added _prop suffix to ui functions which take a prop rather then a propname, may change this later since its not that nice but for gsoc branches this keeps existing UI functions working the same.
- WITH_OPENJPEG wasn't defined for creator.c with CMake.
- remove shadowed/redefined vars.
- remove some unused RNA report args.
- re-arrange IMB_FILE_TYPES so IRIS is not the first format tested, since its not very common test JPEG and PNG first.
[#25284] Traceback error on "System Info" script
- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
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)
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
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
Boolean settings now use TOG instead of ICONTOG when they have icons, since ICONTOG was causing too much trouble with icons changing when they shouldn't be. Perhaps in future there should be some flag for specifying from RNA/UI-Layouts which one you want, but for now, this will do.
Reverting r23936 since that fix depended on ICONTOG behaviour.
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
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.
% sign for percentage assuming it is between 0-100, while factor is
for values 0-1.
Move collision setting absorption from modifier to collision settings,
was inconsistent to have it there as the only one, and made it have
range 0.0-1.0 instead of 0-100.
* 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.
- 'center', while Ctrl is held select objects from their center location
- 'enumerate', while Alt is held, give a list of objects under the mouse
- Object selection menu now uses icons with names
- operator object.select_name(name, extend=False)
- keybindings so combinations of Ctrl/Alt/Shift can be used (like in 2.4x)
- logic text input field was using deprecated ID_SCRIPT rather then ID_TXT
details
- added comments to DNA_ID.h ID types
- removed unused ID types Sector and Life
- added uiIconFromID() to get an icon from the object.
- using name for selection is weak but currently there isnt a really good way to do this.
* layout.itemR now has icon_only option to show only icon
in e.g. enums buttons, for uv editor header.
* Automatic key shortcuts in menus now show the shortcut even if
operator properties don't match. Not sure this will work well
everywhere, but seems to be working ok for now.
* Open recent now show shorter filenames instead of the whole
file path.
* Tweak object Duplicate menu item.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
New Actions can now be added again from the Action Editor.
There are no guarantees that this works totally safely yet (reference counting may be quite off), so you've been warned.
when passing properties=True as argument.
Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
than multiple different "boolean" arguments, but still exposed as
booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.
to show properties.
* One problem is that we currently have 3 different kinds of
property layouts, single column, two column, and single column
with text inside button, probably best to reduce this..
* Last operator panel now shows operator name in the header.
* Fix extrude operator to not include transform properties
anymore, since they are already there now due to macro system.
* Fix issue where it would automatically scroll when collapsing panels.
* Fix panel dragging not taking zoom level into account.
* Fix enum menu having too small default width in headers.
* Fix tooltips not showing shortcuts etc. if there was not tooltip
defined for the button.
* Fix some refresh issues with color ramps.
* Add a bit more space between columns in the layout engine.
* Make scrollers darker so they are less distracting, and highlight
instead of reverse shading when dragging.
* World and Lamp previews now working here too.
* Experiment with list template, showing only icons. Unfortunately
texture icon render crashes combined with preview render so it
shows all icons the same.
* Influence panels updated, with slider for each option. The values
are still linked though, will fix that later.
* Image texture controls a bit more complete, still WIP.
* Color ramp back.
Search Menu: added feature that on opening, it shows the
current ID block, and selects it. Same can be used for other
searches, just pass on pointer to active item for the search
callback.
Also fixed arrow triangle draw for search.
* Search popup + autocomplete for bones, vertex groups, etc. This
is done with layout.item_pointerR, specifying an RNA collection to
take the items from. Used by constraints and modifiers.
* Some tests with the List template, ignore those for now..
check Save Image or Export PLY operator for example.
Also these code changes:
* Added some RNA collection iterator macros to simplify code.
* Fix bpy.props.BoolProperty not working correct.
* Merge uiDefAutoButsRNA/uiDefAutoButsRNA_single into one.
* Added SCROLL button type, use like a NUMSLI basically, with
a1 used to define the scroller size.
* Add scroll and toggle colors to the Theme (toggle was set to
draw like radio in a recent commit, but it's the intention
these look different).
* Added rudimentary list template, used for object material
slots, this is WIP though.
* In popup menu, split text with line breaks over multiple
lines, makes python errors display slightly nicer.