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2009-08-17units with no separator can now be typed into number buttons - eg, 5'7" 2km4mCampbell Barton
2009-08-172.5: SoundBrecht Van Lommel
* Move sound_init to make sure it gets called everytime user preferences is reloaded. * Merged sound_reinit and sound_init. One used user preferences while the other did not, don't see the point of this, so just made it always use user preferences now. * Timeline header audio sync option now controls scene flag rather than timeline flag. Since it uses the same playback operator now, there is no distinction anymore. * Added boolean property sync to animation play operator, to sync with audio or not. Uses scene setting if property is not set. * Playback stop button in info header now calls operator, so sounds stop playing too.
2009-08-172.5: Added operator ui() callback for defining own ui layoutBrecht Van Lommel
to show properties. * One problem is that we currently have 3 different kinds of property layouts, single column, two column, and single column with text inside button, probably best to reduce this.. * Last operator panel now shows operator name in the header. * Fix extrude operator to not include transform properties anymore, since they are already there now due to macro system.
2009-08-162.5Ton Roosendaal
Muscle flexing commit; put the "any key modifier" to work, also exposed (ugly) in keymap editor. Notes for it works: - You can use any keyboard key to become modifier now (not mouse buttons) - But, if this key was assigned to be a regular hotkey, that still gets triggered, obviously. - So: only use unused keys for this, like "~" or other special ones? For test fun: L+K now does animplay.
2009-08-162.5/RNA:Nicholas Bishop
* Added Context access to RNA_property_as_string. This is needed for doing a Python call to the object mode set operator, which has a dynamic enum property that needs context.
2009-08-152.5: Screen/Scene New/Delete operators.Brecht Van Lommel
Implementation Note: * Moved the scene copy/unlink code back into blenkernel, with the exception of the copy single user stuff which is still in object_edit.c. * Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean way to do this now.
2009-08-15- remove UNSET becuase it only works with newer versions of cmake,Campbell Barton
- changed the SDL and Freetype vars to match CMake's names - removed unneeded freetype, SDL and ftgl includes
2009-08-14some fixes for netbsd with cmakeCampbell Barton
- CMake, use FIND_PACKAGE(Freetype) for unix/linux - Only link with libdl.so on linux - use statvfs rather then statfs for netbsd (size of statfs wasnt available) - add x11 include path with ghost, glu.
2009-08-14- registering new python classes runs the free functions on existing classes.Campbell Barton
- print an error if RNA Structs are freed with a python pointer set to help with debugging leaks. - fix for unlikely eternal loop in unit conversion.
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-08-102.5: Sound branch merge!Joerg Mueller
See mailing list for additional information.
2009-08-05fix for ghost memory leaksCampbell Barton
- ghost data wasn't being freed (added wm_ghost_exit() call to wm_init_exit.c) - GHOST_EventManager wasn't freeing GHOST_IEventConsumer's - ghost/X11 wasnt calling XCloseDisplay(), some junk from X11 wasnt being freed - ghost/X11 XAllocNamedColor wasn't freeing the colors when done making a custom cursor.
2009-08-02fix for crash in background mode.Campbell Barton
2009-07-30better blender doesnt look idiot for siggraph with tips wider then the screen.Campbell Barton
only show operator args in the tooltip that are different from the defaults.
2009-07-30- include operator commands in tooltips (needs sanitizing for transform ↵Campbell Barton
operators, there are massive :|) - WM_operator_pystring can now be used with an operator type and properties (rather then a wmOperator instance) - removed menus from file selector
2009-07-302.5 / Drag & DropElia Sarti
Removed all related code. Talked with Ton about this and agreed to postpone it at indefinite time in the future, when things get more relaxed. Files saved since my first commit should not break although I'm not 100% sure.
