectcpy only copied first row There probably is some unnessary copying, will check with a little more time. For now better be safe since it's no huge amount of mem that is copied.
2006-01-09Orange branch: OpenEXR finally in Blender!Ton Roosendaal
Credits go to Gernot Ziegler, who originally coded EXR support, and to Austin Benesh for bringing it further. Kent Mein provided a lot of code for integrating float buffers in Blender imbuf and ImBuf API cleanup, and provided Make and Scons and static linking. At this moment; the EXR libraries are a *dependency*, so you cannot get the Orange branch compiled without having OpenEXR installed. Get the (precompiled or sources) stuff from www.openexr.com. Current default is that the headers and lib resides in /user/local/ Several changes/additions/fixes were added: - EXR code only supported 'half' format (16 bits per channel). I've added float writing, but for reading it I need tomorrow. :) - Quite some clumsy copying of data happened in EXR code. - cleaned up the api calls already a bit, preparing for more advanced support - Zbuffers were saved 16 bits, now 32 bits - automatic adding of .exr extensions went wrong Imbuf: - added proper imbuf->flags and imbuf->mall support for float buffers, it was created for *each* imbuf. :) - found bugs for float buffers in scaling and flipping. Code there will need more checks still - imbuf also needs to be verified to behave properly when no 32 bits rect exists (for saving for example) TODO: - support internal float images for textures, backbuf, AO probes, and display in Image window Hope this commit won't screwup syncing with bf-blender... :/
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!
2005-12-29Fixed scaling of vector icons. Also cleaned up using explicit number forAndrea Weikert
icon height with #define ICON_DEFAULT_HEIGHT.
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!)
2005-12-22Orange: Warning cleanup for Icons commit, missing declarations of someTon Roosendaal
calls caused icon hashing not to work too. Runs smooth here :)
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