- F10 scene buttons now has options "half" and "zbuf" for exr saving.
Note: when no float buffer is available, it always saves as "half",
that's sufficient anyway, since half is 16 bits per channel.
- EXR in imbuf now uses compliant ibuf->ftype flags for denoting exr
extensions such as 'half' and 'compression'.
- Removed ugly blenkernel dependency from exr module
Credits go to Gernot Ziegler, who originally coded EXR support, and to
Austin Benesh for bringing it further. Kent Mein provided a lot of code
for integrating float buffers in Blender imbuf and ImBuf API cleanup,
and provided Make and Scons and static linking.
At this moment; the EXR libraries are a *dependency*, so you cannot get
the Orange branch compiled without having OpenEXR installed. Get the
(precompiled or sources) stuff from www.openexr.com. Current default is
that the headers and lib resides in /user/local/
Several changes/additions/fixes were added:
- EXR code only supported 'half' format (16 bits per channel). I've added
float writing, but for reading it I need tomorrow. :)
- Quite some clumsy copying of data happened in EXR code.
- cleaned up the api calls already a bit, preparing for more advanced
support
- Zbuffers were saved 16 bits, now 32 bits
- automatic adding of .exr extensions went wrong
Imbuf:
- added proper imbuf->flags and imbuf->mall support for float buffers, it
was created for *each* imbuf. :)
- found bugs for float buffers in scaling and flipping. Code there will
need more checks still
- imbuf also needs to be verified to behave properly when no 32 bits
rect exists (for saving for example)
TODO:
- support internal float images for textures, backbuf, AO probes, and
display in Image window
Hope this commit won't screwup syncing with bf-blender... :/
- New UI element: the "Curve Button".
For mapping ranges (like 0 - 1) to another range, the curve button can be
used for proportional falloff, bone influences, painting density, etc.
Most evident use is of course to map RGB color with curves.
To be able to use it, you have to allocate a CurveMapping struct and pass
this on to the button. The CurveMapping API is in the new C file
blenkernel/intern/colortools.c
It's as simple as calling:
curvemap= curvemapping_add(3, 0, 0, 1, 1)
Which will create 3 curves, and sets a default 0-1 range. The current code
only supports up to 4 curves maximum per mapping struct.
The CurveMap button in Blender than handles allmost all editing.
Evaluating a single channel:
float newvalue= curvemapping_evaluateF(curvemap, 0, oldval);
Where the second argument is the channel index, here 0-1-2 are possible.
Or mapping a vector:
curvemapping_evaluate3F(curvemap, newvec, oldvec);
Optimized versions for byte or short mapping is possible too, not done yet.
In butspace.c I've added a template wrapper for buttons around the curve, to
reveil settings or show tools; check this screenie:
http://www.blender.org/bf/curves.jpg
- Buttons R, G, B: select channel
- icons + and -: zoom in, out
- icon 'wrench': menu with tools, like clear curve, set handle type
- icon 'clipping': menu with clip values, and to dis/enable clipping
- icon 'x': delete selection
In the curve button itself, only LMB clicks are handled (like all UI elements
in Blender).
- click on point: select
- shift+click on point: swap select
- click on point + drag: select point (if not selected) and move it
- click outside point + drag: translate view
- CTRL+click: add new point
- hold SHIFT while dragging to snap to grid
(Yes I know... either one of these can be Blender compliant, not both!)
- if you drag a point exactly on top of another, it merges them
Other fixes:
- Icons now draw using "Safe RasterPos", so they align with pixel boundary.
the old code made ints from the raster pos coordinate, which doesn't work
well for zoom in/out situations
- bug in Node editing: buttons could not get freed, causing in memory error
prints at end of a Blender session. That one was a very simple, but nasty
error causing me all evening last night to find!
(Hint; check diff of editnode.c, where uiDoButtons is called)
Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
- Previews inside groups now get updated too
- Activating nodes inside of groups updates UI and preview render correctly
- Entering/leaving groups updates UI and previewrender
- Material Node: now draws socket name next to colorpicker for inputs
eg.
ret_val = ob.join(objects)
Now it dosent depend on the current selection, or change the selection context.
Made respective join_* functions return 0 if the join was not mode, 1 when it workes.
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
Changed Pythons Object.Duplicate() to take keyword parms to enable duplication of spesific data.
Eg- Object.Duplicate(mesh=1) # to duplicate mesh data also.
Object.Join()
Seperated the join calls from space.c and view3dmenu into join_menu() in space.c, like the select_group_menu(),
okee's from join_curve, join_mesh.. etc are in join_menu() so python can call them without UI menu's in the way.
this is also a bit neater since there were 2 places that were doing what join_menu() does now.
- Cam
- Texture Node: now displays 'intensity values' in node too, and has input,
and shows in buttons when activated in Node editor. (no browsing buttons
yet...)
- New: "Normal Node". This uses a new UI button, which allows to quickly
input a normal vector, based on spherical coordinates.
