Commit Graph

47 Commits

Author SHA1 Message Date
cbf976e7a6 2.5 UI scripts:
* Removed some unused code.
2011-02-28 14:25:40 +00:00
4612034cf4 patch [#25809] Auto-Registration as utility function.
This removes auto-registration, committed by Martin r30961.
Realize this is a contentious topic but Brecht and myself both would rather opt-in registration.

TODO:
- addons need updating.
- class list will be modified to use weakrefs (should have been done for existing system too).
- will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
2011-02-10 23:48:22 +00:00
d240206c88 fix for crash with GLSL material when image couldn't be loaded.
also quiet pep8 warnings.
2011-02-10 14:59:17 +00:00
5c421c328e Todo/feature request
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.

This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
  that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
  edit in 3D window

The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!

Demo file:
http://download.blender.org/demo/test/auto_composite.blend

Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.

Implementation notes

- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
  this is temporarily.
2011-02-07 16:41:57 +00:00
736a7b7a22 pep8 cleanup 2011-02-04 09:27:25 +00:00
a7af789864 Added Read Render Layers and Read Full Sample Layers to node editor menu 2011-02-02 10:33:29 +00:00
339d3bf05f reverting the new button in node editor.. will need to create a new
operator to get the correct behavior for center backdrop
2011-02-01 01:32:12 +00:00
7b3a49af8c Added Center button to backdrop controls in node editor's side panel
Inlined backdrop's zoom ui limits and hard limits so that
going to minimun and going back to 100 works
2011-02-01 01:18:16 +00:00
05034fb91f Node UI:
* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense. 
* Added a missing notifier for the Node backdrop move operator.
2011-01-31 16:16:15 +00:00
Lukas Toenne
48fc6f5698 Added transparency feature to node editor backdrop, similar to image editor. Alpha blending can be enabled by a button when "Use Backdrop" is selected. 2011-01-31 11:17:50 +00:00
115b256738 ran through pep8 checker 2010-09-07 15:17:42 +00:00
54e6ea70c0 rna renaming for Render* structs 2010-08-18 04:10:23 +00:00
b9d99b9c5b apply all rna naming changes for rna_space.c 2010-08-17 07:49:53 +00:00
5b345524ea RNA Types metaclass registration
See mailing list posts for details [1][2][3]

Addons still need to be fixed; Campbell said he'd do it today.

See any of the py files (outside netrender) in this commit for how to do it (it's rather simple).

[1] http://lists.blender.org/pipermail/bf-committers/2010-February/026328.html
[2] http://lists.blender.org/pipermail/bf-committers/2010-August/028311.html
[3] http://lists.blender.org/pipermail/bf-committers/2010-August/028321.html
2010-08-02 02:55:12 +00:00
b30e2a57fc == node editor ==
- added backdrop commands in the view menu
  I couldnt finf them in the menus and also liquidape asked for them

- added cut links command in menu, since also this one wasnt thast obvious (now it's ctrl-drag)

- micro patch reviewed by jesterKing
2010-07-26 21:37:55 +00:00
416e82b022 node toggle preview and hidden socket key shortcuts (Ctrl+H, Shift+H) 2010-06-07 20:03:40 +00:00
3c3502fda4 Small change to Node Space and two new function.
"Select all of the same type" now is binding to Shift + GKEY

Two new function, select next and prev node of the same type.

Select a node and press Shift + [ or Shift + ] go to the
previous and next node of the same type (of the active node).
2010-05-12 13:55:09 +00:00
9a4ba57ee9 Node Space: Small feature for Venomgfx, Shift + F select node of the same type
This is a small request from Venomgfx, select a node
and then press Shift + F to select all the nodes of the
same type (of the active node).

The key binding can be change, we thing in a "Find Next" (that is
way the FKEY) with venomgfx, but no problem with change that.

Also I add the entry in the select menu.
2010-05-12 12:03:38 +00:00
bc4d93cc16 Adding 'running jobs' button in node header. 2010-04-13 17:11:53 +00:00
045d33dae0 Fixed a crash switching to brush texture nodes
Also removed some python code to check for node materials within the material and texture properties. It seems to go fine without it, and this should be handled by context instead.
2010-03-17 22:54:55 +00:00
78bb45931c scene.render_data -> scene.render
bpy.types.SceneRenderData -> bpy.types.RenderSettings

better do these changes before there are too many scripts out.
2010-02-23 12:48:35 +00:00
97bdfe6f1b pep8 cleanup + correction for external player operator return value. 2010-02-22 23:32:58 +00:00
23efeff6a9 [#21177] Text editor
Running scripts directly didnt call the register function, even though this is not essential its good to be able to run a script directly and see changes in the UI.
2010-02-16 09:55:07 +00:00
39c04315e2 change python scripts so modules which register with blender have a register() function rather then making import automatically run the register functions (generally considered bad practice by python people) 2010-02-14 11:21:21 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
95069f2909 pep8 changes 2010-01-31 14:46:28 +00:00
7a67b662bd * Tweaks for node editor Make Links (F key)
Testing a new method that hopefully will be faster to use than finicky socket 
selection - now just select multiple nodes and press F - available output sockets 
on the selected nodes will get automatically connected to the active node.

It works for one socket type each time, to avoid getting lots of extra connections 
when you join up, but as a shortcut you can easily press F again to connect up 
other socket types. For example, to connect a render layer node (with vector pass) 
to a vector blur node, select the render layer then the vector blur, and press F 
three times to connect up the Image, Z and Vector sockets. It now also 
preferences sockets with the same name to connect up first.

There's also another option (ctrl F) which will replace existing input links, rather 
than only connecting up links to available input sockets.


* Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
2010-01-04 04:26:28 +00:00
9358af05d0 rename operators TFM_OT_* --> TRANSFORM_OT_* 2009-12-10 10:36:32 +00:00
b5740b0e77 remove ICON prefix from the enum, for python this is redundant eg.
layout.prop("setting", icon='ICON_BLAH_BLAH')

Also reverted previous commit, the cursor subtype just needed to be added to the switch statement.
2009-12-10 10:23:53 +00:00
648122b1a2 String fix and a bunch of PEP8 issues I had collected in the meanwhile. 2009-12-04 17:54:48 +00:00
18fb6d5e43 Added Toggle Full Screen and Duplicate Area to the menus of all the main spaces in Blender 2009-12-03 16:28:50 +00:00
caab05ec8c rna UI api rename...
note: this aims to follow pep8 however I chose to use 'prop/props' rather then 'property/properties' because it would make function names too long.

itemR() --> prop()
items_enumR() --> props_enum()
item_menu_enumR() --> prop_menu_enum()
item_pointerR() --> prop_pointer()
itemO() --> operator()
item_enumO() --> operator_enum()
items_enumO() --> operator_enums()
item_menu_enumO() --> operator_menu_enum()
item_booleanO() --> operator_boolean()
item_intO() --> operator_int()
item_floatO() --> operator_float()
item_stringO() --> operator_string()
itemL() --> label()
itemM() --> menu()
itemS() --> separator()

batch script used http://www.pasteall.org/9345
2009-11-23 00:27:30 +00:00
6073bc9bc3 pep8 cleanup & default select axis to negative (artist requst, make sense if you model the RHS and spend most time looping at the models front) 2009-11-21 00:05:43 +00:00
d552c0ea5e Nodes Editor: Restored 'Show Cyclic Dependencies' Operator (CKEY) 2009-11-20 21:17:17 +00:00
03cfcc6007 Node Editor - More Cleanups (Reshuffling):
- removing duplicate chunks of code -> hide unused sockets now works
- moving some functions to the files that they get called from -> view all/home
- made duplicate a macro operator like the other places that work like this, eliminating the unnecessary transform-related property there still
- removed a few chunks of unused code
2009-11-20 21:04:41 +00:00
e7413bf791 More Node Editor Fixups:
* Restored Mute and Hide Operators, M and H keys respectively
* Restored Make Links Operator (F). However, I can't figure out how to set the sockets so that this can be used
* Made Alt-RMB the new hotkey for breaking links by dragging, since Alt-LMB was taken for panning already
2009-11-20 06:31:49 +00:00
e6d382bd53 Node Editor: Various usability and code tidyups
* Fixed a nasty bug which meant that it was impossible to set an active node. Was caused by ntreeCopyTree() getting called when compo updates were done and clearing the active flags. The active flag clearing is only really needed for the "internal_select" case which is only used for duplicating selected nodes (from Shift-D duplicate).

* Recoded click-selection code. Was a mess of old code, bad exceptions from the old code half ported, duplicate operators, unnecessary flags/modes.

* Fixed bug #19927: compositing node groups can't be access via "tab" or ungrouped via "alt+g". Was probably related to the active group not being able to be set.

* Made resizing nodes work again. Again, this was due to the active node bug.

* Made adding a new group with Ctrl-G correctly update the views
2009-11-20 04:19:57 +00:00
d33291fcc4 used py error checking tools to fix some bugs & make pep8 corrections 2009-11-14 13:35:44 +00:00
f76a6020c0 Nodes:
* Added properties operator to the View menu.
* Added Notifier for Node Select Operator, so the new "Active Node" Panel gets refreshed.
2009-11-11 16:02:18 +00:00
cbc5a78576 whitespace commit, (was some tabs mixed with spaces too) 2009-11-03 07:23:02 +00:00
9ea292290b Correct GPL license header for all python scripts 2009-11-01 15:21:20 +00:00
d964808846 made scripts pass the pep8 test (though not fully pep8 yet)
added comment in header to know if a script has been converted or not.
2009-10-31 23:35:56 +00:00
41c0236aaa GPL2 header from firebird (without disclaimer), notice theres no copyright attributed and only the GPLv2 (without the v2 or later clause).
Contributors list isnt used much in our C code so probably its easier if people just use svn blame for this.

Can change if this isnt acceptable but I guessed people didnt care so much since most scripts had no header.
2009-10-31 20:16:59 +00:00
f9b19d54b5 tabs to spaces, remove trailing white space. (apart of pep8)
didnt do "release/scripts/io" since some exporters cant be auto converted
2009-10-31 19:31:45 +00:00
ea265fc697 change blender python interface for classes not to ise __idname__ rather bl_idname since __somename__ is for pythons internal use.
replacements...
"__idname__" -> "bl_idname"
"__props__" -> "bl_props"
"__label__" -> "bl_label"
"__register__" -> "bl_register"
"__undo__" -> "bl_undo"
"__space_type__" -> "bl_space_type"
"__default_closed__" -> "bl_default_closed"
"__region_type__" -> "bl_region_type"
"__context__" -> "bl_context"
"__show_header__" -> "bl_show_header"
"__URL__" -> "_url"
2009-10-31 13:31:23 +00:00
5c867406aa menus are now global (like operators), so for eg, the info add menu and the 3D add menu can be shared. 2009-10-08 19:06:32 +00:00
2d797f35d8 - removed 2.4x release/scripts
- moved release/io and release/ui into release/scripts/io, ui
- updated scons, cmake, make

When porting 2.4x scripts back, use a command like this so as not to loose the commit history...
 
 svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/raw_import.py release/scripts/io/import_raw.py
2009-09-28 03:19:52 +00:00