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2006-12-31== Bugfix #5550 ==Joshua Leung
* UV and Radiosity passes are now visible in Outliner (like for other passes) * Changed tooltip of overwrite material to: "Name of Material to use as Materials instead" * Also, fixed Reflection and Refraction passes in the Outliner - flags were mixed up, so turning on Reflection turned on Refraction and vica-versa.
2006-12-30* Redraw the node editor when render passes are enabled or disabledMatt Ebb
in the outliner
2006-12-13Bugfix: restriction buttons didn't draw correct when outliner view wasTon Roosendaal
'all scenes' or 'groups'. Caused by optizing drawing.
2006-12-11Bugfix #5401Ton Roosendaal
Material Nodes still have undefined output to the passes. Currently only the active Material node gives pass info. Bug was that check for active was wrong, giving stripes because of hanging variables. I'll work soon on providing all pass options in the Material nodes. This fix at least correctly provides passes for active material, and clears memory of pass info in advance. Also: outliner view "current scene" did not show render layers. ALso: outliner click on renderlayer now activates it (for UI) Also: zbuffer for transparent was not initialized to 'infinity' correctly
2006-12-07Fix in outliner code: var declaration on wrong place (gcc won't warn!)Ton Roosendaal
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'. :)
2006-12-06Bugfix #5356Ton Roosendaal
Outliner: the new 'restriction' options were drawn as buttons, and created always even when not visible. Gave big slowdowns on large data sets. Also: help lines were drawn as shorts, should be floats Cannot fix: button coordinates are short by default still, giant outliner data sets draw buttons in wrong location. Did add nice feature though; on several events the outliner now is not being re-built anymore, but redrawn only. I want to be a bit conservative with it though... but it happens for: - LMB drag to select items - pageup/down, scrollwheel, mmb scroll - search item - show active item - toggle selection Makes a good difference :)
2006-12-01Library manegement features:Ton Roosendaal
- Outliner now shows hierarchy for Libraries, indicating which Library files invoked loading another. - SHIFT+F1 "Append" browser has a Library menu, allowing to directly browse into all open library files. This will prevent accidents like re-opening a same .blend via another path.
2006-11-21* Show renderability toggle for all objects, since they might be usedMatt Ebb
as group duplicators, d'oh!
2006-11-20Bug: click on new outliner Object restrictions crashed for 'view' option.Ton Roosendaal
Typo in outliner button callback (NULL should be ob).
2006-11-20* Suggestion from Lazareus in IRC, deselect objects when they are madeMatt Ebb
invisible in the 3D View, so no unintended commands apply to them
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
2006-11-08Patch #5069, by Juho Vepsäläinen (bebraw)Ton Roosendaal
Enable to use Xkey or DEL for deleting objects in outliner. Note: there's reasons to be a bit reluctant with extensions like this. Mostly related to the fact that outliner operations is completely unfinished still. We need to spend time on thinking over how it should evolve, and based on that the proper hotkeys and menus can be added as well.
2006-11-07MSVC compiler is non-posix for some string operations...Ton Roosendaal
Created a BLI_strcasestr and used existing BLI_strcasecmp in code now.
2006-11-07Patch #4980, by Joshua Leung (aligorith)Ton Roosendaal
This enables finding data in the Outliner. Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive). SHIFT+Fkey to repeat a search, this cycles around. Extra changes: - button popups to enter strings now starts activated. - outliner either shows for Armature the Bones, or Posechannels or Editbones, depending the mode. Was needed to make searches meaningful. Although Joshua did very good work on the key functions, there were a couple of issues in his code, and problems in Outliner code, that didn't make it all work nicely. So, this is quite a revised patch. :) Full review log can be found in the patch tracker.
2006-10-30 - bug fix #5141, blender doesn't crash, when you try to unsubscribe twiceJiri Hnidek
from verse node in outliner
2006-10-16* fix totblock error when quiting blender with sessions openNathan Letwory
* add "Disconnect"-menu when RMB on verse server that is connected in outliner
2006-10-16 - I forgot one ifdef in last commit, I'm sorryJiri Hnidek
2006-10-13 - added dark-green circle behind subscribed verse nodeJiri Hnidek
- added green circle behind object node shared at verse server - it is easier to figure out, what is shared and what isn't shared - color is hard coded now, but Matt can improve it ;-)
2006-10-13add some #ifdefs around verse-related codeNathan Letwory
2006-10-13Master Server listNathan Letwory
* print (# servers) instead of icon row when there are servers in the list * dark-green circle behind server icon in server list when connected * orange when connecting
2006-10-12Add Verse master-server functionalityNathan Letwory
* added two files from verse-master * server list is available in outliner (new mode "Verse Servers") * verse sessions are now also in new mode "Verse Sessions" in outliner * fixed drawing of verse sessions and their nodes * in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org) * in File>Verse entry "Get Servers" to get server list or * RMB on "Available Verse Servers" in outliner to "Refresh" server list Enjoy :)
2006-10-12* Clicking on a constraint in the outliner now shows object buttonsMatt Ebb
2006-09-28-> Enter/Exit editmode wait cursor flagsGeoffrey Bantle
The wait cursor was being called during editmode enter and exit for meshes. This was a problem for several reasons. First of all, python modules like Mesh now make use of editmode features. These methods that wrap editmode tools may be called many times during the execution of a script and lead to the wait cursor rapidly flickering on and off. The other problem was that the wait cursor wasn't being called for editmode enter and exit of all data types. This is unified now. -New Arguments enter_editmode() should be passed a nonzero integer or simply EM_WAITCURSOR if the wait cursor is desired. Currently only the python API passes a '0' to enter_editmode() exit_editmode() has several options and they are passed in as the bitflags EM_FREEDATA, EM_FREEUNDO and EM_WAITCURSOR. These flags are defined in BDR_editobject.h.
