Commit Graph

1563 Commits

Author SHA1 Message Date
Brecht Van Lommel
093ff8202c 2.5: Physics Buttons
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.

* Added near empty soft body, fluid, field and collision panels,
  tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
  or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
  updates after pointcache refactor?
2009-07-02 19:41:31 +00:00
Ton Roosendaal
5a0896e1a3 2.5
Cleanup of scroller drawing in 2D windows.

Before:
http://download.blender.org/institute/rt11.jpg
After:
http://download.blender.org/institute/rt12.jpg

Will add 'zoom' widget circles later, as mockupped here:
http://www.reynish.com/files/blender25/fcurve_scrollbar.png

Also note the scale values are inside scroller; drawing it
on top conflicts with current frame item and markers.

Currently scroller disappear entirely when view is total.

For Joshua:
To make sliders behave nicely, the boundbox (v2d->tot) has to
be refreshed on each change. I've added it in graph drawing
now, but it could be notifier based I guess... not sure what
the correct anim api call would be. Can discuss tomorrow!

On todo:
Layout config hints so people can make scroller positions swap.
2009-07-02 18:12:46 +00:00
Ton Roosendaal
c7bd0d1248 2.5
More toolbar functionality for workflow review.

- Split the region in two parts, bottom has the Tool Properties, the
  top part shows 2 panels, one for python defined tools, other for a
  "tool shelf" which (later) will get saved in files.
- Added a full context driven framework for this toolbar, showing 
  the tools depending on 3D window 'mode'. Both python defined tools
  as the shelf respect this. So - for example - you will see different
  tools in editmode mesh, as in vertex paint mode, etc.
- First template for the python tools will be committed after this commit;
  it has placeholder tools to just show/test functioning.

NOTE: if you had saved a layout that shows tools region, open/close it
once to get the new region created for properties.

TODO:

- Moving paint properties to tool settings
- Test a layout with horizontal toolbar (without properties)
- Bring back floating panels, and put tool-properties here. (as option)
2009-07-02 11:23:19 +00:00
Brecht Van Lommel
421f44278c 2.5: Lists for vertex groups, shape keys, uvs, vertex colors.
RNA
* Added the relevant active_*_index properties, with proper
  get/set/range, updates and notifiers.
* Context.tool_settings.
* ToolSettings.vertex_group_weight.

Operators
* MESH_OT_uv_texture_add/remove
* MESH_OT_vertex_color_add/remove
* MESH_OT_sticky_add/remove
* OBJECT_OT_vertex_group_add/remove/assign/remove_from/
  select/deselect/copy/copy_to_linked
* OBJECT_OT_shape_key_add/remove

UI
* Some updates and cleanups in list template code.

Known issue: when going in & out of editmode, uv textures and vertex
colors dissappear. I thought me->edit_mesh would be NULL when not in
edit mode but it is not?
2009-07-01 22:25:49 +00:00
Nicholas Bishop
0fabb2039b 2.5/Sculpt:
== Re-added smooth stroke ==

UI: toggle is just in the sculpt menu for now. Also changes the sculpt paint cursor slightly, draws a line between previous and current locations.

It's a different implementation than in 2.4, works like this:

The stroke interpolates between the last mouse location and the current location, weighted towards the previous location. If the stroke gets within a certain radius of the current mouse location, the stroke stops. This radius allows for sharp turns in the stroke.

Todo: there are two hard-coded parameters that should become user settable, that's the weighting between previous and current locations, and most important, the no-update radius.

Note also that this option was added as a per-brush flag, worth discussing whether that's the correct place, or whether it should be a sculpt setting like symmetry?

== Improved stroke spacing ==
The previous implementation of stroke spacing simply guaranteed that stroke dots would not occur any closer than the space setting. It now forces stroke dots to always be the specified distance apart.

Todo: Performance gets pretty awful with a small spacing setting, this needs optimization.
2009-06-30 23:06:50 +00:00
Brecht Van Lommel
80ee09bb9a RNA
* Add Image.dirty boolean.
* Added Window struct, with editable Window.screen.
* Make Screen.scene editable.
2009-06-30 19:10:14 +00:00
Andrea Weikert
5e20f57431 2.5 filebrowser
* start of filebrowser RNA 
* system files, bookmarks, etc. now nicely inside panels to allow collapsing etc.
* filebrowser header now defined in space_filebrowser.py

TODO:
* button type for bookmarks etc. not final yet, at least should get centered still. Suggestions welcome here.
2009-06-29 20:23:40 +00:00
Janne Karhu
912c2f440b Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
	- exact (not marked)
	- outdated (simulation is not done completely with current settings)
	- non-exact (frames were skipped during simulation)

* The parameter "cache step" effects the number of frames between saved cache frames.
	- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
	- Speeds up the "quick caching" very much.
	- Frames between cached frames are interpolated from the cached frames.
	- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.

