Commit Graph

485 Commits

Author SHA1 Message Date
9e05d6efb5 Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;

http://www.blender3d.org/cms/Armature_Envelopes.647.0.html

Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).

Also part of this commit is:

- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
  keep the PoseMode hidden Bones separate from EditMode.
  (In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
  mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
  data. Sounds logical, but remember that VertexGroups are partial on a
  Mesh, partial on Object. Weird design decision though...
  Anyhoo, at this moment the only way to have Bone Envelopes deform, is
  by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
  depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
  set.
2005-08-19 12:35:15 +00:00
b774712d80 - bug fix, convert modifiers function used a shared displistmesh which
could lead to crash
 - bug fix, exit_editmode was warning too often about free'ng baked
   softbody data.
2005-08-18 11:14:28 +00:00
55b5abe2c9 - bug fix, free bake didn't work
- bug fix, force free of bake data on exit editmode, can't
   give user a choice
2005-08-16 22:58:31 +00:00
235733d220 Turning off tweak mode until there's a better UI. 2005-08-16 21:58:26 +00:00
392e4b89f5 Tweak mode
RMB click drag to select and transform (grab). Release to confirm. (Cancel with esc)

The difference with before is that it is a single motion, you don't have to click at the end of transform, you can just release the mouse button.

(Some float constant warning too)
2005-08-16 18:23:28 +00:00
2abd79b491 - readded DL_VERTS type to store lattice deformed verts
- new feature, twiddled with lattice resizing to try to maintain
   existing vertex changes... much nicer than just resetting the
   lattice if you decide you need more detail in the lattice.
 - modifiers work with lattices now. yes, that does mean you
   can make a chain of lattices effecting each other 8 miles
   long.
 - some cleanup of softbody code, was rather splintered and call
   path was twisted and confusing. reworked main object step
   routine to do things in a more obvious and consistent manner
   and without duplicate code
 - added ob->softflag OB_SB_RESET instead of sbObjectReset
   call
 - modifier changes reset softbody now
 - moved curve_getVertexCos/curve_applyVertexCos into curve.c
 - update curve modifier eval to work with virtual modifiers
 - update modifier apply to work with curves/surfs
 - update make parent to also recalc object data

NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
2005-08-15 10:30:53 +00:00
0721727887 - added hook "cursor center" feature (sets hook center to cursor position),
gives better control over falloff
 - added modifier UI access to hook "select" and "reassign" features
 - bug fix, unbroke path-tilt drawing
2005-08-14 07:02:51 +00:00
93aeb6b318 - added make_orco_curf, even does keys!
- removed {lattice,curve}_modifier functions
 - changed render code to use displist for curve rendering
   instead of making its own. required adding a bevelSplitFlag
   field to DispList. I also fixed the bevel face splitting
   which did not work correctly in many situations.
 - changed so all curve data creation happens in makeDispListCurveTypes,
   includes making bevel list and filling polys
 - changed render code to use displist for surface rendering
 - removed Curve.orco variable, built as needed now
 - removed stupid BLI_setScanFill* functions... why use a function
   argument when you can use a global and two functions! Why indeed.
   (this fixed crash when reloading a file with filled curves and
   toggling editmode)
 - bug fix, setting curve width!=1 disabled simple bevel for no
   apparent reason
 - cleaned up lots and lots of curve/displist code (fun example:
   "if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
 - switched almost all lattice calls to go through lattice_deform_verts,
   only exception left is particles
 - added DBG_show_shared_render_faces function in render, just
   helps to visualize which verts are shared while testing (no
   user interface).
 - renamed some curve bevel buttons and rewrote tooltips to be
   more obvious
 - made CU_FAST work without dupfontbase hack

Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:

http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
2005-08-14 06:08:41 +00:00
109950ada4 New; Wkey in Armature Editmode. Has option for flipping names too.
(And moved flip_name to armature kernel)
2005-08-13 19:41:45 +00:00
65c5eb6e09 - bug fix, add hook didn't respect modifier ordering constraints 2005-08-11 07:52:41 +00:00
0fba0e6b4b - update displistmesh_to_mesh to free existing mesh data (including
sticky, dvert, and keys if number of verts don't match)
 - changed modifier panel to not allow manual addition of hook or
   softbody modifiers
 - changed apply modifier to apply to existing mesh (fixes bug with
   materials) and to warn about loss of tface/mcol/keys/dvert/sticky
   for all modifier types
 - changed modifier UI to not display disclosure triangle for virtual
   modifiers
 - changed softbody ui to allow enable/disable
2005-08-11 07:11:57 +00:00
5c74f25c8a Two quick bugfixes, thanks slikdigit!
- armature modifier was not flagged to require original data (but it
   does)
 - add hook messed up the ModifierData initialization, stupid bug!
2005-08-11 05:45:47 +00:00
75bcb4cd98 - added modifiers_getVirtualModifierList, returns pointer to first modifier
but including "virtual" modifiers (for example, an object skel-parented
   to a lattice has a virtual first lattice modifier)
 - removed mesh_modifier(), all functionality has been incorporated into
   modifier stack (well, keys still don't exist as a modifier, but I am
   not sure if they should).
 - added interface option to convert a virtual modifier into a real modifier
 - added option to parent to lattice object or lattice with deform
 - bug fix, patch of hook indices patched all hooks (oops) not just ones
   for edited mesh

NOTE: Files saved with 2.38 that include an object parented to a lattice
will not load correctly, because it will look like the object is parented
only to the object (i.e. without deform). Can be simply fixed by reparenting
or adding a lattice modifier. Older files are handled automatically.
2005-08-11 03:31:33 +00:00
ac3ed0f92a - switch to using softbody modifier, controls enabling but does not have
variables, these are still in same place. enable button automatically
   makes/enables modifier.
 - changed hook to hook modifier conversion to happen on direct link,
   required to make sure we don't forget to free any memory for files
   saved with 2.38 that have hooks.
 - update modifier interface to enforce modifiers with the require-original-
   data flag to not move beyond deforming modifiers.
 - enforce only one softbody modifier allowed

NOTE: Once again, no modifier stack for lattice yet means softbody for
lattice does not work atm.
2005-08-11 02:23:52 +00:00
9030e5f686 - added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
   indices)
 - added ModifierType.foreachObjectLink for iterating over Object
   links inside modifier data (used for file load, relinking, etc)
 - switched various modifiers_ functions to take object argument
   instead of ListBase
 - added user editable name field to modifiers
 - bug fix, duplicate and make single user didn't relink object
   pointers in modifier data
 - added modifiers to outliner, needs icon
 - added armature, hook, and softbody modifiers (softbody doesn't
   do anything atm). added conversion of old hooks to modifiers.

NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.

NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.

NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
02f3c930f5 - bug fix, face center drawing was wrong for editmesh
- added several useful utility functions to editmesh,
   these can simplify/clarify a lot of mesh code, check them
   out
 - cleaned up EdgeSlide a bit to be clearer/shorter
     o bug fix, EdgeSlide did not always cancel correctly
     o bug fix, EdgeSlide did not choose initial "control" edge
       correctly after calc_meshverts_ext change
2005-08-10 03:51:34 +00:00
c5a223056a - bug fix, convert modifiers should free modifiers from new object 2005-08-09 16:02:23 +00:00
8da5df8887 - add allowShared argument to DerivedMesh.convertToDispListMesh to allow returned
DLM to share data from DerivedMesh (reduces some copying/memory allocation)
 - added displistmesh_copyShared function to copy a DLM but not duplicate any
   internal data
 - changed crease drawing to use DerivedMesh functions... this means varying
   edge width style of creases had to go, I replaced by using varying color to
   show crease weight instead. Don't think this is a big loss since the subsurf
   result gives you a much better indication of the crease weight anyway.
 - bug fix in mirror modifier, didn't copy edge creases from editmesh correctly
2005-08-07 02:30:29 +00:00
28a1f55ff6 - added copy button to modifier stack UI
- add warning about applying decimation
 - some more UI tweaks (rounding of modifier pane, make toggles only in header,
   add object name to try to convey that modifier stack is tied to OB)
 - bug fix, modifier recalc wasn't done on make link
 - bug fix, uiBlockEndAlign didn't clear align flags with certain themes,
   pretty sure this wasn't intended. (TON: PLEASE CHECK)
2005-08-06 18:51:58 +00:00
8a58197cf3 - change modifier applyModifier[EM] function to not free derived argument
- added modifier_supportsMapping function
 - update CCG to set actual vertex normal (and not just
   interior face vertex normal, bla bla bla no one knows
   what this means nevermind).
 - renamed modifierType_get_info to modifierType_getInfo for
   consistency and to increase my commit line count.
 - update EditMeshDerivedMesh to calculate (and use new) normals
   when given deformed vertices
 - added
 - update editmode modifier calculation to also calculate a cage,
   not working 100% atm, in particular if a deformer follows a modifier
   that returns a DerivedMesh the cage is not accurate.
 - added ccg derivedmesh drawMapped{Vert,Face]NormalsEM functions
 - currently UI for selecting the cage mesh is rather irritating,
   will be updated
2005-08-03 04:04:05 +00:00
4b1588e277 - update storage.c to use standard time codes (should fix issue
with MSVS 8)
 - broke mesh_create_shadedColors out of shadeDispList, used to
   build vertex colors for mesh in vpaint as well (also fixed
   bug where they were not initialized correctly for subsurfs)
 - added modifier_copyData and modifier_findByType functions
 - change editmode modifiers to only calculate if Realtime and
   Editmode bits are both set, makes more sense for copying
   modifiers
 - update object_copy to correctly copy modifiers
 - removed duplicate redefinition of ME_ attributes in python,
   this is a horrible idea, why was it done in the first place?
 - update armature auto vertex group code to check for subsurf
   in modifier stack
 - fixed flip_subdivision to work with move to modifier stack
 - added copymenu_modifiers, can copy all modifiers or just
   data from first modifier of a certain type (not sure how
   to deal with multiple modifiers of same type... not
   a big issue though I think)
2005-07-27 20:16:41 +00:00
59672145a9 Cleanup & goodies for rigging geeks! :)
- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips
  the L/R tags in names, and calls the proper code to rename everything
  that's related (constraint targets, bone-childs, etc).
- PoseMode: Shift+S snapmenu: snap cursor to selected now works
- Outliner: select bones now correctly sets 'active' flag for bones,
  updating the UI as well.
  Also made sure you cannot select hidden bones in outliner.
- 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user
  option "Draw active object name" set.
- Added the new Armature/PoseMode options in View3D pulldowns.

Cleanup:

- moved Pose code from editaction.c to poseobject.c
- removed BSE_editaction.h and BSE_editaction_types.h, moved contents of
  it to BIF_editaction.h. One include per C file should be fine. :)
  I know the src/ structure would require more elaborated includes, but
  we don't have that now...
2005-07-27 10:37:20 +00:00
13e6257ddf - switch displistmesh_to_mesh to just dupalloc the mface's
- added verteCos argument to sbObjectReset, lack of this was
   causing softbody objects to not be initialized with deform
 - made convert-to-mesh option call DAG_scene_sort, prevents
   crashes due to obsolete object pointer
2005-07-24 18:16:40 +00:00
948f27c0d8 Killed silly modal PoseMode mode! :)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
  for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
  with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
  time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
  Object's PoseMode

It was quite a lot recode, so tests & reports are welcome.

Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
2005-07-23 18:52:31 +00:00
dcf210b826 Events added for:
- clear parent (didn't do a recalc data for deformed objects)
- add/remove object name in modifier menu (redraw event)
2005-07-22 21:42:56 +00:00
bacb560634 - readfile incorrectly increased user count for Lattice & Curve
modifier objects
 - make unlink_object clear Lattice & Curve Modifier object references
 - add expand_modifiers for liblinking

There really needs to be a more consistent and unified way of dealing
with datablock references between objects. It should be possible to
make this generic so that lib_link, expand_, DEP graph, unlink,
oops and maybe outliner can use a single API. The code to deal with
this is too bulky and error prone at the moment.
2005-07-20 18:04:50 +00:00
8a947c27ab - fix convert XXX _to mesh to recalc mesh data 2005-07-20 16:45:41 +00:00
38e0d79e68 - for some reason mesh_create_derived_no_deform took the raw data (not
an object) but this is not going to work... I can't remember the reason
   I did it this way in the first place either! oops! regardless, switch
   to all mesh_ derived accessors taking object argument. there is still
   a bug in render orco calculation though. (hunt hunt)
 - removed python files that should have been ditched in previous commit
2005-07-20 04:44:02 +00:00
59a2980611 - some missing changes for switch of mesh_modifier to
deform new verts array.

I don't really know how to use softbody, so it would be nice
if someone would test this for me.
2005-07-19 04:27:43 +00:00
945c2e0a92 - change convert subsurf to mesh to use mesh_create_derived_no_deform
(converts any modifier now)
2005-07-18 20:48:16 +00:00
1e3bd6d45e - added DerivedMesh.getVertCos function and implementations
- added mesh_create_derived_no_deform[_render]
 - mesh_create_orco now always goes through a DerivedMesh, some
   redundant copying atm but can be fixed (and orco generation is
   not a big bottleneck)

New feature: TexMesh (texcomesh) works with subsurf now (are
you listening rob?)
2005-07-18 19:58:23 +00:00
f289329ed5 - remove unnecessary editmode cycle on convert subsurf to mesh 2005-07-18 17:45:30 +00:00
726aea881c - convert mesh_modifier to return deformed verts instead of
leaving in a DL_VERTS type displist (and modifying mesh)
 - removed DL_VERTS displist type (woot woot)
 - makeDispListMesh now puts deformed verts in object->derivedDeform
 - switch over other system parts to new deformed vert storage,
   still kinda hacky and maybe some inconsistencies... will be
   sorted out soon enough.
 - moved build_particle_system to makeDispListMesh... this may have
   adverse side effects, needs to be sorted out with depgraph system
2005-07-17 17:41:03 +00:00
0be013010f - decided it made more sense to make a key_get_active function, switched
to that in editmesh as well as for edit{curve,lattice}
 - added a G.editModeTitleExtra string that gets displayed in header info
   string in editmode. currently used to display "(Key)" when editing a
   key (before there was not UI level display of this info).
2005-07-15 17:55:19 +00:00
8da29921ba - added mesh_get_texspace (should be used instead of direct access)
which calculates texspace on demand if need be.
 - removed almost all calls to tex_space_mesh

There may be a few corner cases where this goes wrong (meshes with vertex
keys) but these should get ironed out by coming modifier system.
2005-07-14 21:57:18 +00:00
aa454cd412 - switch to using DAG_object_flush_update instead of mesh_changed
- mesh drawing calculated derived surface before clipping to view matrix,
   waste for offscreen objects
2005-07-14 17:10:44 +00:00
befc2bbc41 - split makeDispList into makeDispList{Mesh,MBall,CurveTypes}, there is
still a makeDispList that dispatches to the appropriate one.
   makeDispList is on the way out and this makes it easier to track down
   exactly which places use makedispList and for what types of objects.
 - switch calls to makeDispList to appropriate more specific function (if
   the object type is known by caller).
 - added mesh_changed function that invalidates cached mesh data (but does
   not rebuild, mesh data gets rebuilt on access). Most old calls to
   makeDispListMesh use this instead now.
2005-07-14 15:48:01 +00:00
75ae1ae5ef Armature "XRay mode" now draws nicely with solid too. For it to work, I
had to add a new feature to the 3d window, to collect "after draw" objects,
which get drawn as last, after a clear of the zbuffer.

