Commit Graph

144 Commits

Author SHA1 Message Date
cfb5fec030 Template for 'Running Jobs" now shows Composite thread, for node space. 2010-04-13 17:15:11 +00:00
bfe248b3d6 Patch [#21750] Add luma waveform and vectorscope to image view
by Xavier Thomas

This adds the waveform monitor and vectorscope to the image editor 'scopes' 
region, bringing it inline (plus a bit more) with sequence editor functionality,
and a big step closer to the end goal of unifying the display code for image/
comp/sequence editor. It's non-intrusive, using the same code paths as 
the histogram.

There's still room for more tweaks - I modified the original patch, changing 
the openGL immediate mode drawing of the waveform display to vertex arrays for 
speed optimisation. Xavier can look at doing this for the vectorscope now too.

Thanks very much Xavier!
2010-04-06 02:05:54 +00:00
d574e8b826 2.5 Preview Render:
* Converted Type Buttons (Flat, Cube, Monkey etc.) in Material Preview to RNA. 
* "Alpha" option in texture Preview Render is back!
2010-04-04 12:09:59 +00:00
5de041c51f Histogram and line sample can now be resized vertically 2010-04-04 02:37:22 +00:00
71446eea57 * Multiply for panorama cameras
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
  by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
  Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
  /usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
  by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
  bpy.data.images.load(), missed this call.

(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
2010-03-30 12:15:16 +00:00
f46cccedf6 rna/py-api fix.
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.

next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 and 27683 by Campbell from render25 branch)
2010-03-23 15:31:12 +00:00
cb6d2685bd rna/py-api fix.
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.

next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 by Campbell from render25 branch)
2010-03-23 15:25:33 +00:00
f743b583bf more lint includes
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing:  UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
2010-03-23 14:09:09 +00:00
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
74fc6a07c0 library data selector, respect hide dot data, unless the user enters a '.'
(commit 27435 by Campbell from render25 branch)
2010-03-16 17:23:51 +00:00
ec303cf980 Fix [#21188] HueCorrection Node, when reseting Curve, it goes to a incline instead of flat/straight 2010-03-09 07:41:27 +00:00
da3802f559 Info Header: Non-blocking Info Messages
Reports (i.e. 'info' or 'errors') are now shown in the info header in place of the scene statistics if the last executed operator had some, with this info disappearing again once another operator is run (to show scene statistics again). 

For example, this means that info such as the the number of verts merged, or whether a Keying Set successfully inserted keyframes, etc. is now shown again somewhere, and that this is done in a non-blocking manner.

The current implementation is still a bit crude (i.e. lacking fancy polish), but is at least barebones functional. The todos...
* When more than 1 report message is generated by the last operator, there is currently a display of the number of reports. In future, it would be nice to be able to add a button beside this or make the label clickable with appropriate text indicating this (commented out atm) to show popup menu of all the reports...

* There could probably be some kind of coloured backdrop behind the text. Currently using standard box, but that has padding problems, and lacks visual interest.
* Timer based fade out/disappear?
2010-03-02 11:48:40 +00:00
9e2e528c36 - finally a way to force removal of images (Shift+Click on the X)
- generic modal operator now works with int's
2010-02-23 15:34:02 +00:00
e31d0198e6 exclude self references from the ID search list when PROP_ID_SELF_CHECK is set, also raise an error from python if this is attempted 2010-02-22 08:27:45 +00:00
835c353aaa Fix for #21209, Delete X for particle settings does nothing.
Disable ID default unlink button if the RNA property is set to never be null, as the unlink default action simply sets pointers to null
2010-02-21 22:55:35 +00:00
f4b3d2dc9c constraints were being checked twice (once from rna property update function and once from the constraint panel callback)
comment the update call in the panel function.
also avoid one bone lookup which was taking a fair bit of CPU when profiling.
2010-02-18 16:05:01 +00:00
7790780006 Animation Editors: DopeSheet filter for Object-level animation
Added a new option to filter the out Object-level (i.e. transforms, object visibility/settings, and also bone animation) animation data from the channels list. As most of these settings are transforms, I've used the transform manipulator icon and named the RNA setting display_transforms. 

