Commit Graph

103 Commits

Author SHA1 Message Date
358f7d40b6 style cleanup: use TRUE/FALSE for ui align args. 2012-06-19 23:08:16 +00:00
f9d07ff3ee style cleanup: animation + buttons 2012-05-08 15:30:00 +00:00
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
2f348d8b5d style cleanup: mainly for mesh code, also some WM function use. 2012-03-24 02:51:46 +00:00
684a2c8dca fix for error in python context.copy(), calling in byttons view would raise an exception.
buttons view used incorrect return value. -1 is for valid but not set (could use defines/enum here).
2012-02-27 18:08:31 +00:00
a98a75346c quiet warnings and possible NULL checking crash fix for indentation functions. 2012-01-20 23:03:41 +00:00
ed5815fc7f Fix #29243: unlink texture datablock from material node in texture properties
could crash, RNA pointer from context was invalid.
2011-11-16 13:49:51 +00:00
1b4a54ad73 Merge with trunk r41701 2011-11-09 15:46:53 +00:00
28ee0f9218 Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short:

* No longer uses images assigned to faces in the uv layer, rather the active
  image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
  lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
  using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
  the texture tab in the properties editor. These do not use new shading nodes
  yet.

http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
2011-11-08 13:07:16 +00:00
46ae692710 Merge with trunk r41342 2011-10-28 17:00:53 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
d4541fd891 Merge with trunk r41197 2011-10-22 16:43:23 +00:00
ebe63b664b py api - added PyC_UnicodeFromByteAndSize() to match PyUnicode_FromStringAndSize()
also made RNA_property_string_get_alloc() return the length of the new string to avoid having to run strlen on it after.
2011-10-22 10:49:35 +00:00
e8bb972f3c Merge with trunk r40782 2011-10-04 11:42:44 +00:00
3b996ac1b3 add macro OB_TYPE_SUPPORT_MATERIAL, type checks were being done inline, some comparing range, some using ELEM#(), once was missing metaball check. 2011-10-03 17:29:43 +00:00
75621eeff9 fix [#27526] shared data but different data materials. 2011-10-03 16:55:00 +00:00
42faf7ae41 Merge with trunk r39928 2011-09-05 17:06:09 +00:00
f0d5abfcb2 Merging trunk up to r39637. 2011-08-22 20:31:46 +00:00
c5106fd097 Merge with trunk r39589 2011-08-21 19:37:19 +00:00
042d4d3509 misc changes to unterface & undo
- operator strings were doing undo pushes (in fileselector text for example), this is dumb since the operators themselves handle undo.
- interface code checks rna props are arrays rather then checking the array length.
- disable properties window pin undoing.
- sequencer refresh was calling undo, disable since this is clearnign global data not handled by undo.
- added commented out code for drawing mesh vertex index/key index, useful for debugging shapekey - hook issyes.
2011-08-18 19:07:37 +00:00
3e85ec432e 3D Audio GSoC:
Adds new speaker object type.

Notes:
* Needs some nice icons
* Quickily review by Joshua Leung (5 mins)
* Properties UI updated (with help of Thomans Dinges)
* Speakers have their own theme color
* No real audio functionality yet.
* Minor bug regarding lamps/lattices fixed in interface_templates.c

I personality tested:
* Creation, Deletion, Duplication
* Saving, Loading
* Library linking (incl. make local)
* Tracking
* Dope Sheet, Outliner
* Animation
* Drawing (incl. Theme)
2011-08-01 11:44:20 +00:00
2a97e5a772 Merge with trunk r38619 2011-07-22 18:51:53 +00:00
74536efa91 Fix #26704: activating a texture node inside material nodes did not show that
texture in the texture properties.
2011-07-13 17:52:23 +00:00
3b41ab432b Applied Dynamic Paint 1.18f patch as a codebase for GSoC. 2011-05-24 07:08:58 +00:00
647f4246da Todo item:
Improving UI visualization of using Material nodes:
- Property editor: the context top line now shows the linkage path
  (in material and texture view mode)
- Activating new material node refreshes preview in property editor
  when in texture mode.

This should make editing textures with node materials a bit more clear.
2011-03-19 18:23:21 +00:00
Nathan Letwory
95100afc12 doxygen: blender/editors tagged. 2011-02-27 20:29:51 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
ef920a50da Particle settings can now be pinned too:
* Particle system's are comparable to texture slots, which can
  only exist within an id block. Particle settings on the other
  hand are idblocks which should be pinnable just like textures.
* When particle settings are pinned only properties that make
  sense without the actual particle system are shown in the
  particle panel.
2011-02-16 10:57:58 +00:00
86cf6b4016 moving dir strings into global namespace for doc access (coming up) 2011-02-15 14:38:43 +00:00
fafbd9d71b Particles todo item: particle textures
* Effecting particle properties with textures was possible in 2.49,
  but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
  for objects with particle systems), which are totally separate from
  the material textures.
* Currently a basic set of particle properties is available for
  texture control. Some others could still be added, but the whole
  system is not intended as an "change anything with a texture" as
  this kind of functionality will be provided with node particles in
  the future much better.
* Combined with the previously added "particle texture coordinates"
  this new functionality also solves the problem of animating particle
  properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
  "multiply" blending mode, so in order for the textures to effect
  a particle parameter there has to be a non-zero value defined for
  the parameter in the particle settings. Other blend modes can be
  added later if they're considered useful enough.
2011-02-12 14:38:34 +00:00
811a1b910c Texture context selector for texture panel:
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
2011-02-08 14:29:48 +00:00
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
e5fbd93cec editors/space_* build without unused args warnings 2010-10-16 08:03:28 +00:00
f2d77e4496 remove unused includes from editors/space_* 2010-08-08 08:14:07 +00:00
708ef64663 include cleanup, no functional changes
- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases)
- removed DNA_wave_types.h (never used)
- removed Main.wave
2010-08-04 04:01:27 +00:00
a2b6abeee1 Fix [#22097] missing panels in texture tab
Made texture/texture slot context a bit less flaky when dealing with active material and 
texture nodes inside a node material in the node editor. Now if the active material has 
nodes enabled, and there are no active material/texture nodes inside it, nothing will be 
shown in the texture properties (similar to 2.49).
2010-04-22 06:59:41 +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
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
42ac4a3e7d Fix syntax for ID keyword. 2010-03-21 01:14:04 +00:00
b02f78ed02 Using multiline descriptions like this:
"""                                                                                              
    Fixes the most common causes of gimbal lock in the fcurves of                                    
    the active bone.                                                                                 
    """
is causing bad glitches (boxy characters) on the tooltips..
2010-02-14 07:05:50 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
ebbd1e0b20 bugfix [#20579] Context pinning error (pose mode) 2010-01-30 23:48:49 +00:00
812e5140b0 Fix #20549: selecting a texture node in a material node tree would
keep that texture locked as the current visible texture in the
texture buttons.
2010-01-29 16:32:06 +00:00
a2372d4312 Properties window: try to keep showing shading related tabs as you switch
between active objects, e.g. switch from lamp to material tab when you are
selecting a lamp instead of a mesh.
2010-01-28 10:57:31 +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
fffbb2c7eb Fix [#20671] No access to creating textures for a material
Caused by my previous commit here.
2010-01-14 10:43:53 +00:00
ddafe3f5df Fix [#19902] sculpt brush texture not accessible when the object has no material
Texture handling really needs deeper improvement, this fix doesn't really help for 
other situations like modifiers, but solves the inconvenient case of sculpting with 
no material at least.
2010-01-13 23:12:48 +00:00