New Stuff:
* Alt-XKEY / Alt-DelKey will now activate the Grease Pencil "Erase" menu. This will only show up when it's relevant (i.e. when there exists Grease Pencil data). It should make it faster to quickly delete the last stroke made. This hotkey has been added to the tooltips of the relevant buttons.
* Finished off colouring of 'active' layers panel so that they are now easily identify-able. This could also be done for Constraints, but the 'active' one isn't that important there.
Bugfixes:
* Fixed bug with drawing gp-data sources in the Action Editor, which resulted in missing icons.
* Fixed buttons in Grease Pencil panel. My hasty attempt last night at making the Action Editor to refresh was causing problems.
* Added a (hopefully temporary) button that will be used to prevent drawing from occurring with Shift-LMB. This is useful when trying to select stuff sometimes, with LMB as select-button, especially when selecting a bunch of closely spaced bones might be interpreted as a new stroke.
Based on user feedback, I've made some changes to the Grease Pencil UI (most notably in 'Time Editing' facilities).
* 'Edit Timing' button gone
* Pin button and '<Grease Pencil Data' string gone from Action Editor
* Action Editor in 'Grease Pencil' mode now displays all grease-pencil datablocks for current screen.
* AE: GP-Datablocks are drawn like 'groups', with an expand/collapse button to show/hide layers. Its name shows the type of space it comes from, and shows indicative status info (i.e. for 3d-view, it shows view-angle)
* Added refresh calls for action editor after editing relevant data.
I haven't tested all tools yet, but most should be stable.
Also, I've removed some unnecessary buttons, and added a few tooltips. There's also some experimental code to try to get clearer indication of 'active' layer.
Scale and Repeat fields in NLA Transform Properties panel will now ignore negative values instead of clamping them to a near-zero value, which can easily be confused with the strip being 'destroyed'. This shouldn't affect other interface elements, as this change has only been used here.
(Note: negative scaling should be avoided)
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)
There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
- while sampling color in image window, you now get the sampled color as a line
drawn in the node editor Curve nodes, allowing quicker view of what values you
actually change.
- reverted temporary the patch [#6779] by Matthew Plough
He replaced image drawing of backdrop-node-editor with our Texture drawing
function. That call is extremely slow, and should be by definition slower
than glDrawPixels (unless you don't upload the image each time to gfx mem).
Drawing large frames (2k, 4k) in node editor became unacceptable slow, even
with the neatest hardware around. (tested nvidia, ati)
Probably (Campbell thinks) this is a bypass for Linux ATI cards?
Anyhoo, this should be investigated further before applying. It better then
becomes a user pref, or even much better: part of the OpenGL profiler we need.
Initial commit of imagebrowser in trunk.
BIG COMMIT!
Main changes:
* completely reworked imasel space
* creation and storage of the preview images for materials, textures, world and lamp
* thumbnails of images and movie files when browsing in the file system
* loading previews from external .blend when linking or appending
* thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/
* for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still.
* filtering of file types (images, movies, .blend, py,...)
* preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete)
More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser
Places that need special review (and probably fixes):
* BLO_blendhandle_get_previews in readblenentry
* readfile.c: do_version and refactorings of do_library_append
* UI integration
TODO and known issues still:
* Accented characters do not display correctly with international fonts
* Crash was reported when browsing in directory with movie files
* Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome!
Credits:
Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images.
Many thanks to everyone who gave feedback and helped so far!
Recent font preview commit didn't have the proper enclosing #ifdef INTERNATIONAL
blocks. Honestly, I have no idea why we bother, but added them anyway.
replaced with a help_bpy_api.py, that opens a web browser at the Blender Python API page.
Camera.c - added a veriable .angle to camera, same as .lens but adjusts the camera angle in degrees (like the D button)
export_fbx.py - use the the camera angle property.
object_cookie_cutter.py - use PointInTriangle2D rather then own function.
buttons_shading.c - added OB: and tooltip to object world mapping.
interface_draw.c - (Simple theme) text buttons looked exactly like normal buttons (more confusing when they had no text), made the text and ID buttons render inset so you can tell them apart.
Textbutton: SHIFT+Arrow selections did not work proper when the amount of
text in a button was more than its width could display. Now still doesn't
work OK 100% (when selection itself goes outside of button view).
Also: removed the very bad SELWIDTH define (but->selend - but->selsta).
That's not making readable code!
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html
In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
'restriction collumns'. :)
This adds the ability to restrict an individual object from:
- being visible in the 3D View
- being selectable in the 3D View
- being renderable
with 3 columns of buttons in the outliner.
These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation.
The 3 columns of icons can be turned off in the Outliner View menu.
Along with this is some small cleaning up in interface_icons.c and outliner.c.
THE OBJECT PROXY
Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.
This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.
Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
file I modified for the other patch. So I'm being bad and combining them
together.
First one is added -lXi to LLIBS for solaris. (Makes it so it compiles
again with the tablet stuff added)
Second one is the real commit its an expansion of patch #4458
This adds optional ICONV lining to support international fonts in the
file selector. Thanks to wisit venita (dripstone) I mostly just cleaned
it up a little and made it optional via defines.
Its currently turned off for all platforms except for solaris on scons.
For scons see your config/(platform).py file look for WITH_BF_ICONV
For the Makefiles look at source/nan_definitions.mk look for WITH_ICONV
(basically you'll want to export WITH_ICONV=true and possibly set some other
stuff)
Let me know if there are any problems.
Kent
--
mein@cs.umn.edu
Especially for Compositing it was annoying that colors always got clipped
in the 0.0-1.0 range. For this reason, extrapolated Curves now is the
default. Old saved files still have horizontal extrapolation.
Set the option with 'Tools' menu (wrench icon). This is a setting per
curve, so you might need to set all 4 curves for an RGBA curves widget.
In outliner, the icons sometimes were drawing too large or too small.
Same happened in NLA, Action, Image window etc. And it happened
for "International fonts" when set to use 'texture drawing'.
Reason: the API call for setting icon size BIF_icon_set_aspect() was not
used consistantly. Sometimes it was set, sometimes not. And even worse,
for every icon drawn in UI buttons, the icon lookup had to be done twice
because of the aspect function.
Solved it by removing this call, and adding a new function:
BIF_icon_draw_aspect()
The old BIF_icon_draw() call now draws with aspect 1.0 always. The icons
code already had optimal checking for changed sizes, zo a change in aspect
won't result in much cpu overhead. Plus it saves calling icons lookup code,
which will make it all a bit faster.
Andrea: I've added this aspect function a long while ago, I think you also
like it better how it is now? Please check!
Added patch by Matt Ebb, that enhances the sequencer GUI in several ways:
- It looks a lot better
- Strip colours are themeable.
- The drawing code is more readable.
- The background of the timeline makes now distinguishing the channels easier
by alternating between different shades of gray.
- Handle-scaling is clamped to min and max-values, making it possible to
grab strips at large zooming levels more easily.
- Preview-images can be panned by dragging it with the middle mouse button.
Home-Key resets the position.
- Since some people can't grab the meaning of "C 0", it is renamed to "Chan: 0"
- Effect strips have slightly different colors to distinguish them better.
Additionally:
- fixed an off by one error in Matt's patch
- Scene-rendering saves CFRA to avoid jumping current-scene on scrub
(might be academic fix, since most likely it only happens if you add
the sequencer-scene to the timeline... But nevertheless it bugs you on
testing the GUI ;-)
Here are my notes on things to look out for as potential problem
spots:
source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.
source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()
source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)
source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.
source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless
source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)
source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
- 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!
- Deleting bone in editmode did not check for pose layers when
clearing pose channels or constraint targets....
- Button 'use nodes' in header of Node editor could only be pressed once
- New 'normal' button messed with default material in blender
- Theme options for Node window available now in Info window
- 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.
********* 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!)
- 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. :)
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
- buttons "Show" and "Key" didn't set the active constraint, causing
confusement in display for the IpoWindow
Also made the backdrop for constraints and modifiers to use the Panel
theme color, making it better integrated.
Further information is available here:
http://wiki.blender.org/bin/view.pl/Blenderdev/UnicodeFont3D
Shortlist of features:
- Unicode character support for Font3D
- UI to select characters from Unicode character list
- UI to select Unicode table areas
- Optimized character loading (Load only those characters which are used
in font object)
Please test extensively if it breaks anything, try also loading/saving
files, packing fonts, etc.
The official text regression file in the regression suite should be a
good start.
Thanks to mikasaari for this very useful addition!
This replaces drawing with uiRoundBox() or glRect() in button Panels,
which just fails for dynamic constructed button views where Panels are
sometimes invisible. Also eliminates hack with PanelPop().
Error was visible with new Modifier panel, entering/exiting EditMode.
Done Modifier and Constraints.
Syntax:
The last 4 free variables in the uiDefBut() call are:
- float, corner-rounding (0.0-pixels),
- not used,
- short: roundbox type (bits, 1 2 4 8 for clockwise corners starting left/top)
- short: color shade offset (color range 0-255)
I removed config.h code from the files that had them.
effect.c had nested /* so cleaned that up...
added a newline to vector.c to shut gcc up ;)
buttons_editing.c had a possible unintalized var (height) so I gave
it a default value.
removed an unused var i in interface_draw.c
removed an unused var mti in outliner.c
in BL_SkinDeformer.cpp
commented out a call to bDeformGroup->data which no longer exists so it
compiles again.
Kent