2009-07-292.5Ton Roosendaal
Operator goodies! --- Macro operators Operators now can consist of multiple operators. Such a macro operator is identical and behaves identical to other opererators. Macros can also be constructed of macros even! Currently only hardcoded macros are implemented, this to solve combined operators such as 'add duplicate' or 'extrude' (both want a transform appended). Usage is simple: - WM_operatortype_append_macro() : add new operatortype, name, flags - WM_operatortype_macro_define() : add existing operator to macro (Note: macro_define will also allow properties to be set, doesnt work right now) On converting the macro wmOperatorType to a real operator, it makes a list of all operators, and the standard macro callbacks (exec, invoke, modal, poll) just will use all. Important note; switching to a modal operator only works as last in the chain now! Macros implemented for duplicate, extrude and rip. Tool menu works fine for it, also the redo hotkey F4 works properly. --- Operator redo fix The operators use the undo system to switch back, but this could give errors if other actions added undo pushes (buttons, outliner). Now the redo for operator searches back for the correct undo level. This fixes issues with many redos. Note for brecht: removed the ED_undo_push for buttons... it was called on *every* button now, which is probably too much? For example, using the 'toolbar' redo also caused this...
2009-07-282.5: various one-liner fixesBrecht Van Lommel
* Image window only show game properties in game mode. * Fix image window render info drawing wrong with alpha enabled. * Win32 editmode cursor now uses a different one than the system cursor, that one is barely visible, especially in the new theme colors. * Center text in operator header print. * Fix sequencer unlock shortcut key. * Fix uv layer / vertex color active render button now graying out. * Workaround to get default zoom level 1:1 again for new buttons (will try to fix properly later, is due to scrollbars).
2009-07-282.5Ton Roosendaal
Fix in include file, missing 'struct'
2009-07-282.5Ton Roosendaal
Keymap feature: RightMouse in pulldown menus allows to assign a new hotkey.
2009-07-282.5: File browserBrecht Van Lommel
* Side panels now use list widgets. * Enabled theme colors for side panel. * Add button in bookmarks panel. * Operator panel title now uses operator name. * For unix, added / to system, and home and desktop to bookmarks. * For opening fileselect with filter, cleaned up the code a bit, adding WM_operator_properties_filesel instead of duplicating code. * Also added filter for all operators calling fileselect, only image and file open did it before. * Hide . files by default, and also hide files ending with ~. * Added back .. (but not .) in the file list, I really missed this. * File highlight now only happens when you're actually over a file, instead staying after you move the mouse away. * Fix some redraw/refresh issues.
2009-07-28console copy text was upside down.Campbell Barton
made ctrl+space operator find and autocomplete in the console, need a bette way to make these key bindings co-exist.
2009-07-272.5 file browserAndrea Weikert
New: * added filter and display to some operator properties. Now file browser opens showing only .blend files and folders on file->open and on image->open changes to image display and only shows images and movies. Fixes: * fixed stupid removal of wrong prototype in last commit * fixed a few warnings
2009-07-272.5 / Drag & DropElia Sarti
Small tweak for MOUSEDRAG/DROP event generation
2009-07-262.5 file browserAndrea Weikert
* fix some notifiers, so directory is correctly shown
2009-07-26misc py/rna changesCampbell Barton
- running a script from a file now uses the PyRun_File(FILE *, ...) rather then PyRun_String("exec(open(r'/somepath.py').read())"...), aparently FILE struct on windows could not ensured to be the same between blender and python, since we use our own python on windows now it should be ok. - generating docs works again (operator update for py style syntax broke them) - python operator doc strings was being overwritten - added rna property attribute "default" to get the default value of a property, not working on arrays currently because variable length arrays are not supported.
2009-07-262.5Ton Roosendaal
First step towards keymap editor! Before getting too excited: - doesn't save yet - no rna properties can be defined - no insert/remove keymap options yet - no option yet to set 'key press/release' But what does work; - Keymap list is in outliner, new category (Keymaps are listed in order as being created now) - enable/disable a keymap entry: click on dot icon - it displays python api names for ops - browse new operator for keymap (menu button) - set keymap to use other keys, mouse or tweak events - four modifier key options I first intent to test it all well, there are still quite some modal map conflicts (like border select) and there's problems assigning items to tweaks Another issue is that a visual editor for keymaps might be quite hard to use... the amount of data and options is just not so fun for a buttons menu. There are ways to improve this though. Maybe do this via a script?