This is useful when trying to filter out only material animation data for example, as requested by Colin.
2010-02-17 12:03:23 +00:00
a6e1998222 Animation Editors - Texture Animation:
Texture animation is now shown in the animation editors. Texture stacks are shown for each Material/Lamp/World block that uses them.

There is currently still a bit of a bug with this which means that unless the owner of the texture stack is animated too, the animation data for the textures won't show up. This will get rectified soon though.
2010-02-17 10:21:07 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
e803c03308 Two fixes, errors caused by drag n drop commit:
- Icons for brushes disabled List Box to work (paint buttons)
- Mouse-release in secondary Blender windows didn't get registered
  in window where mouse-press initiated.

And fixed annoyance: adding image strip makes it 25 frames long, so
you can drag and extend it easily.
2010-01-29 16:25:31 +00:00
a180314ac5 Fix [#20860] File/Open Recent Should Show Blend File, Not path
Max number of characters for ui elements was too low, raised this to allow 
very long buttons (eg. file paths)
2010-01-29 00:47:38 +00:00
6d1895e846 * More tweaks to previous cleaning 2010-01-28 23:45:12 +00:00
cb499c9df4 * Partially converted constraint template to layout engine
* Removed old code
2010-01-28 23:41:34 +00:00
0bb36e9ced Fixes to Color Balance node:
* The Lift/Gamma/Gain formula previously was incorrect, fixed this and 
removed conversions - now the RNA values are the same as what goes into 
the formula.
* Because of this, added the ability for the Value slider to map to a wider range 
than 0.0-1.0. The black/white gradient remains the same, in this case just 
indicating darker/brighter rather than absolute colour values. Also added ability 
for color wheels to be locked at full brightness (useful for this case, where the 
color value itself is dark).
* Added an alternate formula - offset/power/slope (asc-cdl). This fits the standard 
Color Decision List formula, here for compatibility with other systems, though 
default Lift/Gamma/Gain is easier to use and gives nicer results.
2010-01-27 00:22:29 +00:00
b119ce5fcc Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)

** Drag works as follows:

- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
  There are calls to define drag-able images, ID blocks, RNA paths, 
  file paths, and so on. By default you drag an icon, exceptionally 
  an ImBuf
- Drag items are registered centrally in the WM, it allows more drag 
  items simultaneous too, but not implemented

** Drop works as follows:

- On mouse release, and if drag items exist in the WM, it converts 
  the mouse event to an EVT_DROP type. This event then gets the full 
  drag info as customdata

- drop regions are defined with WM_dropbox_add(), similar to keymaps 
  you can make a "drop map" this way, which become 'drop map handlers' 
  in the queues.
- next to that the UI kit handles some common button types (like 
  accepting ID or names) to be catching a drop event too.

- Every "drop box" has two callbacks:
  - poll() = check if the event drag data is relevant for this box
  - copy() = fill in custom properties in the dropbox to initialize 
    an operator
- The dropbox handler then calls its standard Operator with its 
  dropbox properties.

** Currently implemented

Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images

Drag-able icons are subtly visualized by making them brighter a bit 
on mouse-over. In case the icon is a button or UI element too (most 
cases), the drag-able feature will make the item react to 
mouse-release instead of mouse-press. 

Drop options:

- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image


** Drag and drop Notes:

- Dropping into another Blender window (from same application) works 
too. I've added code that passes on mousemoves and clicks to other 
windows, without activating them though. This does make using multi-window
Blender a bit friendler.

- Dropping a file path to an image, is not the same as dropping an 
Image ID... keep this in mind. Sequencer for example wants paths to 
be dropped,  textures in 3d window wants an Image ID.

- Although drop boxes could be defined via Python, I suggest they're 
part of the UI and editor design (= how we want an editor to work), and 
not default offered configurable like keymaps. 

- At the moment only one item can be dragged at a time. This is for 
several reasons.... For one, Blender doesn't have a well defined 
uniform way to define "what is selected" (files, outliner items, etc). 
Secondly there's potential conflicts on what todo when you drop mixed 
drag sets on spots. All undefined stuff... nice for later.

