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2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-21change filepath limit from 240 to 1024Campbell Barton
2011-11-07Camera tracking integrationSergey Sharybin
=========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-23- fix for error with utf8 textinput for buttonsCampbell Barton
- ensure input is valid utf8 from ghost and NULL then complain if its not. - added function to get utf8 size BLI_str_utf8_size()
2011-10-22- use defines for wmKeyMapItem & wmEvent alt/shift/ctrl/oskeyCampbell Barton
- clear utf8_buf on key up & complain if its set (should never happen)
2011-10-20initial support for unicode keyboard input for ghost & blenders WM.Campbell Barton
- currently X11 only, depends on Xinput (but should not break other os's). - ghost stores utf8 buffer, copies to wmEvent's - UI text input is currently the only area that uses this - not console or text editor. - no rna access yet.
2011-10-03Change struct alignment for structs which are intended to be aligned but aren't.Campbell Barton
remove uiIconImage too since its unused.
2011-08-11use ghash for operator and menu types, was doing string lookup in the ↵Campbell Barton
operator list (containing over 1000 items) for each button draw. gives small speedup for UI drawing and overall startup time.
2011-08-07ndof data change: operators can access values as vectors or components, as ↵Mike Erwin
both are handy
2011-08-02Made wmNDOFMotionData use a vector rather then xyz members, makes it nicer ↵Campbell Barton
to use with math functions. ndof_to_angle_axis and ndof_to_quat now use math functions.
2011-07-15more consistent and modal-friendly ndof events, fly mode v1Mike Erwin
2011-06-09migrated NDOF code from soc-2010-merwin, SpaceNavigator now works on Mac blenderMike Erwin
2011-06-06bug [#27582] Screen Editing > Split and Join area don't work.Campbell Barton
added 'INTERNAL' operator flag so operators which are only meant to be called by other operators or internal use are not displayed to the user. Currently only use this flag for the operator search toolbox, is ignored in debug mode.
2011-05-12for bug [#27358] Transform bug when transform > 500Campbell Barton
mouse coords would with cont. grab would wrap at short. use mouse coords as int rather then short. this problem still happens on linux because of XTranslateCoordinates
2011-03-09From the todo:Ton Roosendaal
Hanging Tooltips solved! It appeared to be that an active button remained in that state when another region/editor became active. It then kept the button-activate state, and therefore also the optional tooltip. This only happened on fast moves, when a mousemove event was not passed on anymore to the previously active subwindow. It has been solved with a new notifier (SWINACTIVE), which gets sent on new active regions. The screen listener then calls uiFreeActiveButtons() to find out if buttons were still active somewhere else.
2011-02-25doxygen: blender/windowmanager tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-07Todo/feature requestTon Roosendaal
When using masks or other simple 3D elements in composites, doing a layer re-rendering on a node is a bit clumsy all the time. This commit does two things to help: - new hotkey "Z" in node editor automatically finds render layer that changed and re-renders it + composites - option "Auto Render" does same, but then after every transform edit in 3D window The latter is experimental; real & proper system for this requires full threaded render support (like previews). But it works! Demo file: http://download.blender.org/demo/test/auto_composite.blend Important fix: After any render, all the render layers were tagged "changed", which caused any edit to first totally recomposte everthing. Now it only composites changes. Implementation notes - DAG scene flush now sets 'changed' flags in render layer nodes - Added notifier for 'transform finished' to trigger the update, this is temporarily.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-12-24presets for operators, re-using same preset system as render, cloth etc use.Campbell Barton
- operators need to enable the option OPTYPE_PRESET or 'PRESET' in python. - hidden properties are not written. - currently this only works in the file selector (enabled for FBX/OBJ export) - currently the menu label doesnt change when presets are selected, this is a TODO, not so simple since the UI is defined in C and the label in python. - presets save in "scripts/presets/operators/*id*/*.py"
2010-12-17Drag & drop feature:Ton Roosendaal
You now can drop a .blend inside blender window to open it. Implementation notes: - Added call to extract icon type for files. Code re-used from space_file - External files that get dropped set icon types too. Drop box polls can check for this. - Also enabled setting op-context for drop operators, this was needed to prevent filewindow to open.
2010-12-12Fix #25177: Skeleton Sketching - deleted sketches don't disappear immediatelySergey Sharybin
Added notifier ND_SKETCH for handling such actions
2010-12-04Maintenance, Campbell Barton
- remove some redundant declarations - changed VertexTangent and Path structs to avoid compiler alignment padding.
2010-11-17use 'const char *' by default with RNA functions except when the value is ↵Campbell Barton
flagged as PROP_THICK_WRAP. Also use const char in many other parts of blenders code. Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-15bugfix [#24708] World Notifier ProblemsCampbell Barton
also draw stars when 'Only Render' option is enabled.
2010-11-11move report/operator view out of the 'Console' into the 'Info' space (file ↵Campbell Barton
menu). Ton will work on moving the File menu out of the Info space before release. notes. - reply Operator isn't working anymore. - UI for reports is commented out so its not mixed with the file menu.
2010-10-13bugfix [#24231] outliner not refreshed correctlyCampbell Barton
also made world changes only redraw the 3d view if 'Render Only' option is set.
2010-10-05Reorganisation of COLLADA import code. Classes have been split into their ↵Nathan Letwory
own files. No functional changes. Where necessary extern "C" {} blocks have been added.
