* Accept None as NULL pointers through python function calls.
* Added type callback for pointers back, it's useful still in
some cases. Made Object.data editable using this, the pointer
type varying based on object type.
* Wrap pin ID pointer in buttons space.
* Added subclasses for text and surface curve ID blocks, to
organize data better and get proper icons.
* Added RNA_type_to_ID_code and ID_code_to_RNA_type functions.
* Update RNA_access.h with new RNA types.
If anyone's doing any testing at this point, please check if this works ok for files with new/old NLA Editors, as I was having some problems with one of my testing (saved from this branch) files with this.
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...
- Evaluation times for strips are now strictly clamped to the endpoints of the strips - i.e. if a strip has 'extend' on, the strip's evaluation time won't continue to change as time changes
- New NLA Editor instances now have auto-snapping turned on by default (as they should)
Most of the relevant properties have been wrapped.
- There are still some properties I'm not sure about whether they should be exposed at all (which have been left out for now). Most of these are really internal flags which are used in a few select places.
- To maintain the integrity of the settings, I've included some custom code for a few of the setters (i.e. scale/end-frame) where changing one should result in a change in the other and vica-versa.
Also, tweaked the wrapping for a few other types.
Another side effect of this commit is that I can now uncommented some code for using F-Curves to control the influence and time of the strips. These F-Curves would need to be specifically attached to the NLA-Strip they affect for now (TODO: I need to review this again...), and as such, cannot be used yet since there's no (end-user-accessible) way to do this :)
Spen't lots of time debugging the misbehaving COLLADASW::URI
constructor. The problem is although I pass correct parameters to it,
the resulting file ends up having empty url attributes. It is either a
bug in OpenCollada or my code - couldn't figure this out.
OpenCollada and pcre are added as 3rd party libraries collada module
depends on.
I now build Blender with:
scons BF_DEBUG=1 BF_OPENCOLLADA_LIBPATH=/home/chin/src/opencollada/ BF_OPENCOLLADA=/home/chin/src/opencollada
* 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.
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.
-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.
As venomgfx point, the shift+d function never duplicate the ipo block
if we have enable the option in UserDef -> Edit Methods -> Ipo.
Now, if Ipo option is disable, we just increase the user count, otherwise
we duplicate the ipo.
Note: Alighorith, we need call ipo_idnew here ? (like single_ipo_users)
Checker: FORWARD_NULL (help)
File: base/src/source/blender/src/poseobject.c
Function: pose_special_editmenu
Description: Variable "ob" tracked as NULL was dereferenced.
logic was wrong (gets complicated when you use !'s ;))
Kent
This allows the sequencers Add-Image strip to work like it does in 2.4x.
- as well as setting the "filename" operator property, operators can have collections called "files" and "dirs" which are set when available.
- RNA_OperatorFileListElement as new collection type, its a bit redundant since each item only has a "name" property but its needed since we don't have a string array type.
- the file selector now prints operators it runs.
Tested with python, adding a list of images works to the sequencer works.
bpy.ops.SEQUENCER_OT_image_strip_add(name="MyImages", start_frame=54, channel=2, filename="/somedir/", replace_sel=True, files=[{"name":"test1.png"}, {"name":"test2.png"}])
Search menu:
- Made nicer drawing for popup version of search. It now uses
entire backdrop like pulldowns.
Search boxes for text buttons will use different style still;
if we use this option all over it shouldn't look too intrusive.
- Search menu allows scroll, to view all items. It doesn't cycle
anymore.
- Click outside search menu now cancels
- If a match is in search button, it highlights it. This also
allows ALT+CTRL+F - Enter to redo last op.
- Search popup draws higher when no no space below. No order
flipping!
- Support for python to convert a PyObject into a collection (uses a list of dicts - quite verbose :/)
- Operators can now take collection args when called from python.
- Support for printing operators that use collections (macro recording).
- Added RNA_pointer_as_string which prints all pointer prop values as a python dict.
Example that can run in the in test.py (F7 key)
bpy.ops.VIEW3D_OT_select_lasso(path=[{"loc":(0, 0), "time":0}, {"loc":(1000, 0), "time":0}, {"loc":(1000, 1000), "time":0}], type='SELECT')
for some reason lasso locations always print as 0,0. Need to look into why this is.
* Fixed an evil bug where the last frame of a strip was always incorrectly evaluated.
This was because these frames were not being included in the strip's 'range' as defined by the IN_RANGE() testing macro, which only considers the given range as an open interval (i.e. non-inclusive of boundary points). I've added a new macro, IN_RANGE_INCL(), which is inclusive of boundary points, since this is a common test in many other parts of the code.