The Normal Node has optional vector input, and delivers a dot product
then. This can be used as a blending factor between nodes, or for fake
extra light in a certain direction.
- New: "Geometry Node". This actually replaces the Input node. It offers
all coordinates (vectors) as being the starting point for shading and
for textures. Note: for preview render this doesn't give much different
results yet... this is the start for real render support!
- http://www.blender.org/bf/rt5.jpg
The two new nodes in action
- Bugfix: the "Block" button (which delivers popups) did not return a
correct event when nothing happened (mouse moved out), which could
cause mouse clicks to be passed on to the queue.
First note; this is a WIP project, some commits might change things that
make formerly saved situations not to work identically... like now!
------ New Material integration ------
Until now, the Node system worked on top of the 'current' Material, just
like how the Material Layers worked. That's quite confusing in practice,
especially to see what Material is a Node, or what is the "base material"
Best solution is to completely separate the two. This has been implemented
as follows now;
- The confusing "Input" node has been removed.
- When choosing a Material in Blender, you can define this Material to be
either 'normal' (default) or be the root of a Node tree.
- If a Material is a Node tree, you have to add Nodes in the tree to see
something happen. An empty Node tree doesn't do anything (black).
- If a Material is a Node Tree, the 'data browse' menus show it with an
'N' mark before the name. The 'data block' buttons display it with the
suffix 'NT' (instead of 'MA').
- In a Node Tree, any Material can be inserted, including itself. Only in
that case the Material is being used itself for shading.
UI changes:
Added a new Panel "Links", which shows:
- where the Material is linked to (Object, Mesh, etc)
- if the Material is a NodeTree or not
- the actual active Material in the Tree
The "Node" Panel itself now only shows buttons from the other nodes, when
they are active.
Further the Material Nodes themselves allow browsing and renaming or adding
new Materials now too.
Second half of today's work was cleaning up selection when the Nodes
overlap... it was possible to drag links from invisible sockets, or click
headers for invisible nodes, etc. This because the mouse input code was
not checking for visibility yet.
Works now even for buttons. :)
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
Copy Shape Verts Blend (interactive blending copy)
Propagate Verts (copys selected verts from current to all other shapes)
UI for interactive needs work and Propagate verts needs tidying up, propagation does not show yet until TAB :(
In mesh editmode, while editing a shape, select some verts, W Key, "Copy Shape Verts". You will be presented with a list of shapes and once chosen, the selected verts will be moved to the position of the verts from the chosen shape. Most handy use would be reverting part of a shape back to basis e.g.
Making eyebrow shapes, add a key and model the eyebrow shape symetrically with the x-mirror tool
Go out of editmode, copy that shape
Go into each shape and revert 1 side to basis
If the mesh has had verts added/removed since last entering editmode, you need to TAB-TAB first before copying
- Adding execution code for Node trees. Was a bit a puzzle, since I want
it to be multithreading by design. This now is solved by defining a
stack per tree for all data that's being written into. This stack, which
resides now in the NodeTree itself, then can be allocated per thread.
- For testing pleasure, I've added a 'mix node' and a 'show node', so
you can already see it do something. :)
- reshuffled structure, to put things nice together, and have easier node
adding. Current state is still WIP though, structure might change.
For the record; new file node_shaders.c will contain all shader node
definitions, apart from the drawing callbacks.
Next: I'm going to check on Andrea's work on icons now, since this is very
much needed for true shader/composit work.
Now back to release work...
- Sunday merger with bf-blender
- Foundations for new Node editor in Blender, generic framework that can
be used for Material/Texture, Compositing, Logic or maybe even Sequencer.
Note: this doesn't do anything yet, nor save! Is just to get this nice
in CVS now. :)
no shadow a little bit. Uses same threshold function as the "Bias" button.
(That latter still works, and will use an automatic bias value based on the
geometry, to prevent terminator errors in raytracing).
Anyhoo, with this manual bias you can get rid of terminator problems for
weird diffuse shaders now as well (like tangent or fresnel).
Committed a few more files than needed, that's just code cleanup.
This is the case:
- Empty has Group duplicator
- Empty has NLA strips to animate the group
On linking the Empty to another group (with button in ObjectButtons), it
checks for the current strips in NLA, and tries to find the proper objects
in the new Group, based on name matches.
If not found, it sets the strip-objects to zero.
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
In Armature Pose-bone panel, the 'hide' button got replaced with a button
where you can type (TAB complete works) a name for a Mesh Object. It then
draws that Object instead of the indicated bone drawing type.
Fixes for bone layers:
- Akey in Editmode didnt work proper (now deselects all non visible bones
too. selection for editmode works on the vertices, not bones...
- Snap in Editmode now respects layers
Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.
Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)
In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.
Todo: make action/nla drawing comply to Armature layer settings.
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
- There is now a (temporary) dropdown box in the image window header for
switching between the old an new unwrapper code. So to test the changes
described below you need to enable the new unwrapper code.
- Pinning is now more predictable, if one uv is pinned, the others belonging
to the same vertex are pinned also.