* The caching can work in normal or "quick" mode:
	[Normal cache]
	- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
	- Becomes non-exact: After larger than 1 frame steps.
	- Becomes outdated: After any change effecting the simulation other than frame steps.
	- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.

	[Quick cache]
	- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
	- Becomes non-exact: Always from frame 1 (unless cache step = 1).
	- Becomes outdated: Never.
	- Pros/cons: Not very accurate, but super fast!
	- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.

* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
	- step forwards (to unknown) -> simulate from last exact frame, store result
	- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame

* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
	- Baking does the same, but runs the simulation all the way to the end of simulation.
	- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
	
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".

* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
Brecht Van Lommel
5b26f520bb UI
* Added SCROLL button type, use like a NUMSLI basically, with
  a1 used to define the scroller size.
* Add scroll and toggle colors to the Theme (toggle was set to
  draw like radio in a recent commit, but it's the intention
  these look different).
* Added rudimentary list template, used for object material
  slots, this is WIP though.
* In popup menu, split text with line breaks over multiple
  lines, makes python errors display slightly nicer.
2009-06-24 14:16:56 +00:00
Joshua Leung
db03788ad3 2.5 - Particle Settings now Animateable
Added AnimData to ParticleSettings so that this will work. This seems to be ok in the brief tests I did, but be warned that this may not be optimal for the Particles System...
2009-06-24 02:11:36 +00:00
Diego Borghetti
483e9479f7 New Style option: Overlap
If this option is enable, the blenfont check for overlap characters, like
one of my previous commit but now it's optional and disable by default.
(This fix the "Fi" or other case when the characters are too close)

Enable/disable from:
Outliner -> User Preferences -> Styles -> Panel Font -> Overlap

(also for other styles, Group Label, Widget, Widget Label)
2009-06-23 18:26:01 +00:00
Brecht Van Lommel
e2b6cea3b9 2.5: Tool Settings
* Moved proportional edit, snap, autokey mode, and a few others
  from Scene to ToolSettings.
* RNA wrapped properties in ToolSettings for the UV editor:
  proportional edit, snap settings, selection modes.
2009-06-23 00:41:55 +00:00
Brecht Van Lommel
8c1d19020e UI
* Make Directional Order menus the default again.
* Scale up contents panels that do not use layout system.
* Fix for enum size and uncesseray colon in some cases. 
* For item_menu_enumO, show icons if specified in RNA in
  the menu (e.g. in the add modifier menu if there were
  icons specified).
2009-06-22 23:58:16 +00:00
Campbell Barton
8ead648fd1 Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
2009-06-21 16:18:38 +00:00
Campbell Barton
7f55c3b89c RNA read-only wrapped wmEvent so python operators invoke functions
* 2 new enums event_value_items and event_type_items in RNA_enum_types.h
* WM_key_event_string now uses an RNA enum lookup rather then its own switch statement.
* moved wmEvent from WM_types.h into DNA_windowmanager_types.h
* added RNA_enum_identifier and RNA_enum_name to get strings from an enum value.
2009-06-21 14:30:59 +00:00
Janne Karhu
1f9368b37e Particle system parenting
* Allows moving, rotating & scaling of particle simulations.
* Setting in particle render options.
* Changes viewed & rendered particles from global space to parent space.
* Doesn't effect simulations at all.
2009-06-21 11:09:16 +00:00
Janne Karhu
6b15024f4a Pointcache refresh part 1:
* Particles support larger than 1 frame changes, bigger frame changes can result in inaccurate results, but it's super fast and you get a nice feeling of how the particles behave!
* "Cache to current frame" button calculates the exact result of particles at current frame.
* Current state of cache can be protected by making it a bake.
* Cache is now in memory by default, disk cache is an option.
* Only "viewport %" number of particles are calculated and cached in viewport, baking and rendering calculate all particles.
* Info on cached frames and memory usage given in ui.
* Support for exact "autocaching" of changes and large frame changes(disabled for now until exact place in event system is decided)
* "Continue physics" is probably deprecated after this and should be removed once sb & cloth use the new cache code.

Todo:
* Make softbody & cloth use the new cache things.

Other changes:
* Some cleanup of particle buttons.
2009-06-21 10:16:52 +00:00
Nicholas Bishop
001dab25d4 2.5/Sculpt:
Added a clay brush. It behaves like a combination of the flatten and draw brushes.

