Commit Graph

23 Commits

Author SHA1 Message Date
6c54cd87ce * Changing images in the UV view didnt work properly - reported as bug 7467 (own error, broke on UV in editmode conversion)
* when setting the face, images with alpha's will set the texface's alpha option. 
* added a draw even to redraw view3d and uv/image view - so the Draw Faces button redraws properly.
* made a macro for checking if the object will draw with textures
* textured meshes in editmode only draw a selected face overlay (otherwise the entire mesh would get a plue tint wich isnt 
nice for viewing textures), the selected highlight is still there, this is how Face/UV mode looked.
* Alpha clipping STILL had a case where it wasnt disabled and the interface had its alpha clipped, this should be fixed now.
2007-10-24 18:58:26 +00:00
4b6b27ea70 markers in the sequencer
- added a new redraw type - REDRAWMARKER, at the moment this draws the same windows as REDRAWANIM, but this may not always be true, and it is more explicit whats 
happening, This replaced 5 or so draw calls in quite a few places.
2007-10-17 15:27:38 +00:00
130c41c7ba More compositing goodies.
- Texture Node
Allows to use any Blender Texture block as input for masks or color
blending. The texture node doesn't generate a real image, but adjusts to
the size as mapped with during an operation. So it won't work to use it
as Image input for Blur or Filter nodes.

Note; the Vector inputs for this node only work with manual input now!

- Translation Node
Give any image an offset in X or Y direction

For the Texture node to work, I needed to move the central 'pixel
processor' up one level... to allow differently sized images to merge
and allow 'procedural images' without size.

Temporal image of the day: http://www.blender.org/bf/rt.jpg
2006-02-19 14:55:16 +00:00
e14ff3de3d Orange:
- 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. :)
2005-12-18 13:46:01 +00:00
449ac1b296 TAB cycling in number/text buttons. Was in tuhopuu too, but code needed
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).
2005-11-20 21:29:09 +00:00
0574768f88 Animated UI for TimeLine "Play"
Using the Play button in timeline, now uses an event-driven system to
update the animation system and signal windows to redraw. Meaning the
full UI remains responsive!

Check the new Pulldown "Playback" to set which windows you like to see
updated. Same settings is used for LMB 'dragging' frames in Timeline.

Implementation notes;

- the Icon for 'Pause' (or stop) has to be made yet, I commit this from
  my laptop... all was coded during a 2 x 5 hour train ride to germany
- the anim playback system (ALT+A too) now uses correct "frames per
  second" as maximum speed. Buttons can be found in 3 places in the UI,
  also added it as pulldown item
- The system works with 'screen handlers', which has been coded with
  using Python (networked) events or verse in mind too. A doc on that
  will follow.
- the buttons code has been made 'resistant' to animated UIs too,
  preventing flashing of hilites.
- All subloops (like transform) stop playback, with exception of MMB
  view manipulations.

As extra; found tweak to make Textured AA fonts draw without distortion.
Looks perfect here on laptop now (like Pixmap fonts) and is 20x faster.
2005-05-11 20:01:42 +00:00
f0a4ce98f9 Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.
Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.

Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html

Notes for using timewindow;

- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers

- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key

- Press S or E to set start/end frame for playback

Notes about the implementation in Tuhopuu:

- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
  should deselect all, except the indicated Marker. Not when holding SHIFT
  of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
  (Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
  was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
f3c8c47adb Fix for #1839
On large changes of the Lattice resolution button, the undopush crashed.
Reason was that the push happened for buttons before the actual event for
buttons was executed.
Solved by creating new event UNDOPUSH that's being added to the queue by
by buttons now.

- Made button undo texts for number buttons more clear
- Added undo push for missing Add lamp/empty/lattice/camera
2004-11-22 22:41:07 +00:00
23e8b98228 fix bug #1546
ghost was unaware of extra *<>* key on german keyboards on windows
2004-11-07 16:30:19 +00:00
b024faabe5 Outliner features:
- Rename!
CTRL+leftmouse click on name, makes it a text button. Works for all items as
currently being displayed.
Most work was doing the Bones, which is a nightmare :) But it uses same
code as buttons in Armature-Editmode now, without even needing EditMode :)
When renaming a bone, the Outliner makes the Object active though.

- PageUp / PageDown keys
Do what you expect.
2004-10-11 11:54:14 +00:00
cd79d25e83 OSX only: the Apple key now is a normal modifier in code, so can be
detected as others, LR_COMMANDKEY

Unline previous commit, Apple key doesnt map to control anymore, but is
handled separate where needed. Now only for undo (Apple-Z)
2004-09-18 13:25:29 +00:00
97bba404fb Demo mode and BPython:
- small additions and fixes to enable the demo mode;

- Added sleep() to Blender.sys and 17 new functions to Blender.Window module:
    things to help demo script writing and as a bonus read / write access to Blender's input event queue;

- updates in docs, those interested please check Window.py in python/api2_2x/doc/ to read about the new Blender.Window functions.

----

Demo mode should be working well now for (I) playing rt animation -- aka ALT+A -- and (II) rendering pics and anims and playing anims.  I'll still add access to radiosity data and functions.

PS: Joseph Gilbert made (II) possible with the Scene.Render module he added for 2.32.  He's been coding great things for bpython, so I'd like to take the chance to point that and thank him here.
2004-07-16 03:08:43 +00:00
e750478ce3 The revised patch from Leon for new particle effects.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7

The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:

http://download.blender.org/demo/test/

Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
  So empty objects are typical for it.

Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
2004-06-26 18:18:11 +00:00
Nathan Letwory
00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00
49021f7ec4 BPython - first step for better integration of Python in Blender:
- add a new space: Space Script
- add a new dna struct: Script
- add these two properly everywhere they are meant to

It's not a tiny commit, but most of it is ground work for what is still to be done.
Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window

Some files are added, so some build systems (not autotools) will need updates
2003-12-14 01:18:09 +00:00
ceb26d2a4e - experiment: changed drawing style of Panels to minimal and fully
transparant.
- converted the Texture buttons, they're nice too!
2003-10-13 14:57:43 +00:00
f234b44d47 - another huge commit! read this!
- removed src/buttons.c and include/BIF_buttons.h
- added src/buttons.txt, which is the old buttons.c for review and adding
  code to new panels structure

- changed internal events to match new buttonspace structure
- added tabs for new shading group of buttons
- removed loads of little warnings, -Wall now compiles src/ almost without
  error (hint: setenv NAN_QUIET to see it all better)

Now I'm ready to do actual buttons -> panels conversion. I will do the raw
versions first, others then can cleanup
2003-10-07 18:24:02 +00:00
e49c63e1ba just 2 include files translated... 2003-04-27 10:05:36 +00:00
0a37ede0e7 added mousewheel support 2003-01-27 23:57:43 +00:00
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00