2006-09-25* tweak to outliner line colourMatt Ebb
2006-09-06New feature: imporant missing option for use of Libraries: access to to theTon Roosendaal
file path where library is read from. In Outliner, choose new view mode "Libraries". A ctrl+click on the library name then allows to change the file name or path. Note that when you change the file name, nothing is being re-read or re-linked. Only after saving the .blend file and reading it back the new library is used. This feature allows to cleanup library usage. You can make files relative, or reorganize a project. Just keep in mind that you cannot use this feature to fix .blend files that link to non-existing other files. That because the lost data is actually not read at all, so cannot be saved either. Currently, library errors are only printed in the console... quite important to keep track of when using Libraries. Implementation note: this Outliner view mode can become expanded to a full "Database view", showing something similar as SHIFT+F4 databrowse does now.
2006-08-20Huge commit: VERSEJiri Hnidek
- All code is in #ifdef ... #endif - Only make build system is supported and you have to add: export WITH_VERSE=true to user-def.mk file - Blender can share only mesh objects and bitmaps now - More informations can be found at wiki: http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc I hope, that I didn't forget at anything
2006-07-04Bug as reported on irc often: in default .B.blend a first opening ofTon Roosendaal
Outliner happened in Oops block view. I found this was caused by commit of of a new .B.blend in may 2005 (after 2.36, before 2.37). That file had already opened Oops views stored, which have to remain that way of course. A full cleanup of .B.blend i rather not do now, so I've added a patch in code that on read of the built-in .B.blend it sets all existing Oops windows to Outliner. And while working on it anyway, on first opening of a new Outliner, the current Scene level is opened, but showing objects closed.
2006-06-29Related to bugreport #4514Ton Roosendaal
Debugging complex files with drivers is very hard... so I've added the drivers now to show in Outliner too (under the Ipo). Note that this works for Actions too, but only when the action is linked to an Object directly. (For a real diff you have check previous commit, I forgot to write a log for that)
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!
2006-06-27Bugfix #4502Ton Roosendaal
A subsequent hotkey press like F5 now cycles through the sub-context in buttons. However, this should not happen when clicking on Material icon in outliner!
2006-04-05Fix #3999Ton Roosendaal
Outliner, Group view, operation menu "unlink group" also set the group user counter to zero, which it should not do. Note; the definition of this command is to make sure no users exist of this group, but the group itself can still be there with objects.
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
2005-12-19Orange: monday merger with bf-blender (loadsa bugfixes).Ton Roosendaal
ALso: a bit tidying up in editaction.c and python Object.c
2005-12-18* Updates for missing menu itemsMatt Ebb
2005-12-17Saturday merger of bf-blender in orange branch.Ton Roosendaal
2005-12-17Ack! Error in the renaming code for outliner, it skipped doing theTon Roosendaal
handling callbacks that checked for double names... this was caused by a bugfix I did a week ago for ESC on rename button in outliner. Discovered in time by Andy, thanks!
2005-12-12Sunday merger of orange branch with bf-blenderTon Roosendaal
2005-12-11Big commit with work on Groups & Libraries:Ton Roosendaal
-> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-07Orange fixes;Ton Roosendaal
- protected editing library data names in outliner - layer-bone recode caused selection from posemode not to flush correctly to editmode
2005-12-07Bugfix from own collection: Rename option in Outliner didn't handle an ESCTon Roosendaal
correctly. Button wasn't closed then.
2005-12-06Orange:Ton Roosendaal
Series of fixes in Library linking of groups; - On library-linking (SHIFT-F1) a Group, the Objects now don't get a "Base" anymore, meaning they won't show up as Objects in the Scene. This ensures you can use the linked Group as duplicator without having your file polluted with new (and linked) objects. (I realize it should be possible to have it with Base too, will check) - On append or file-read, the linked Group Objects get drawn properly, but the animation system doesn't run yet. - Group buttons (F7) now shows if a Group is from Library - Outliner draws Library linked data with blue-ish text Other fixes; - Using group-duplicator, with originals in hidden layer, now shows and updates animated Objects correctly. - All of Object button panels did not have a proper protection against editing Library data.
2005-12-06Orange branch: Revived hidden treasure, the Groups!Ton Roosendaal
Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-10-28Hm, last method was not so good across various colourMatt Ebb
themes. Now the line uses a blend of the outliner theme colours instead of being hard coded.
2005-10-28Tiny cosmetic tweak to the outliner, making theMatt Ebb
connecting line not so strong to see the other icons easier
2005-10-28Here's another milestone: Shape Keys now can be inserted in Actions and NLATon Roosendaal
It works like for moving Object Ipos to the Action, press the Action icon in the header of the IpoWindow, to the left of the mode selection menu. It then creates an Action (if not existed) and moves the Shape Ipo to the Action, using custom channel "Shape". Main code change was that evaluating Ipo Curves for Relative Shapes had to be recoded, but that's pretty minor and even much cleaner. (added "curval" in the KeyBlock struct). That this feature can work is thanks to the full modifier/derivedmesh recode Daniel did, can't give him enough credits! :) Also; small fixes in Outliner, for clicking on the Ipo icon (sets the Ipo window to show that Ipo).
2005-10-23Bugfix: select Vertex Group in Outliner now updates 3d view properly.Ton Roosendaal
2005-10-05Drivers cannot drive channels of own Object, added error warning for it. ITon Roosendaal
might allow this once, but it's a lot of new complexities then. It also means you cannot drive one Bone with another Bone in same Pose.