2009-07-262.5 filebrowserAndrea Weikert
Bugfixes: * crash when loading file that has filebrowser open * file size over 2GB/4GB? shows negative number Other: * tried to improve drawing speed a bit by only drawing the files actually shown and improving refresh behaviour a bit. Note: Solution I found so far is to use the non-standard _stat64, as far as I could see, WIN64 should work without that patch (Genscher, please check and if needed you can enable this too by removing the !defined(WIN64) ) This probably needs to be fixed in at least one other place (BLI_filesize), will look into this once this fix proves stable enough)
2009-07-252.5 / Drag & DropElia Sarti
Commit of basic architecture. Sorry, nothing fun to play with yet. Added two events: MOUSEDRAG and MOUSEDROP. MOUSEDRAG is sent when left-mouse clicking and then moving the cursor and every time the cursor is moved until the user releases the mouse button, thus generating a MOUSEDROP. Also added two dummy drag operators in view3d and outliner (place holders for now). Brecht and Ton: feel free to check/edit especially the event system code. I'm not sure that's the right way to do it. Also, I'm getting some mem leaks which I suspect are caused by my code.
2009-07-25- report header buttons were not drawing.Campbell Barton
- shift+b in the console would do border zoom (rather then upper case B), fixed by making v2d's border zoom check if the v2d's zoom is locked. - blender in debug mode registers all operators, useful for testing.
2009-07-242.5Ton Roosendaal
Temp window now clips correctly on left side. Also increased top offset for OSX to show window header.
2009-07-242.5Ton Roosendaal
New feature: allowing to open temporarily windows for output. Implemented for: - Render output (use output menu "new window" option). - User Preferences (alt+U, plus added in 'File' menu) Currently the window opens where your mouse is. The Render window works as usual, with ESC or F11 moving it to back or front again. That allows the window position to remain where you moved it on new renders. If you close a render window when it renders, the render thread will be killed. User prefs show 'info window' now... i thought we'd use outliner? Anyhoo, I've made the 'save settings' to close the 2nd window as well. Opening a secondary file window for save I'll check on later, this has to be checked with the current event system still. the WM_window_open_temp() api call for this maintains currently a *single* temp window. If you have a render window open, and call for the preferences, the render window will be used for it. And the other way around. On closing the blender window, the temp windows close automatically when there's no regular window open, and blender quits.
2009-07-24NLA - Auto-Blending + 'Smarter' Extend BehaviourJoshua Leung
* Auto-blending (blend in/out values get determined based on 'overlaps' of strips) now occurs after transforming strips. Where islands (continuous chains of strips) occur, only the ones on the ends of the islands will get or contribute to auto-blending. * Extend modes (other than 'nothing') now get automatically determined (after transforms) so that moving strips will no-longer cause problems. * Added a new option to hide influence curves in NLA. Also, made the line widths for these curves narrower, since the old setting was too ugly. * Pose copy/paste buffer now gets freed on exit
2009-07-242.5: Render/Game EngineBrecht Van Lommel
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.
2009-07-242.5: Top MenuBrecht Van Lommel
* Clean up File menu, added back recover last session op. * .blend compress now behaves a bit different, previously it would only respect the user preference. Now it saves existing files the same way they are saved, and new files following the user preference. The save operator has a Compress toggle in the file browser left panels now. * Add menu working again, some fixes to make these operators work outside the 3d view were needed. * Timeline menu removed, its contents will be moved to the timeline header menus. * Game menu can now start game, changed the start game op to choose another 3d view if none is available. * Render menu has a few items now. * Help menu contains a few links again.
2009-07-22remove scriptlinks,Campbell Barton
they were not working and we have plans for better script integration in 2.5
2009-07-222.5: RenderBrecht Van Lommel
This adds a RenderEngine type to RNA, which can be subclassed in python (c++ will follow once we support subclassing there). It's very basic, but plugs into the pipeline nicely. Two example scripts: http://www.pasteall.org/6635/python http://www.pasteall.org/6636/python Issues: * Render runs in a separate thread, and there is unrestricted access, so it's possible to crash blender with unsafe access. * Save buffers and full sample are not supported yet.