Credit to Fredrik Hannson for the original patch (#18666)
2009-06-20 20:29:25 +00:00
Ton Roosendaal
0b0b02caf8 2.5
Logic editing back!

Test screenie:
http://download.blender.org/institute/rt9.jpg

I gave the buttons a bit more width, added nicer linkline draw.

Not working yet:
- theme colors for sensor/actuator types (was old button colors)
- moving sensors up/down (used bad pupmenu... better is icons like
  used for modifiers)
- Linkline mouse-over select. Currently deleting a link goes by
  drawing the same line again.

Needs to be fully tested for functionality too, leave that to the GE
department. :)

I noted there's bad button hacking with reading button values,
like check_state_mask(). uiBut structure was not meant to be exported
outside of interface module.
2009-06-17 11:01:05 +00:00
Campbell Barton
a1cf7988c1 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
2009-06-16 14:21:58 +00:00
Ton Roosendaal
2d40b8d56f 2.5
Added SpaceLogic, to restore the old logic buttons into.
In future it can be used for a more advanced logic editor, with
states, behaviour, whatever. We'll see!

This commit only adds the backend for new space. Committed this
now as reference for when we need another space type. It's still
not well plugin-able (dynamic space types), but my idea is to just
have a new SpacePlugIn for this, with a neat small API to define
all relevant callbacks.

Also note the icon for the spacetype is wrong still.
2009-06-16 13:09:36 +00:00
Guillermo S. Romero
573f2f34fa Separate "content reordering" from "plain menus". 2009-06-16 02:40:39 +00:00
Brecht Van Lommel
401b58cb45 2.5: Image Editor
* Started porting over to python, menus nearly done, header WIP.
* Game Properties panel is in python too
* Deprecated "Tiles" as a per face flag here, now it's always on
  the image, used to be both, working in a very confusing way.
  Unlikely someone actually had a purpose for this being per face.
* Remove GPC_PolygonMaterial.cpp/h, it's not actually used anymore,
  so I don't want to bother updating it.
* Fix crash in image painting (own mistake in porting over bugfix
  from 2.4x).
2009-06-16 01:22:56 +00:00
Brecht Van Lommel
f10541f7cf UI
* Added option for panel to be closed by default.
* Added support for RNA property and enum icons in buttons.
* Remove some deprecated RNA menu code.
* Fix issue with newly created panels not being inserted in the
  right place.
* Fix issue with 3-split layout not being divided correctly.
* FIx issue with menu items not drawing correct using python UI.
2009-06-16 01:08:39 +00:00
Peter Schlaile
ca12954e9f == Sequencer ==
Big proxy fix (addressing hopefully most complaints on mailing list and 
in tracker)
* proxy render settings are now independent of render size settings.
  That means: which proxy size is used, is controlled by two parameters
  now: the proxy size of the files, can be controlled with additional
  buttons within the proxy panels. What is shown in a specific preview
  window depends on the header settings of the preview panel.
  So: proxies are _only_ used in those windows, that are switched to a
  specific proxy resolution.
* output rendering is always done _without_ proxies.
* proxy generation now shows a waitcursor with numbers.
  (closing Bug: [#18909] Building Proxies doesn't give any feedback
  which was rather a feature request, since the problem mentioned there
  was always the case :) )
2009-06-14 18:54:35 +00:00
Campbell Barton
eed13b43b1 merged from trunk 20741:20848
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-13 11:09:13 +00:00
Campbell Barton
d35d04a789 text live_edit feature useful for UI scripts (run python scripts on every keystroke, careful with the os module)
http://www.graphicall.org/ftp/ideasman42/realtime_ui.ogv

current kerning makes this a bit cryptic.
2009-06-13 06:42:12 +00:00
Diego Borghetti
845e9a0e25 Made the kerning a float, this give a little more of tweak.
0.5 is the default value now, the range are from -5.0 to 5.0.
Note that we allow negative value, but the current draw code
always check for overlap characters.
2009-06-12 17:18:59 +00:00
Diego Borghetti
ec8b2593ec Smal tweak to allow the user set a kerning value.
This commit add two option to the blenfont library:

1) BLF_FONT_KERNING

 This enable the kerning information that come with the
font, by default this option is disable and still don't
have a UI for change.

2) BLF USER_KERNING
 This allow the user set a kerning value to by apply for
every character, by default this option is enable but all
the font have a kerning value of zero.

Ton I add this option to the style with a default value of 1.

