Commit Graph

712 Commits

Author SHA1 Message Date
Joshua Leung
ed032e13f2 Patch #19034: (2.5) Display titles of closed panels in horizontal mode
This patch was one of the patches submitted by Wolfgang W. (bender) (the others have already been committed). In the patch, there was commented out code for counter-clockwise rotation of the text, but I've removed that.

--

In this commit, I've also removed all of the panel tabbing code instead of merely commenting it out.
2009-10-19 03:54:30 +00:00
Joshua Leung
f6494ff3cf ShapeKey Editor (sub-mode of DopeSheet Editor)
Special priority request from Durian team to get this sub-editor of the DopeSheet Editor restored. Originally I was kindof planning to drop it, but obviously it still has a role!

It now supports all the modern features that the DopeSheet supports, complete with selection, muting, locking, DopeSheet summary, and all the other tools that you know and love from the other views. 

Also, this no longer uses the old hacky sliders that 2.4x used (instead it uses RNA-based ones), so should function just the same as other DopeSheet views).
2009-10-16 12:08:47 +00:00
William Reynish
d80074f18c Updated icons. Changed some icon names that weren't blank. 2009-10-15 13:47:18 +00:00
Joshua Leung
384a1b5a5c UI Templates: RNA-Path Builder (Skeleton Code)
Added a base-template for editing/creating RNA-Paths. This is now used for KeyingSets and Driver UI's, so that when the actual magic gets put in, it will work.
2009-10-15 10:13:59 +00:00
Campbell Barton
4ef0ef1927 added mesh mirror flag, now store this per mesh
button in mesh interface
also dont register operators that change context
2009-10-14 14:28:05 +00:00
Joshua Leung
1ef163f1e0 UI Templates: ('Any ID' Selector)
Added new template for choosing to use any type of ID-block. The first combo box allows you to choose the type of ID-block that gets used, and the second box allows you to choose the ID-block of the type specified by the first one.

This is currently used for setting the ID-block used for Keying Sets, but the main user for this was intended to be the Drivers UI. However, I still need to clear up a few button-event issues there before I can port this over.


Additional Bugfixes:
* Adding new Keying Set path was setting the active path wrong, meaning that you had to click on the list to get some response after adding
* Bone Groups list was being drawn too long by default (when empty)
2009-10-14 09:08:53 +00:00
Nicholas Bishop
3b805af8af Various warning fixes 2009-10-13 19:02:30 +00:00
Martin Poirier
db763fc445 - Identify and use retopo icon from icons image.
- Reuse proportional edit enums between rna scene and transform operator
2009-10-13 16:08:02 +00:00
Campbell Barton
edfe78aec9 Context operators for adjusting context values directly to avoid adding operators for adjusting single values which also need duplicate notifiers.
wm.context_set(path="scene.tool_settings.someattr", somevalue)
wm.context_toggle(path="scene.tool_settings.somebool")
wm.context_toggle_values(path="scene.tool_settings.some_enum", value_1="somevalue", value_2="othervalue") # switch between 2 values
wm.context_cycle_enum(path="scene.tool_settings.some_enum", reverse=False)

the path value is taken from the context so the full path is 
context.scene.tool_settings...

This means in keymaps you can cycle draw modes, change PET- anything with rna access.
If its not so nice to map keys to operators like wm.context_set we could use macro's to wrap it and have its own name

Use this for PET and setting pivot options

- Made userpref key shortcut Ctrl+Alt+U since its not used in 2.4x
- added pivot_point_align (Alt+Comma)
- added PET wasnt rna wrapped correctly.
2009-10-13 15:30:19 +00:00
Joshua Leung
de818dace5 DopeSheet: DopeSheet Summary Channel
Added a summary channel that appears as the first channel in the DopeSheet. For now, this is disabled by default, but can be enabled using the 'Summary' toggle in the header between the mode selector and the standard filtering options. This has been done, since there is a possibility that it will make the DopeSheet run a bit slower.

In this channel you can do everything that you can normally do with DopeSheet channels (i.e. select, transform, edit, etc). It might be worth noting though that care probably needs to be taken when trying to use Copy/Paste, since that is still a bit fidgety...

In the process, I've fixed a few bugs, mostly with selection:
- Selecting keyframes in scene summaries wouldn't work
- Border select only worked in F-Curve and Group channels
2009-10-13 11:21:02 +00:00
Campbell Barton
4063c230af fix for warnings, wkey menu wasnt registered 2009-10-13 07:39:08 +00:00
Martin Poirier
3a1216a2f2 Project option for snap to faces.
This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise).

Not sure if making it available as a snap option is sensible, this is up for discussion.

NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping.

This will need an icon too.
2009-10-12 22:33:32 +00:00
Campbell Barton
b5f820cd87 added rna api MVert,MFace & MEdge index properties
eg.
 for v in me.verts: print(v.index)

added calc_edges as an option eg.
  mesh.update(calc_edges=True)

This is needed when adding faces to an existing mesh which create new edges.
2009-10-12 19:34:58 +00:00
Campbell Barton
e36003e8e7 macro's can set options for the operators they execute
changed extrude, rip and duplicate to disable proportional editing however this gives a different problem now.
Commented in transform.c
 // XXX If modal, save settings back in scene

this changes disables the option whenever the macro used used.
2009-10-12 12:54:08 +00:00
Campbell Barton
dff1738765 bugfix for exitmode verts being unselectable. caused by view3d_project_short_clip/noclip being used by selecton code outside of object drawing (which isnt supposed to happen according to view3d_project_short_* comments).
Deal with this by adding ED_view3d_init_mats_rv3d(ob, r3d) which initialized the region mat's and is used in mesh_foreachScreenVert, mesh_foreachScreenEdge etc.
2009-10-11 19:57:56 +00:00
Campbell Barton
a3f6b0ed00 - add torus back from 2.4x as an operator
bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)

- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.

- removed OBJECT_OT_mesh_add, use the python add menu instead.

- made mesh primitive ops -  MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.

- RNA scene.active_object wrapped

- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
  ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
2009-10-10 21:23:20 +00:00
Matt Ebb
d30be46ad8 * icon set updates, thanks jendryzch 2009-10-10 08:40:44 +00:00
Brecht Van Lommel
3b8925c655 Particle Edit Mode:
* Fix crash trying to enter particle mode when the particle modifier
  is disabled in the stack.
* Fix redraw being very slow due to the draw function causing the
  object to be recalculated on each redraw (through PE_draw_object).

* Removed the system where PE_get_current would automatically create
  the particle edit, this would run from poll() functions, which gave
  all kinds of issues, now it only creates the data on enter/exit
  and switching active particle system.
2009-10-09 13:25:54 +00:00
Brecht Van Lommel
be3da5dfff 3D View panels now show object and bone name again, not sure it
belongs here still, but this came up often, it avoids having to
switch tabs a lot when creating things.

Also renamed uiLayoutFreeBlock to uiLayoutAbsoluteBlock.
2009-10-09 10:45:11 +00:00
Campbell Barton
5c867406aa menus are now global (like operators), so for eg, the info add menu and the 3D add menu can be shared. 2009-10-08 19:06:32 +00:00
Brecht Van Lommel
3ebd58673f Key Configuration
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.

There's actually 3 levels now:

* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
  or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
  to .py files as well to make creating distributable configurations
  easier.

Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.


Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
  keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
  added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
2009-10-08 18:40:03 +00:00
Joshua Leung
da698657ce Keying Sets - Bugfixes + Auto-Keyframing
* Added a new option for Auto-Keyframing which makes it only insert keyframes for the items included in the active Keying Set. 
This only works for Transform Auto-Keyframing so far (other tools will get it added later). The option is disabled by default.

* Fixed bug where adding an 'entire' array to some KeyingSet would only start from the index of the button that the mouse was over at the time

* Made some UI tweaks for Keying Sets buttons (still heaps of missing options there).
2009-10-08 06:39:45 +00:00
Joshua Leung
6e43a69a8d Bugfix #19576: Auto keyframing does not record rotations on object level animation
The hardcoded paths for rotation keyframes on objects got broken by my commits to rename the rotation properties. I've taken this opportunity to recode the auto-keyframing code here to use the builtin keyingsets instead of going through and manually calling insert_keyframe(), thus preventing this problem in future.
2009-10-08 05:53:26 +00:00
Brecht Van Lommel
fd511eb984 Node Bugfixes:
* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
  float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
  mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
  between multiple node trees.
2009-10-07 22:05:30 +00:00
Brecht Van Lommel
cf4f00b2fa Preview Render:
* Fixes for texture and material nodes.
* Texture node previews now work more like materials.
2009-10-07 14:48:29 +00:00
Campbell Barton
dd8e2897ba new operator - bpy.ops.wm.call_menu(name="SOME_MT_menu")
This calls a registered menu as a popup so we can reuse header menus , currently used for Node editor and Sequencer add menu (Shift+A), can be used for toolbox too.
2009-10-06 13:04:31 +00:00
Lukas Steiblys
e80d2cc426 imbusy GSoC'09 branch merge (Vertex Buffer Object support) 2009-10-03 15:35:01 +00:00
Joshua Leung
f4c697cf7f Keying Sets UI:
Added a way to view and edit Keying Sets via the Scene Buttons. These are still some tweaks needed to make this really workable, but should still work well enough for simply viewing and tweaking existing Keying Sets created using other means.