- Example to bypass the above: a collection of images that form a strip, 
should be represented in filewindow as a single sequence anyway. 
This then will fit well and gets handled neatly by design.

- Another option to check is to allow multiple options per drop... it 
could show the operator as a sort of menu, allowing arrow or scrollwheel 
to choose. For time being I'd prefer to try to design a singular drop 
though, just offer only one drop action per data type on given spots.

- What does work already, but a tad slow, is to use a function that 
detects an object (type) under cursor, so a drag item's option can be 
further refined (like drop object on object = parent). (disabled)


** More notes

- Added saving for Region layouts (like split points for toolbar)

- Label buttons now handle mouse over

- File list: added full path entry for drop feature.

- Filesel bugfix: wm_operator_exec() got called there and fully handled, 
while WM event code tried same. Added new OPERATOR_HANDLED flag for this. 
Maybe python needs it too?

- Cocoa: added window move event, so multi-win setups work OK (didnt save).

- Interface_handlers.c: removed win->active

- Severe area copy bug: area handlers were not set to NULL

- Filesel bugfix: next/prev folder list was not copied on area copies

** Leftover todos

- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
  (for these reasons, makefile building has Carbon as default atm)

- ListView templates in UI cannot become dragged yet, needs review... 
it consists of two overlapping UI elements, preventing handling icon clicks.

- There's already Ghost library code to handle dropping from OS 
into Blender window. I've noticed this code is unfinished for Macs, but 
seems to be complete for Windows. Needs test... currently, an external 
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
5fe3524ab1 Fix #20803: convert button in particle modifier didn't work
for creating duplis yet.
2010-01-26 11:15:45 +00:00
cbb23d96bb Added simplification back for quicker preview renders with less subdivision
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.

Most file changes were to make scene available in the isDisabled modifier
callback function.
2010-01-25 11:39:56 +00:00
f66d5a7b77 Animation Editors: DopeSheet filtering option to only include Objects that are members of the specified group
Between the datablock filtering options and the auto-snapping menu in the headers of Animation Editors, there is a new toggle for enabling this new feature (only when there are groups in the scene). Enabling this, a field to enter/select a group in the scene to filter with, will appear beside it. 

This feature has been added to make it easier to manage animating multiple character shots in Durian. 
By assigning the rigs of several bandits to a single group, or Sintel and her staff to another group, or Sintel and the guardians to another group, and so on, it is possible to filter the animation data shown in the editors to a useful subset of the total motion in the scene. 

This makes it easier to retime or edit the motions of one set of characters and their props without affecting the motions of other no-related objects. The downside is that there is a bit more setup work required upfront, but that's probably a small price to pay for some groupings that may be useful in other ways too later (perhaps for compositing or lighting work).
2010-01-23 03:57:11 +00:00
3e95d9cf65 Added Hue and Value modes to Hue Correct node, alongside existing
Saturation. Works the same way, selectively hue shifting or darkening/
brightening pixels based on their original hue.

Example:
http://mke3.net/blender/devel/2.5/hue_correct_hue_val.jpg
2010-01-21 22:23:57 +00:00
3e1783c715 New Compositor node: Hue Control
Was very quick to do, now re-aquainted with node editor.

http://mke3.net/blender/devel/2.5/hue_correct_node.jpg

Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and 
I can help :)
2010-01-21 00:00:45 +00:00
85307388bc Fix [#20602] Cluttered UI in modifiers
Split modifier header on two lines only if available space is low
2010-01-20 05:41:59 +00:00
aab8196a1c Finished some work from the weekend to keep local tree clean..
* Added a generic 'histogram' ui control, currently available in new image editor 
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.

It's a baby step in unifying the functionality and code from the sequence editor, 
so eventually we can migrate the sequence preview to the image editor too, 
like compositor.

Still a couple of rough edges to tweak, regarding when it updates. Also would 
be very nice to have this region as a partially transparent overlapping region...
2010-01-19 01:32:06 +00:00
7df44b9ced Fix: wasn't able to rename node group nodetree name, or access the nodetree at all. Now you
can switch between them too.