Access from:
 Outliner -> User Preferences -> Style -> FontStyle -> Kerning
2009-06-11 21:43:59 +00:00
Peter Schlaile
bf729ab268 == SEQUENCER ==
This fixes 
* some issues with Scene strips containing audio by removing
  the curpos pointer from sequence structure. (the same scene
  strip can now be used in a row)

  That also makes the code a lot cleaner.
* fixed a corner case on the beginning of a strip, where audio was
  not mixed in, depending of current audio buffer state.
  
* Also: made some hardwired variables macros to enhance readability.

Problem remaining: mixing the same scene strip several times (read
put it into a stack instead of into a row) has
problems with HD-audio since the same HD-audio state structure is
used and therefore the system will seek permanently, which leads to
audio distortions...
2009-06-11 11:44:47 +00:00
Brecht Van Lommel
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
Campbell Barton
62160cef8a Sequencer WIP
- Move buttons into the sequencer Nkey region
- Made the header and menu items use the python api, still need to get more buttons working.
- Fixed some minor problems
2009-06-08 16:48:12 +00:00
Brecht Van Lommel
eecf7722b6 UI Buttons:
* Context now allows pinning a datablock, independent of
  selection.
* Initial ID browse buttons for most buttons tabs.
* Browsing from world to texture now displays world textures
  again, but is a bit of a hack, not sure there is a right
  way to do this.
* There's a button to switch between active materials and
  textures now, only temporary though.
* There's some code to put context part in own region,
  disabled still because it doesn't work that well yet.
2009-06-07 13:36:12 +00:00
Ton Roosendaal
a2f9ca3b3f 2.5
Nice goodie: Preview renders!

- Added new preview.blend, allowing super wide cinemascope previews
- Draws nicely blended inside widget type, rounded corners
- Preview now renders using all available cpus/cores.
- Uses - hopefully rock stable - method, which doesn't copy or 
  allocate anything for previews, but just uses render API calls.
- Multiple previews are possible! But, added provision in Jobs
  manager to only render one preview job at a time. If you start
  more preview jobs, they're suspended until it's their turn.

Bugfix: new buttons context code crashed when going full-window.

Tweaks are still needed for notifiers. I have to figure out still
how to retrieve SpaceButs button view types...
2009-06-07 11:12:35 +00:00
Daniel Genrich
580e69b365 Patch/Bugfix so wind noise got controlable seed and therefore redoable cloth sims - bug reported by istvan 2009-06-06 21:49:00 +00:00
Thomas Dinges
895d76dab5 2.5 Interface:
* Added a constraint tab in the buttons window.

* Added more sequencer buttons (effect strips).
Note: Sequencer buttons will go into the sequencer itself (n-key Panel) later.

* Particle button tweaks by William Reynish. Thanks!

* Some RNA fixes and new properties.
2009-06-06 16:18:19 +00:00
Ton Roosendaal
9d8fa4f959 2.5
Several usablity tweaks:

- Search menu allows ScrollWheel to view items

- Tooltip on button on bottom of window showed wrong
- Tooltips were popping up while draggin (MMB) or scrolling
  (wheel). Now they stay away.

- Stolen from Gimp (blame venomgfx for hint!): ScrollWheel allows
  to go over menu items and use number buttons, only on mouse-over.

Note for devs: the WM_event_add_mousemove() call (to add a fake
event to bring UI back alive after view changes) now works much
more reliably. It ensures the mouse move is only handled after all
notifiers/redraws were done.
2009-06-06 13:35:04 +00:00
Campbell Barton
acc88c9772 initial support for sequencer UI layout, anyone wants some monkey-work there are quite a few effects panels to do.
- buttons_context_path_sequencer() is a place holder
- ipo_frame_locked renamed to frame_locked
- added scene.sequence_editor.active_strip
2009-06-06 11:34:18 +00:00
Janne Karhu
880c43ad5a First new particle code:
-Many things not yet working properly :)
-Experimental new (hopefully more logical) categorization of buttons, feedback on this is very welcome.
-Separate render & draw types, for example now there is actually a render option "halo" instead of all the different point draw types.
-Particles get recalculated only from buttons that actually change something that has to be recalculated, for example changing visualization doesn't reset particles any more.
-Boid physics buttons are still missing as I'm currently redoing the whole boids code.
-Point caching is still very wip, so baking is not possible for example, but I added a few cache baking flags for rna that were/will be needed for particle buttons logic.
2009-06-05 23:59:33 +00:00
Brecht Van Lommel
5587e9bd09 UI:
* First step for buttons context browsing, read-only still.
* Drawn in a panel now, though this should become a separate region.
* Path of the context is constructed as an array of RNA pointers and
  then used for drawing and context lookups from python.
2009-06-03 23:33:56 +00:00
Matt Ebb
ad545fd9f6 Wrapped buttons window in RNA 2009-06-02 08:08:41 +00:00
Ton Roosendaal
41963d9e4e 2.5
Added new widget type in drawing and themes: "Box Backdrop", which is
in use by modifiers. Allows alpha blend, shade, etc. 
It was using the general button theme for standard buttons still, to
indicate this change I made it a bit darker. Matt/Bill are invited to
tweak this default color :)
2009-06-01 11:31:06 +00:00
Matt Ebb
27fe29b2b7 * started wrapping 3d view space in RNA 2009-05-31 01:22:34 +00:00
Joshua Leung
4512be4b6c 2.5 - Fixes for animating enum values
Interpolation between keyframes for enum values (and booleans) can only be constant now. 