Same method can be used for nice OpenGL transparent draw, the system is
ready for it, do that later.

The huge commit is caused by cleaning up globals from struct Global. Many
variables were unused or just not needed anymore. Did that to move the ugly
G.zbuf to where it belongs, in the View3D space struct. :)
2005-07-13 19:42:08 +00:00
798d39dd4c Well here it is. Subdivision/Loop Tools Recode Commit #1
Ton has been pushing me to get this in and finish it up with help, so here is a run down of the commit

Revised Features
	Subdivide now is Edge based, allows for multicut
	Loopcut was recoded, now has multi option
	Knife tool now has multi option

New Features
	Edgeslide
	Edgering select

Removed Features
	Alt-B Edgeloop selection (use alt-RMB in edgemode)
	Shift-R Faceloop selection (use alt-RMB in facemode)
	Old Subdivide (Except for smooth which is left in until new one works)

Todo
	Subdivide Smooth Math is broken - could use some help here (look for alter_co in editmesh_tools.c)
	Tweak mouse control of Edgeslide is hackish ATM
	Add Non-proportional movement  to edgeslide
	Add smooth option to new loopcut

I probably left something out.

See here for more info
http://wiki.blender.org/bin/view.pl/Blenderdev/EdgeSubdivision
2005-07-13 15:20:40 +00:00
01daf04ea6 - Object buttons, Hooks panel, clear offset didn't redraw correct
- Particle panel was drawing in wrong size
2005-07-11 19:31:15 +00:00
65c9ea4588 Duplicating armatures didn't give proper re-build pose signal. 2005-07-10 10:36:01 +00:00
36c2f0b682 Bug fix #2790
Pressing Wkey with no object active crashed.
2005-07-10 09:42:13 +00:00
a4f907d2e0 Armatures; the bones menu used for "Make Parent" (CTRL+P) used wrong
indices still.
Cleaned the code, moved to editobject.c
2005-07-09 16:16:45 +00:00
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
Alexander Ewering
da76fc6e03 Fix a potential issue with vfontb/i/bi not getting freed when converting
font to curve.

(Sorry, I had typed a 10000k commit log last time, then it errored and
I really don't feel like retyping it all.)
2005-06-25 12:18:23 +00:00
7e4e8b9a50 - fix strange declaration of adduplicate that just used matrix argument
as flag... confusing and weird.
2005-06-21 14:51:57 +00:00
Alexander Ewering
f1ac77db68 - Copy buffer is preserved across editing multiple text objects
- Potential memory leak with selection drawing fixed
- "Copy Attributes" menu (CTRL-C) now copies all fonts (Plain/B/I/BI)
  correctly
2005-06-21 13:52:29 +00:00
Alexander Ewering
97df61a7e5 Initial commit for new text object.
Important notes:

 - Full compatibility with old text objects not fully restored
   (word spacing will be 0.0, need to set it manually to 1.0), will
   either need version upgrade to 238 or a hack. Will check.

 - lorem.c (about to be committed) contains BF copyright notice, but as
   BF did not exist a few hundred years ago, probably best to remove it :)

 - If you notice any cross-platform issues (especially beloved windows),
   please report

 - A few tiny warnings left, I will fix those issues still.

The rest has been said already - so have fun testing. And please do!

=== Reminder:
=== Documentation at http://blender.instinctive.de/docs/textobject.txt ===
2005-06-17 21:04:27 +00:00
0197fdc8b5 Bugfix #2734
Added update of normals and face center after using NKey properties or
do-centre option in Mesh EditMode.
2005-06-12 12:44:51 +00:00
a7bbf8245a Fixed various errors with Blender allowing editing Library linked data.
CTRL+V on buttons
NKEY Panels
join mesh
join curve
editing buttons
boolean
vpaint
faceselect
Manipulator

Also; Transform() got in useless loop when you entered without anything
selected. Not sure why Martin recoded it this way... maybe as a first
step to handlerify it? For evil Python Aussie Bosses? :P
2005-05-12 19:17:12 +00:00