Wrapped group nodes in RNA as part of this.
2010-01-13 06:35:12 +00:00
6329f7b063 Made the color ramp template more compact, and made the position field an RNA item. 2010-01-12 12:08:23 +00:00
a3e461ce1b - player building again
- fix for compiler warnigns
- bpath reporting was incorrect
2010-01-11 10:48:41 +00:00
da976570c1 Fix for ColorWheel template 2010-01-09 13:04:43 +00:00
320a09c232 * Use color wheel template for RGB node 2010-01-07 22:42:59 +00:00
cf9b728c6a Color Picker work:
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator, 
working nicely using rna properties (fixes #19475 and some todo items)

This ended up being a bit more work than expected, it involved converting the 
colour picker to use RNA properties directly, rather than temporary values. This has 
several advantages, including being able to type in RGB values greater than 1, 
however there are still some redraw issues with sliders.

Also removed the alternate color pickers after this time spent testing, the current one 
should be sufficient, or alternatives to the wheel can possibly become preferences 
in the current design.

Converting the picker to RNA also made it very trivial to make a cool new 
ColorWheel template, which can be embedded in UI layouts. I've enabled it already 
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
2010-01-07 09:55:11 +00:00
3398dd032b Added render layer 'enable' toggles for render layer list view 2010-01-05 03:09:11 +00:00
29f90af19c Fix: curve reset for brushes now gives proper smooth curve as default,
also moved brush curve presets code into curvemapping code.
2010-01-04 17:28:37 +00:00
251ef0a47f Changes to Brush texture workflow
This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
2010-01-03 08:37:18 +00:00
5cd837a562 * speedup for animating bones, in one scene with sintel and a dragon animated its over 4x faster.
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
  eg: 
    ListBase *lb= objects= &CTX_data_main(C)->object;
    Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);

* made some more math functions use const's, (fix warnings I made in previous commits)
2009-12-29 15:40:26 +00:00
8db1349c2c Modifier Drawing Tweaks:
* Reorganised the (template) drawing code for modifiers, removing some old/commented out code, and grouping related sets of info to draw

* Separated the render/realtime/editmode toggles into a separate row below the modifier name so that the layout is less compressed with narrow properties windows (i.e. on the default setup).
2009-12-29 10:25:14 +00:00
f9ee03f1b1 Got rid of some dead code 2009-12-28 05:14:32 +00:00
78aa924206 Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab, 
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to 
change between Brushes. The shortcut keys for changing between tools have 
now been changed to change between named brushes - the G key in sculpt 
mode now changes to any brush named 'Grab'.

The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for 
each brush. This means that for example, you can draw with a strong textured 
Clay brush, but then switch quickly to a weaker, untextured Smooth brush, 
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes - 
just add a keymap entry similar to the existing ones, that references your own 
custom brush names.

To bring over these new default brushes to an existing B.blend setup, just 
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
be55097353 Mesh Animation + Depsgraph Tweaks:
* Mesh data/settings can now be animated. It is not recommended that geometry be animated directly, but other settings such as autosmooth, etc. can be...

* Code cleanups for depsgraph, making sure that drivers get included for all object data types.
2009-12-28 00:52:31 +00:00
d6bee7da75 use rna buttons for color ramps colors so keyframes can be added/deleted. 2009-12-11 02:14:10 +00:00
959ac68914 align option for split 2009-12-10 14:47:07 +00:00
fc69c54c4c Particles: bugfixes
* Don't show Apply as Shape for particle modifiers.
* Fix particles disappearing after exiting particle mode.
* Fix free edit not redrawing the 3d view.
* Fix use of uninitialized variable in layers template.
2009-12-07 18:17:39 +00:00
c1c5acae14 Porting of Graph Editor's UI to python, just header done for now.
Brecht, I added a Layout template function, template_dopesheet_filter -> uiTemplateDopeSheetFilter, this creates the group of buttons for filtering ID type (and some other options) for animation editors (Graph, NLA and Dopesheet). I hope this is all right, if not, we can move this maybe to a .py file as a function for reuse.
2009-12-07 11:50:05 +00:00