TODO:
A way to do this for modifiers is still needed.
2009-05-28 01:57:29 +00:00
Peter Schlaile
137b3e1dc5 == Sequencer ==
This adds a per preview option to set render sizes (which proxy size is used).
That makes it possible to have 
* several small preview screens which update really fast using the proxy files
* one large output screen that operates in full resolution

Since most of the time not all input strips are considered when calculating
an output screen, this is a big win.

Also: one can disable a preview screen completely using this option.

Other use cases: vector + chromaviews don't always need full resolution 
pictures and work equally well on proxy files!

This option finally makes my working setup _completely_ realtime :)
2009-05-26 12:57:16 +00:00
Peter Schlaile
ea94f8ab8a == Sequencer ==
This adds custom proxy file storage to the sequencer.
Reasoning: sometimes low resolution versions are already available as a
seperate file built by the capture application.
So there is no real reason to make blender build it's own seperate proxy.

This also somewhat fixes (aehm works around :) )
[#13632] Creating Proxy Takes Over Process, Should be Background

Since now you can just fire up ffmpeg to build your proxies in the background.
(You could have done before and build a directory of jpeg files, but then you
would have to rename all the files since otherwise things are off by one...)
2009-05-24 13:41:37 +00:00
Erwin Coumans
83bb096f24 + renamed pad3 to m_contactProcessingThreshold (thanks Campbell Barton/ideasman for confirming it is ok to rename it)
+ fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too)
+ added linear/angular spring for each of the 6DOFs of a generic 6dof constraint.  This makes the generic 6dof constraint very versatile.
2009-05-24 06:31:47 +00:00
Erwin Coumans
eb8c5f3272 Set default constraint solver mode more compatible to Blender 2.48 settings, this fixes rigid body stacking in this blend file:
http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102

(todo: expose this setting in World setting GUI)

Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT.
Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering).
Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-23 22:35:47 +00:00
Benoit Bolsee
036ebc5523 BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.
Four new buttons in World settings to control frame rate:
fps:  Nominal frame rate in frame per second.
      Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
      the actual fps is less than nominal. This allows the 
      physics to keep up with real time even if the graphics slows
      down the game.
sub:  Fixed number of simulation substeps per physic timestep.
      Improves the precision of the physics simulation. Useful for
      fast moving objects for example.
log:  Maximum number of logic steps per game frame in case the 
      actual fps is less than nominal. This allows the logic
      system to follow the physics simulation. 
      Upper bound = phys 
      (setting the value higher than phys has no effect).
      On games with heavy logic system, it is useful to set this
      value to 1, to keep logic time under control.

All these values were already accessible from Python except phys:

GameLogic.getMaxPhysicsFrame():
	Gets the maximum number of physics frame per render frame.

GameLogic.setMaxPhysicsFrame(phys):
	Sets the maximum number of physics timestep that are executed per render frame.
	Higher value allows physics to keep up with realtime even if graphics slows down the game.
	Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
	maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
      phys: integer
2009-05-21 18:10:19 +00:00
Ton Roosendaal
99cb9a26b0 2.5
Animation playback back in control. And non-blocking still!

- Play follows the "Playback" options in TimeLine menu.
  Only the region 'windows' are drawn, not headers, toolbars,
  channel views, etc.
  The option "Buttons Window" also redraws property regions.
- The Timeline header always redraws, this to denote at least
  progressing frame numbers
- For now: if you choose to play 3D views, it also redraws 
  the TimeLine. Seems to be good convention, but probably
  better to add menu option for it?

- Fun test: while playback, change Playback options, works OK!

- New: top header button shows animation play status, and allows
  to stop playback

- New: Animation stop/start operator. Assigned to ALT+A. It has
  no options yet; just plays active region + all 3D windows now.
  Options will follow, based on reviews.
  Also ESC won't work for now, just press ALT+A again.
2009-05-21 13:33:04 +00:00