* When an AnimData block is in 'tweaking' mode, the tracks following (and including the active track) are now correctly skipped during evaluation.
* Finished coding the option of setting a single NLA-track per NLA-block to play 'solo' (i.e. only that track is enabled for evaluation).
To enable this, simply click on one of the grey 'dots' beside the NLA-track names, turning this dot yellow. The 'yellow' dot means that the track will play by itself (even the 'active action' gets silenced). Only one track per AnimData block can play solo at a time. To disable, simply click on the 'yellow' dot again.
NOTE: this currently uses the View3D layer-status icons. We probably need some special ones for these later (coloured vs grey star?)
* Also (not related to evaluation) made the selection operators for the NLA Editor only work when not in tweaking mode, since in tweaking mode they can potentially result in data being resolved inappropriately when leaving tweaking mode.
In this commit, I've introduced the mechanism by which actions already referenced by strips used in the NLA can be edited (or 'tweaked'). To use, simply select a strip you wish to edit, and hit that TAB key to start tweaking that strip's action, and hit TAB again once you're done.
What happens when you enter 'tweak mode':
1) The action of the active strip temporarily becomes the 'active action' of the AnimData block. You are now able to edit this in one of the Animation Editors (DopeSheet/Action, Graph Editors) as per normal (i.e. sliding keyframes around, inserting keyframes, etc.). The 'action-line' will therefore get drawn immediately above the active track containing the active strip, so that it's clear that that's what we're editing.
2) All the NLA-tracks (and all the strips within them) that occur after the track that the active strip lived in get disabled while you're in tweakmode. This is equivalent to travelling back to an earlier state in a construction history stack.
3) The active NLA track also gets disabled while in tweakmode, since it would otherwise interfere with the correct functioning of the tweaking for the action of interest.
4) The 'real' active action (i.e. the one displaced by the active strip's action) gets put into temp storage, and will be restored after you exit tweakmode.
5) Any strips which also reference the action being tweaked will get highlighted in red shading to indicate that you may be making some changes to the action which you don't really want to make for the other users too.
Please note though, that this is only a rough prototype of this functionality, with some niceties still to come. i.e.:
* NLA-tracks after the active track should still get drawn above the 'tweaking action line', but perhaps with different appearance?
* Various tools will still need awareness of this to prevent corrupting operations from taking place. How to proceed is still undecided...
* When exiting tweak-mode, the strip the action came from still needs some form of syncing with the modified action... there are a few tricky issues here that will need to be solved
* Evaluation code doesn't totally take this into account yet...
---
Also, fixed a number of bugs with various code (notably selection, and also a few drawing bugs)
CID: 478
Checker: REVERSE_INULL (help)
File: base/src/source/blender/blenkernel/intern/softbody.c
Function: apply_spring_memory
Description: Pointer "sb" dereferenced before NULL check
and
CID: 480
Checker: REVERSE_INULL (help)
File: base/src/source/blender/blenkernel/intern/softbody.c
Function: springs_from_particles
Description: Pointer "ob" dereferenced before NULL check
again moved assignment after check to make sure pointer is valid.
Kent
CID: 506
Checker: REVERSE_INULL (help)
File: base/src/source/blender/src/editparticle.c
Function: PE_mirror_x
Description: Pointer "(edit)->keys" dereferenced before NULL check
and
CID: 507
Checker: REVERSE_INULL (help)
File: base/src/source/blender/src/editparticle.c
Function: PE_mirror_x
Description: Pointer "(psys)->particles" dereferenced before NULL check
No need to copy the memory if the pointer isn't valid.
Kent
Checker: REVERSE_INULL (help)
File: base/src/source/blender/imbuf/intern/anim.c
Function: IMB_anim_absolute
Description: Pointer "anim" dereferenced before NULL check
again moving init code after check to valid pointer.
Kent
- fix for [#18867] getScreenRay error
... the Vector wasn't been added to KX_Camera origin. Therefore the Ray was always casted to the wrong coordinate when camera wasn't in [0,0,0] (where is obviously was in my tests :)
- making the input parameter compatible with Blender/BGE window coordinate system (Top-Bottom).
... that will break scripts done in 2.49. Since this feature was added only in 2.49 that fix is OK. (and the fix is ridiculous.
Note:
the input parameter is normalized. That means it runs from 0.0 to 1.0. Some users found it confusing, but it allows to make a game compatible with multiple desktop resolutions.a