Additional bugfixes:
* Adjusted the size of labels on properties that had a 'label' for their name. Now it uses 1/3 of the total width instead, which looks much better for most cases.
* Added missing entries for adding Force Fields from the Info-header 'Add' menu. At some point we should unify this menu with the popup operator's one, since this is exactly the kind of situation we had hoped in avoid with new UI architectures.
* Moved all the operator defines for keyframing stuff to the 'intern' anim header instead
2009-10-03 04:21:38 +00:00
Brecht Van Lommel
b26ef33b8e Fix #19311: adding/opening datablocks did not always make the right
one active. Now there's a function to get the pointer + property from
the UI, just like for the animation operators.

Also two fixes for fileselect events, regions are now preserved so that
context is restored to the old region, and the cancel callback is called
when the operator is cancelled.
2009-10-01 23:32:57 +00:00
Brecht Van Lommel
b466286c3e Render & Compositing Thread Fixes
* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash 
* Starting to rendering while preview render / compo was
  still running could crash.
* Exiting while rendering an animation would not abort the
  renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
  lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
  were being rendered at the same time.

There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.


Implementation:
* Rather than assuming the render result does not get freed
  during render, which seems to be quite difficult to do given
  that e.g. the compositor is allowed to change the size of
  the buffer or output different passes, the render result is
  now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
  writers) at the same time, but only allows one writer to
  manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
  images being rendered, cases where this is not needed (most
  code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
  time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
Brecht Van Lommel
15d07720e5 Sorry, three commits in one, became difficult to untangle..
Editors Modules

* render/ module added in editors, moved the preview render code there and
  also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
  making a single physics_ops.c for operators and keymaps. Also move all
  particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
  specificially.

Updates & Notifiers

* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
  which will go back to a callback in editors. Eventually these should
  be in the depsgraph itself, but for now this gives a unified call for
  doing updates.
* GLSL materials are now refreshed on changes. There's still various
  cases missing, 
* Preview icons now hook into this system, solving various update cases
  that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
  problem is avoided in the new system.

Icon Rendering

* On systems with support for non-power of two textures, an OpenGL texture
  is now used instead of glDrawPixels. This avoids problems with icons get
  clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
  and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
  with the default setup. The glDrawPixels implementation on Mac seems to
  have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
  you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
  be used with threads reliably.
2009-09-29 19:12:12 +00:00
Martin Poirier
be3000773b Adding back more functionalities for transform orientations.
Create new orientation is now Ctrl-Alt-Space (Alt-Space is select orientation and the old ctrl-shift-c is taken by add constraints).

New orientation panel in 3d view sidebar (nkey) has operator buttons for select, create and delete. Eventually, this should become a list.

Note that orientation operators are missing notifiers to properly redraw the 3d view and its header properly.
2009-09-28 19:49:36 +00:00
Brecht Van Lommel
31b77420ea Preview icon rendering for menus now runs in a separate thread, to avoid
blocking the user when opening a menu. Material and texture buttons now
display these icons in the list. Also fixes #19387, icon and full preview
render at the same time would crash.

I'm not really convinced this is thread-safe, but on the other hand also
not sure regular preview render is really thread-safe yet.
2009-09-28 18:33:45 +00:00
Brecht Van Lommel
ba7fb3f969 Fix drawing of MENU buttons with only an icon, was not aligned right
and showing unneeded triangles (+ buttons in Boids Brain).
2009-09-28 15:59:09 +00:00
Brecht Van Lommel
8563115e8c RNA
* Move mesh API functions to mesh_data.c, would like to keep
  RNA layer fairly thin, any non-trivial functions shoud be
  in their modules.
* Replace mesh.create_copy by generic id.copy.
* Fix #19250: Mesh.add_geometry() in editmode fails silently,
  now gives an error.
2009-09-28 14:28:45 +00:00
Brecht Van Lommel
0356b92d46 File Browser fixes:
* The code to draw only visible items was not working, giving slow
  performance with many files (bug #19469).
* Fix detailed list display on non-windows, would give overlapping text.
* Fix folders with many files not displaying all items, changed short to
  int in various places, was overflowing.
* Recreate layout on area resizes, file view gets out of sync otherwise.
* Workaround for v2d height not being correct with image display due to
  scrollers.
* Fix view2d code to compute minimum scroller size, this would make the
  scroller go outside of its bounds.
2009-09-28 12:10:23 +00:00
Joshua Leung
8a6d6a33f8 Animation Editors - Moved the code for drawing the filtering toggles into a single function. 2009-09-27 06:14:42 +00:00
Joshua Leung
fbfa8d2f81 2.5 - Assorted Animation UI/Editing Tweaks
Main Feature:
* It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.)

* Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying. 

* Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region.
--> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen...
--> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors...

Other tweaks:
* Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon
* Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though.
* Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too.
* Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
2009-09-27 04:22:04 +00:00
Joshua Leung
2d22ea1f92 Drivers: Copy/Paste tools for the RMB Menu
Drivers can now be copied/pasted for single properties, allowing drivers set up on one property to be added to a few other properties relatively easily. 

Also, added description strings for the other driver-button operators.
2009-09-25 04:51:04 +00:00
Benoit Bolsee
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
Arystanbek Dyussenov
abb49829ef Manual merge of soc-2009-kazanbas branch:
* copied I/O scripts
* copied, modified rna_*_api.c and rna_*.c

I/O scripts not working yet due to slight BPY differences and RNA changes. Will fix them later.

Not merged changes:

* C unit testing integration, because it is clumsy
* scons cross-compiling, can be merged easily later
2009-09-22 16:35:07 +00:00
Joseph Eagar
b1d4d75aab brought back edge slide. 2009-09-22 08:41:03 +00:00
Brecht Van Lommel
6117d9c6e2 Fix #19361: BGE keyboard sensor allowed to set mouse events
too, should only be keyboard events.
2009-09-21 16:39:07 +00:00
Matt Ebb
fcab32fa20 * Added AnimData for Armature data, for animating armature/bone settings.
This allows you to do funky things like animating the number of segments in a b-bone.
2009-09-21 06:43:20 +00:00
Joshua Leung
8ab24bb2c2 2.5 - Pose Enhancement Tools
This commit restores the 'Relax Pose' tool, and also introduces two others: 'Push Pose' and 'Pose Breakdowner'.
Be aware that this commit is just the initial starting point, with some parts yet to be done.

A short description of these tools follows:
* Relax Pose (Alt-E) - makes the current pose more like the poses on either side of it
* Push Pose (Ctrl-E) - exaggerates the current pose
* Breakdowner (Shift-E)[not working yet] - when this works, it will allow for interactive selection of a good in-between pose to act as a breakdown. 

Todo's:
* Connect up the 'percentage' slider in the operator settings to allow these effects to be dialed in/out, exaggerating/relaxing/moveing-between-keyframes by varying degrees until the desired effect is reached.
* Allow these effects to be interactively dialed in/out. The idea is to use the mouse to interactively set the percentage slider value initially, then use the percentage slider to tweak later.
* Figure out why breakdown breaks down
2009-09-19 00:18:42 +00:00
Brecht Van Lommel
9435727712 Handlers/keymaps, some tweaks for previous commits:
* Screen keymap is now split up in two, some of the area/region
  manipulation operators here need to be handled before others.
* Moved paint/sculpt/sketch out of the 3d view keymap, these were
  there as a workaround, now with keymap poll no longer needed.
* Also fixes #19297, 3d cursor moves when combing in particle mode.
2009-09-18 15:48:49 +00:00
Brecht Van Lommel
69e919530e Keymaps now have a poll() function, rather than adding/removing
their handlers based on notifiers, which is simpler and more
reliable.

This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
2009-09-17 21:36:02 +00:00
Brecht Van Lommel
b6c6610630 UI
* Removed some legacy code which is not needed anymore now.
* Move some test_*poin_but functions to logic space code,
  since that's the only place using it still.
* uiIconFromID now uses RNA info to lookup the icon, to avoid
  code duplication, and means it works for more ID types.
2009-09-16 19:36:17 +00:00
Brecht Van Lommel
f8abfce7ce Image Panels
* The image panels in the image editor and texture buttons
  should be more complete now, with working new/open,
  refreshes, and using the layout engine.
* Paint panels in image editor are now consistent with the
  ones in the 3d view toolbar.
* Curves panel also uses layout engine, and doesn't look
  squashed anymore.
2009-09-16 19:27:08 +00:00
Brecht Van Lommel
5129b08064 UI
* Node buttons can now use the layout engine. a few simple
  ones are converted. We'll keep this code in C for now,
  python wouldn't help much here.
* For node buttons not using the layout engine, manually
  computing the button height is not longer needed.
* Node inputs are still not RNA wrapped, would be good to
  have these available as well for keying, but makesrna does
  not have access to the bNodeTypes.
2009-09-16 18:59:13 +00:00