- Live LSCM is much faster, since the LU factorization, the most expensive
part of the computation, is now stored and reused (was Jens' idea).
- Packing multiple uv charts is slightly improved, by doing a binary search
over the texture width. This fixes the case where all the charts are
packed at the bottom of the image.
- LSCM now uses an angle based formulation, and the results seem somewhat
different (maybe slightly better?), didn't find out why yet.
Set the option in EditMode, in 2nd mesh tools panel. It only works on
transform options now (grab/rot/scale), and of course assumes a near-
perfect symmetrical mesh. Mesh Object itself can be on any location
though (and rotated etc).
This commit adds new underlying uv unwrapper code, intended to be
more extensible. At the moment this has a re-implementation of LSCM.
This has not been activated yet, since it doesn't add anything new.
What's new is the stretch minimize tool from tuhopuu. It works by
selecting some some uv's in the uv editor window, and then pressing
ctrl+V. The uv's on the boundary stay fixed.
More stuff will follow as I port it over & fix it.
sets. To fix it, I got rid of a very ancient hack to enable set grey wire
drawing (setting a global to pretend it's picking select draw).
Now this setting is nicely passed on via functions as argument.
While investigating alternative filters (Mitchell), I found two small
errors in the Gauss code, it clipped wrong and multiplied wrong, causing
settings other than filter size 1.0 to not work properly.
Took the last-minute liberty to add more filter types in Blender too.
Also wrote an extensive log about how sampling & filtering in Blender
works.
http://www.blender3d.org/cms/Samples_and_Filtering.723.0.html
This is a combined effort from Jens, Ton who finished the code here on my machine, and myself putting in the little menu toggle and committing :).
Turn it on and off in the UV/Image window menu UVs -> LSCM Live Transform. It recalculates the LSCM within the transform loop when you're transforming pinned vertices, so it gives realtime feedback - a real time saver! Note: this is much more powerful than proportional edit, since it's properly calculating LSCM using the correct edge angles, etc.
I recorded a quicky demo video here: http://orange.blender.org/wp-content/themes/orange/images/media/lscm_live.mov (quicktime animation codec)
a good revision :)
This now cycles through all number/text buttons in a Panel. At the moment
it skips buttons with tab completion (object names, bones, constraints)
Press SHIFT+TAB to cycle backwards (any modifier will do btw).
Textbuttons now allow a selection too (like any textbutton in other UIs).
By default, on activating a textbutton, the entire button text is selected
when you enter the button. A single arrowkey or LMB click reveils the
cursor then. Here's more user notes:
LMB click: If inside the button, places the text cursor at the clicked
position. If outside the button, confirms/finishes editing
LMB drag: Selects the text between the start and end point of the drag.
Backspace: Deletes selected text, or backspaces a character
Shift Backspace: Deletes all, as before.
Delete: Deletes selected text or forward deletes a character
Shift LeftArrow: Extends the selection left
Shift RightArrow: Extends the selection right
LeftArrow: If there's a selection, move the cursor to the left edge of the
selection, otherwise move the cursor left a character.
RightArrow: If there's a selection, move the cursor to the right edge of
the selection, otherwise move the cursor right a character.
UpArrow/Home: Move the cursor to the beginning of the line
DownArrow/End: Move the cursor to the end of the line
Ctrl Left arrow and Ctrl Right arrow to jump between directory separators
Patch prvovided by Guillermo, code was - afaik - from Rob Haarsma.
This changes the toolbox (space menu) to have the first level aligned
vertically. Works much easier that way, and since the items open either
left or right, it doesn't flip order of the contents for it either.
To allow people to test (and to compare) it's a user menu setting (in
View & Controls, "Plain menus"). I've turned this on by default though,
since I propose to not have it a user setting. User setting can be
removed later.
Fixed two bugs in patch:
- if saved in user settings, first time usage of this toolbox opened in
wrong location
- Button for "plain menus" was writing a short in an int
(causing this new menu not to work for big endian systems)
As a bonus I've added the long wanted hotkey support for opening and
closing sublevels of pulldowns with arrow keys!
I didn't add the commenting out of correcting pulldown menu order, which
is based on location of the originating button in the UI. This uncommenting
didn't solve anything, since button definitions itself can be flipped too.
(Example: the data brose menus in top bar need to be corrected).
I can imagine the order flipping is sometimes annoying, but it still has
reasons to be there;
- the most important / most used items are always closest to the mouse.
(like opening properties panel, or "Add new" for material.
- it follows muscle memory and 'locus of attention' (mouse position).
- menus are configured to open to the top for bottom headers, and to the
bottom for top headers. We can expect the UI is configured consistantly
for headers, so in general the menus will appear consistant as well.
Where menu flipping fails is especially for alphabetic listings, like in
the menu button of fileselect. However, that one should be configured to
open by default to the bottom, so ordering is consistant as well.
If people like to check this themselves; uncomment the lines in the top
of the function uiBlockFlipOrder() in src/interface.c