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2004-12-06Outliner crash reported bu K-rich;Ton Roosendaal
- with outliner visible - alt+d (linked dupli) an armature
2004-12-05Special bf-committers request; Lamp/World/Material now each have 10Ton Roosendaal
channels to link texture to. The amount of code changes seems large, but is mostly getting rind of hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX. Further did some fixes; - Ipo for Lamp showed too many mapping channels - Texture MapTo buttons for lamp missed the slider to blend texture color - Lamp texture mapping "View" only worked for Spot, now it uses lamp- view vector for all types. (Nice for projections!)
2004-11-16Three bugfixes, as reported on release;Ton Roosendaal
- loopselect doesnt work proper with vertices outside window - outliner crash on script select (potential showstopper...) - make curve parent menu, press ESC, crashed blender All minimal changes in code. no new development, promised!
2004-11-13Two bugfixes, thanks to release candidate tests;Ton Roosendaal
- 1768: edge rotate lacked remaking displaylists - 1790: outliner crash on delete objects in certain situations, added more strict pointer check
2004-11-09- Bug located in outliner (missing break) by sgefant, thnx!Ton Roosendaal
- On click on camera object in outliner, world buttons didnt display always Plus; commented out the calls to select items with rightmouse. This is too much WIP for official release, too much not working, and Matt prefers time to further work on it as well.
2004-11-07Lotsa undo stuff added;Ton Roosendaal
- ALT+U undo menu shows history for global undo as well - Added undo pushes for buttons window more consistantly - Added it & tested for ipowindow too - Added it in outliner - And quite some missing occasions for 3d window editing
2004-11-01- Bug #1714; editmode undo error when ESC after extrude (missing undopush)Ton Roosendaal
- Curve Join now moves all curves to 2D (if its 2D) - FGon extrude keeps FGon flags correctly - After Append undo-push added - In almost all Ipo editing commands; undo-push added - Icons in outliner now all consistant grey - Zoffs button had to 20 high (hmetal :)
2004-10-27Bug #1670Ton Roosendaal
Just one simple report, 4-5 hours work... reported was that selecting in action+nla window is slightly off. Quite annoying. It appeared to be a wrong usage of View2D facilities, causing part rewrite of a lot of stuff here. Mainly did it as excercise, to get better understanding of all of this. Would need some testing though! PLus; fixed crash while using "single user" menu with Ipos in Object.
2004-10-22Better pointer check in outliner.c for actions, for bassam :)Ton Roosendaal
2004-10-19Outliner; menu 'scene operations' didnt do anything, commented outTon Roosendaal
Undo; when using global undo, the editmode undo stack remains accessible. Meaning you can do global undo/redo, and then go back in editmode and have all undo/redo steps as originally left in editmode.
2004-10-17Hah! found the trick to recover hierarchy in edit bones, so the displayTon Roosendaal
of Outliner of it is nice hierarchical too. Please note that storage in outliner for editbones and pose-bones are separate, so you have to uncollapse the views independently
2004-10-17Outliner now visualizes and allows selection and name editing of ArmaturesTon Roosendaal
in edit mode. Small extra fix; selection (mouse) on armature points goes easier now (larger accepted distance from mouse pointer)
2004-10-14Three fixes;Ton Roosendaal
- bug #1307; copy full scene didn't update links in constraints (was an oldie bug!) - also fixed same for Hooks, which even't didn't duplicate yet - HOME in outliner (show hierarchy) now only does current scene
2004-10-11- selection option for vertexgroups didnt use proper new flagsTon Roosendaal
- outliner bugs: - shift+click on icons opened new window types - click on world of other scene, makes that scene active - deleting objects from multiple scenes crashed
2004-10-11Outliner features:Ton Roosendaal
- Rename! CTRL+leftmouse click on name, makes it a text button. Works for all items as currently being displayed. Most work was doing the Bones, which is a nightmare :) But it uses same code as buttons in Armature-Editmode now, without even needing EditMode :) When renaming a bone, the Outliner makes the Object active though. - PageUp / PageDown keys Do what you expect.
2004-10-10- Added Outliner selectionTon Roosendaal
As a means to indicate items in the Outliner to do operations on, you can select with RMB items. Works like FileSelect here. Since selection in Outliner is only on outliner level, no further UI updates happen. That is reserved for LMB actions. Implemented right now are only few operations... they can be called up with the WKEY (the famous spare key :) - if objects selected, a menu appears with choices - if materials or textures selected, a meny appears to unlink them If you make mixed or confusing selections you get a warning message. TODO: add selection color in theme, and of course more operations.
2004-10-08More outliner stuff;Ton Roosendaal
- added Images in overview - added Scripts in overview, if clicked it makes it active in open Text Window - Padplus/Padminus keys now open one level deeper or less - fix: Akey didn't really open all... - fix: click on item of non-active scene, activates new scene
2004-10-08Outliner options;Ton Roosendaal
- Added in pulldown the current view commands, including the 'show hierachy' option, which shows only the full object tree - You now can activate data by clicking on the hidden icons (displayed in a row of a collapsed item) - Added selection and display of active NLA strips - Cleanup; white text in outliner only for active object - Made hierachy helplines 1 pixel wide and black, looks nicer
2004-10-08More outliner features;Ton Roosendaal
- Made visualization of object hierarchy more clear with lines; this solves the sometimes confusing mix of 'children objects' and 'linked data'. - Enter editmode on click, also shows editing context buttons - SHIFT+click on a item closes/opens all below that item - Added constraints and Hooks (watch fun icon!) Note; global undo doesnt restore former view for outliner... it does not save the GUI, remember? :)
2004-10-07- Outliner now sorts Objects alphabeticallyTon Roosendaal
(i tried sort 'by type', but thats very unclear... need think over) - Vertex Groups are visualized in Outliner (and selectable) - Armature Bones are visualized & editable too In general; Outliner now also supports indirect data (Structs with no ID) - changed weirdo NLA icon into something that makes sense. (Thnx sten!)
2004-10-07- Fix: enter/exit posemode used wrong pointer, could crashTon Roosendaal
- enter/exit posemode now updates outliner view too - New: outliner option "Show same type". Shows only object types as current active one. Nice to browse all lamps, mballs, armatures, etc
2004-10-07- Outliner: new items (on first show) come up collapsed nowTon Roosendaal
- Outliner: click on Armature data goes in posemode And long wanted, and found out is just a threeliner in code: - Posemode: click-select-drag or grab-gesture switches to 'rotate' automatic when no bone can be translated.
2004-10-06Added #ifdef INTERNATIONAL around ftf call and include file...Ton Roosendaal
2004-10-06Add #ifdef WIN32 block so outliner compiles on windows, too.Nathan Letwory
2004-10-06Version 1.0 of the new OutlinerTon Roosendaal
The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...