2010-10-02Fix #23629: Layers doesn't sign there are objects on them, only if the ↵Sergey Sharybin
object is selected Also fixed layer buttons update when changing scene/screen
2010-09-28Fix [#23977] toggle back to object mode not working (outliner issue)Nathan Letwory
Reported by Roland Kramer There was already code to prevent visibility toggle through restrict column from working when in edit mode. Reshuffled code somewhat so it works also for object operations in outliner. Also ensure operator poll for visibility and selectability toggle checks object is not in edit mode. So this also works for selectability toggling, so no more toggling when in edit mode - it's confusing otherwise. Added notifier and handling for it for renderability toggle in outliner. No edit mode restriction here.
2010-09-22After discussion with Campbell (ideasman) on IRC I reorganized notifiers and ↵Nathan Letwory
created new one for visibility toggling (epilogue to r32052, fixing [#23944]).
2010-09-18Fixed problems with outliner update in same cases caused by my previous commit.Sergey Sharybin
This troubles were caused by "break" of ND_OBJECT case in outliner area listener, so not all cases were handled. Handle more data and actions in outline listener, but not refresh when it's actually unneeded (there where problems with it without that "break" -- extra refreshing could be made).
2010-09-17New optional operator function, check(), it takes the same arguments as ↵Campbell Barton
execute(). This runs after changing a property and allows correcting incompatible options. Returning True will redraw the UI. Currently this is used for setting the write extension when saving files, so changing the image format also corrects the extension. The same is accessible from python where its used when saving SVG/EPS/PNG files. This fixes: [#23828] obj export problems, [#23760] Exporting OBJ and filetype ending also fixed document submission operator. Now the filename in the file selector is the one used for writing this means we remove the "Save Over" popup which could be overlooked too easily. Instead display the filename field with red tint, and a note in the tooltip.
2010-08-28Fix #23363: Layer buttons do not update when last object deletedSergey Sharybin
This happend because of incorrect order of calculating used layer mask and drawing header. Added layer content changed notifier to recalc used layers when needed. This also fixes header redrawing in "Move to layer" operator and when user changes Object.layers in properties view
2010-08-07SpaceNav turntable and fit in 3D view. Tablet data rides with cursor/button ↵Mike Erwin
events (incomplete! Mac-only for now). Grease pencil works better with pen.
2010-07-05Fix #21201: double click didn't use the original mouse position, nowBrecht Van Lommel
it stores it and sets it later when the double click event is handled. Decided to not reuse prevx but made prevclickx, because there may be multiple mousemoves between the two clicks, and prevx is already used for some other tricky things.
2010-06-26new notifier for FRAME_RANGE, use to recalculate the timeline scrollbar range.Campbell Barton
2010-06-22Timeline addition: Display cached framesMatt Ebb
This started off doing pointcache debugging but it's also very useful for users too. Previously it was very hard to see the state of the system when you're working caches such as physics point cache - is it baked? which frames are cached? is it out of date? Now, for better feedback, cached frames are drawn for the active object at the bottom of the timeline - a semitransparent area shows the entire cache extents, and more solid blocks on top show the frames that are cached. Darker versions indicate it's using a disk cache. It can be disabled in general in the timeline View -> Caches menu, or by each individual system that can be shown. There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what shows when it's out of date, or when it's been played back but not cached, etc. etc. Part of this is due to a lack of definition in the point cache system itself, so we should try and clean up/clarify this behaviour and what it means to users, at the same time. Also would be interested in extending this to other caches such as fluid cache, sequencer memory cache etc. in the future, too.
2010-06-18Notifier cleanup - replaced ND_*_EDIT and ND_*_SELECT data notifiers Matt Ebb
with the generic action equivalents (NA_EDITED and new NA_SELECTED)
2010-06-14naming changesCampbell Barton
path -> filepath (for rna and operators, as agreed on with elubie) path -> data_path (for windowmanager context functions, this was alredy used in many places)
2010-05-27Progress indicators for threaded jobsMatt Ebb
Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-04-06Fix #21402: python operator redo properties not refreshed. Now sends aBrecht Van Lommel
NC_WM|ND_HISTORY notifier on registering an operator.
2010-04-04Added a new 'straight line' gesture type that can be used in any operator.Matt Ebb
Use this for image editor Line Sample tool, rather than custom modal operator/ custom drawing.
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-03-09Fix [#21145] Preferences: Solid OpenGL lights viewport updateMatt Ebb
2010-02-12correct fsf addressCampbell Barton
2010-02-08Operator Execution Contexts Bugfix:Joshua Leung
This commit adds a few more execution contexts for operators, given the increasing tendency for some special regiontypes to exist within areas that must have their own set of special operators. Examples of these include the "channel" operators in the Animation Editors (i.e. those in the 'Channels' menu), and the "Fit to Preview Window" operator for the Sequencer. Previously, operators such as these would not function when clicked on from the menus, and they would not show the hotkeys they were mapped to. Also, fixed a few operator definitions in the Animation Editors which were missing ot->prop defines. This meant that some hotkeys (mainly selection) were shown incorrectly in the menus.
2010-02-06BGE: rna update for Logic BricksDalai Felinto
Sensor and Controllers: small fixes and suggestion (comments) for future improvement - mainly to replace text properties to material, text or object datablocks. Actuators done: * IPO * CAMERA Actuators to be done: All the others (their structure is in the file) Adding NC_LOGIC ** If someone want to help on that: Files used for actuator RNA: - logic_window.c - DNA_actuator_types.h *** my first big RNA operation. critics/suggestions are welcome **** padded some DNA variables that were not been used.
2010-01-26Drag and drop 2.5 integration! Finally, slashdot regulars can useTon Roosendaal
Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.