- removed src/buttons.c and include/BIF_buttons.h
- added src/buttons.txt, which is the old buttons.c for review and adding
code to new panels structure
- changed internal events to match new buttonspace structure
- added tabs for new shading group of buttons
- removed loads of little warnings, -Wall now compiles src/ almost without
error (hint: setenv NAN_QUIET to see it all better)
Now I'm ready to do actual buttons -> panels conversion. I will do the raw
versions first, others then can cleanup
- changed meaning of F4-F10 keys (as compatible as possible, but we need
something!) check UI design doc for proposal
- made new call for switching direction of buttons in Y, for when pulldown
moves direction
- cleaned up all redundant manual switching code from headerbuttons.c
startup
- made nexted pulldowns easier to enter with diagonal mousemovement.
coded a heuristic like:
- while mouse moves in good x direction
- while mouse motion x is bigger than y motion
- while distance to center block diminishes
- only for 1 second
Works nice, but i left debug prints commented in for those who'd like
to tweak it.
without moving for 0.25 second. Also works for sublevels in pulldowns.
- removed hacks from mainloop, which caused setting the main window and
active subwindow for each event (including mousemove).
WARN: test for all OS's that no events get lost, and active window focus
is OK. For OSX it works nicely
- reduced load for uibuttons with 50%....
People in blendercoders seem to think they need to pay attention to rigid, conservative users.....ok...so I moved the selection-> center snap in the shift-s menu to place number 5....sigh
modules.
* .setLocation(), .setDeltaLocation() and .setEuler() now can accept 3 floats
or a list of 3 floats.
This finally makes the following possible:
obj.setLocation (obj.getLocation())
obj.loc = obj.loc
Of course this applies to the other functions as well.
this is part 1 of the UI makeover. It has:
- menu system from Matt integrated
- buttons drawing from Matt
- generic button panel system implemented
- converted displaybuttons (not the rest yet)
- cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact.
- cleaned loads of little compiler warnings, protos...
still a lot of work needed, will all be in next week i hope!
(warn: 2 new c files! butspace.c and buttons_scene.c)
1. Rendering with material without radio flag sometimes caused scanline
errors. The 'rad' value for rendercore loop wasn't reset in all cases
2. The color didn't truely match the color when using 'radio tool'.
Cleaned up a few old lines in rendercore loop... accidentally one
calculation was done double.
3. When adding new radiosity block, 'max iterations' is set at 120. this
prevents noobies/experiment from going into radio-solving with a long
itteration time (it exits at convergence < 0.1)
key, among which is a crash related to lensflares rendering even though no
render buffer exists (after pressing ESC). Fixed this one. Be sure there
are more! :)
Multiple environments now can be rendered in one pass. Previously the other objects with environment maps didn't show up in a reflection. Like this:
http://www.blender.org/bf/dep.jpg
By default, Blender renders now this result:
http://www.blender.org/bf/dep0.jpg
For a further 'recursive ray-tracing effect' you can give each EnvMap texture a higher "Depth" value. Here is a result with depth set at '2':
http://www.blender.org/bf/dep2.jpg
Related new options:
- in (F10) DisplayButtons, environment map rendering can be turned on and off.
- in EnvMap texture buttons you can free all environment maps
- Environment map sizes are also reduced with the (F10) 'percentage' option.
Tech note: with this commit the VlakRen struct has on *ob pointer!
- "Seperate loose parts" is an option in the new pkey popup (in mesh editmode) that seperates a mesh based on objects in it that are not connected.
- "Select same uv" is an option in the wkey popup (in facemode) that selects all faces in the mesh that have the same uv texture assigned as the current active face.
ps. first commit! I hope I can live up to expectations...but don't expect too much! :D
- Object: implemented getBoundBox and makeDisplayList methods
- NMesh and Object: small internal changes for nicer behavior
- Draw: added function PupMenu
- Docs: updated for the additions above
Auto build tiny fix: added the imbuf include dir to source/creator/Makefile.am
- Window: implemented .SetCursorPos, .GetViewMatrix, .GetViewVector
- Lamp: .setDist was not in the methods table:
Fix by new bpython developer Stephen Swaney
- Scene: .frameSettings was crashing Blender (pointed by jms)
- Added site dirs to sys.path (patch by Stephen Swaney)
- NMesh: small internal change (added pointer to parent object)
- Object: function NMesh_FromPyObject has a new arg: pointer to obj
- Docs: added docs for implemented functions, plus some more info
I must have been looking outside when writing those functions :) They
accessed the dloc values instead of the loc values. Doh
* Minor cleanup in Object.h
when you choose a window with no header, go to 'full window mode',
sometimes the header was still drawn. fixed it with a more strict
test in the drawing call.
"Waste cpu while rotating view"
I added a tiny idle in the 'wait_for_statechanged' call, I suspect
ghostwinlay returns events while holding mousebutton...
synchronization (framedrop) in ALT-A and synchronization to audio strips)
off by default when loading old .blend files or old ~/.B.blends.
This, however, makes the audio sequencer unusable by default, ALT-A will
not show realtime on complex scenes, and the "Frs/sec" value will be
ignored.
based on the assumption that if any of the faces attached to any of the
edges that have been extruded were "smooth", the result should also be.
(There is no other way to detect this, as edges don't have a "smooth" flag :-))
- changed function drawcircball() in source/blender/src/drawobject.c. Circle is computed faster (no 32 calls of sin() and cos() each time witch same results).
- added new MetaElem types (plane, elipsoid and cube) old TubeX, TubeY and TubeZ will not be supported
- new buttons in Edit button window (dx, dy, dz)
- added new items into the headers menu and toolbox menu
more details at: http://blender.webpark.cz