Requested UI feature: when scaling Blender window, the buttons view keeps
scale (in visible pixels) as previously. Also works for the .B25.blend, which
currently will show the buttons a bit too large for small screens... this
because the .B25.blend was created on a 1920x1200 screen. Might need a config
inbetween... 1440x1080 or so? Or we make a couple of defaults later.
Additional feature could be to also scale the buttons area itself, but that
will change the entire screen layout too much, potentially giving bad issues
with extremer scaling.
* Added pointer RNA for the sculpt brush
* Converted sculpt settings panel (in the NKEY area) from C to Python
* For Python UI, needed context for whether sculpt is enabled or not; discussed this with Brecht and added sculpt_object to scene context
- reports can be selected with RMB, Border (bkey) and (de)select all.
- delete reports (X key)
- run operators in the console (R key)
- copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p
Details
- Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view.
- RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)"
- add flag to reports, use for seletion atm.
opens a new world of context bugs :)
* Drawing the console text now skips all lines outside the view bounds.
* Added dummy C operators for console.exec and console.autocomplete so blender wont complain at startup, its not really a problem but people testing reported it a few times. Eventually we should have some way python operators are initialized before the spaces operators are checked.
* reordered the imports so the "ui" dir is imported before "io", for now this means bpy.ops is defined before exporters and importers need to use it, was causing a python error on startup.
* fixed all compiler warnings for the console (gcc4.4)
* stopped operators were printing out the return flag.
* removed references to ACT_OT_test, TEXT_OT_console_exec and TEXT_OT_console_autocomplete
Confirm on LMB up but cancel on RMB down.
This works well with hotkeys, manipulator, RMB+drag and gesture (when they are added back).
The question is do we stick with one scheme for all or have separate keymaps for different "calling mode".
* Fixed the NKEY panel not updating when switching to sculpt mode
* Removed some old XXX'd code for testing textures, can replace that now with proper brush-texture UI
Keyframes are now prepared for drawing by being added to a binary-tree structure instead of using insertion-sort on a Double-Linked List. This gives rather significant improvements on a few bad cases (*).
I've implemented a basic Red-Black Tree whose nodes/data-structures can also be used as a simple Double-Linked List (ListBase) for this purpose. The implementation of this tree currently does not have support for removing individual nodes, since such capabilities aren't needed yet.
Stats (using keyframes from an imported .bvh animation file):
* When only the keyframes are drawn (i.e. long keyframes are not identified), the time needed to draw the DopeSheet region 10 times went down from 4000ms to about 300ms.
* When long keyframes are considered as well, the same test has gone from 6000ms to 3000ms. There is still a bottleneck there that I haven't been able to remove yet (an attempt at this made the runtimes go through the roof - 32000 ms for the test done here).
Assorted Notes:
* Added missing headers for some files
* Fixed profiling flags for mingw. There was an extra space which prevented the sound-code from compiling.
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.
- 1st stage: Linear Workflow
This implements automatic linear workflow in Blender's renderer. With the
new Colour Management option on in the Render buttons, all inputs to the
renderer and compositor are converted to linear colour space before
rendering, and gamma corrected afterwards. In essence, this makes all
manual gamma correction with nodes, etc unnecessary, since it's done
automatically through the pipeline.
It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management
And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg
This also enables Colour Management in the default B.blend, and changes the
default lamp falloff to inverse square, which is more correct, and much
easier to use now it's all gamma corrected properly.
Next step is to look into profiles/soft proofing for the compositor.
Thanks to brecht for reviewing and fixing some oversights!
Calling rna functions with invalid keywords, too many keywords and too many args would fail silently
- now raise an error with invalid keywords and a list of valid ones, raise an error when too many args are given.
- calling rna functions would alloc a ParameterList each time, changed to use a stack variable (2 pointers and an int).
- store the number of parameters ParameterList
- python exception types were wrong in many cases, (using attribute error rather then type error)
- fixes to small errors in python UI scripts.
- 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.
* ensure all SConscripts are ready for win64-vc (where necessary).
* ensure we have proper _DEBUG flag for Python when we're doing a debug build.
* some cleaning up of linking etc.
* ensure /EHsc is there for game engine modules.
Added NULL check for View2D code for invalid style pointer (this underlying problem should get addressed at some point), and reinstated the reinitialisation hack for panel regions.
- added class option for PyOperators __register__ so you can set if py operators are logged in the console.
- PyOperators was refcounting in a more readable but incorrect way. in some cases would be possible to crash so better not drop the reference before using the value.
- console zoom operator was registering which meant zooming in to see some text would push it away :)
* 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.
* Wave modifier speed 0.5 -> 0.25.
* Particles even and random distribution on.
* Particles normal velocity 0.0 -> 1.0.
* Particles size 1.0 -> 0.05.
* Particles draw emitter and material color on.
* Field strength 0.0 -> 1.0
* Object drawing without material was not consistent
with default material.
* Panel title 13 -> 12 points.
* Some changes to make lamp and world textures editing work.
You may have to click on another texture slot once before
being able to add a texture, and the layout is messy. Added
this so lightenv project isn't blocked by this being missing.
* Adding a new material slot now doesn't create a new material
anymore, to avoid creating unused materials.
* Tiny changes to scene/object buttons.
* Added basic infrastructure to layout user preferences. The
intention is that you open a user preferences space in place
of the buttons space, and have panels there.
* The existing sections don't have to be followed, it's easy
to create different ones, just change the user_pref_sections
enum in RNA.
* This will get separated from the info header later.
* Added Relations panel with layers, pass_index, parent.
* Groups panel now can do add to group/remove from group.
* Parent, parent type, track are now editable.
* Separate constraint add operator for object and bones.
* Bone Transform panel now works, using appropriate EditBone or
PoseChannel properties.
* Bone name and parent are now editable.
* Some other tweaks to the UI layouts for Armature and Bone.
* Notifiers for armature/editbone properties.