2009-07-212.5Ton Roosendaal
Overlooked WM event.val usage without checking proper #defines. My previous commit made all input not work on any modifier key press.
2009-07-212.5Ton Roosendaal
Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-19issues auto generating rna docsCampbell Barton
- add a warning when an operator name is NULL, set it to a dummy name to prevent crash. POSE_OT_constraints_clear had its name commented (not sure why) - rna_Object_parent_type_itemf wasnt checking for context being NULL, needed for docs else it crashes. - bpy.ops.add/remove didnt show up in a dir(bpy.ops)
2009-07-192.5Ton Roosendaal
Small fix: Triple Buffer mode didn't clip custom paint cursors correctly for overlapping regions (example, view3d paint circle drawing into toolbar)
2009-07-19- was freeing reports on freed listbasesCampbell Barton
- free reports in a single loop. - extrude was using a NULL scene, crashed when used as a macro
2009-07-19Store sketch in armature instead of ugly global.Martin Poirier
Like edit data, this isn't saved, just a temp pointer used during work session. Also bring back sketching panel for 3d view.
2009-07-18missed this file in last commit.Campbell Barton
2009-07-18initialize keymaps after python so python keymaps, solves the problem of ↵Campbell Barton
keymaps complaining about python operators not existing, but at the expense of some annoying init flags/functions. :/ Brecht/Ton you may want to check that C->data.py_init is a good place to store this.
2009-07-17python access to operators now hides the _OT_ syntax, eg. SOME_OT_operator ↵Campbell Barton
-> some.operator this works for the calling operators from python and using the RNA api. bpy.ops.CONSOLE_exec() is now bpy.ops.console.exec() eg. split.itemO("PARTICLE_OT_editable_set", text="Free Edit") becomes... split.itemO("particle.editable_set", text="Free Edit") For now any operator thats called checks if its missing _OT_ and assumes its python syntax and converts it before doing the lookup. bpy.ops is a python class in release/ui/bpy_ops.py which does the fake submodules and conversion, the C operator api is at bpy.__ops__ personally Id still rather rename C id-names not to contain the _OT_ text which would avoid the conversion, its called a lot since the UI has to convert the operators.
2009-07-17- Scrollbars for the console (use View2D functions)Campbell Barton
- Set View2D operators not to register, got in the way a lot with the console. - Made autocomplete Ctrl+Enter so Tab can be used. - Should work with python 2.5 now. (patch from Vilda) - Moved report struct definitions into DNA_windowmanager_types.h, could also have DNA_report_types.h however the reports are not saved, its just needed so the report list can be used in the wmWindowManager struct. Fixes a crash reported by ZanQdo. - Store the report message length in the report so calculating the total height including word wrap is not so slow.
2009-07-162.5 - Silencing various compiler warnings (mingw)Joshua Leung
2009-07-16Console Space TypeCampbell Barton
* interactive console python console. * display reports and filter types. defaults to operator display so you can see the python commands for tools as you use them, eventually it should be possible to select commands and make macto/tools from them. Example use of autocomp. b<tab>, bpy.<tab>, bpy.<tab>, bpy.data.<tab> etc. basic instructions are printed when opening the console. Details... * Console exec and autocomp are done with operators written in python. * added CTX_wm_reports() to get the global report list. * The window manager had a report ListBase but reports have their own struct, switched to allocate and assign when initializing the WM since the type is not available in DNA. * changed report types flags for easier display filtering. * added report type RPT_OPERATOR * logging operators also adds a python-syntax report into CTX_wm_reports() so they can be displayed in the console as well as calling a notifier for console to redraw. * RnaAPI context.area.tag_redraw() to redraw the current area from a python operator. Todo... * better interactions with the console, scrolling, copy/paste. * the text displayed doesnt load back. * colors need to be themed. * scroll limit needs to be a user pref. * only tested with cmake and scons.
2009-07-13calling operators from python was raising an error without returning an ↵Campbell Barton
error value. brecht, switched the order back to fix this, added an argument for WM_operatortype_find() to fail without printing an error.