Commit Graph

336 Commits

Author SHA1 Message Date
Nathan Letwory
05296e3065 Partly apply patch [#23746] Clarify azone->edge values.
Submitted by Shane Ambler.

The original patches made an enum for action zone edges, changed positioning for minimised icons and repositioned minimised icon for operator properties panel.

I kept the enum idea, but further improved on the naming. Some switches used in place of if/else blocks and added some comments. See patch tracker for more comments.
2010-09-20 13:13:40 +00:00
Nathan Letwory
6d9e4c719a Apply patch [#23745] fix #23078 operator panel disappears.
Patch by Shane Ambler
Reported by Anthony Edlin

From the patch details:
"
In response to bug #23078 the operator panel disappears when dragged above the top of the 3dview without showing the
azone icon to restore it.

This patch properly hides the operator panel if dragged near the top of the 3dview so that the azone icon is in place
"

Thanks!
2010-09-17 23:50:10 +00:00
6b6d6304e2 bugfix [#23702] Parent to hidden object crashes 2010-09-06 22:10:51 +00:00
4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00
8c455e1da8 remove unused includes 2010-08-08 08:33:47 +00:00
5fa7d1c1b4 2.5: code changes to reduce the usage of G.main and pass it along
or get it from the context instead.
2010-08-01 12:47:49 +00:00
9d97123f90 Remove WM_FAST_DRAW ifdef which I added while Ton was on holiday.
Only drawing the areas which need redrawing work so no reason to revert this.
2010-07-25 01:39:47 +00:00
8621c71c4c Bugfix #22917: Translating numerically doesn't allow animation
I've made most operators which change the current frame are now undoable. This has the following benefits:
- it brings these into line with simply changing the frame number directly
- as in this bug report, using the operator tweaking/redo capabilities was causing problems, as the lack of an undo for the frame change mean that changing the operator properties (in this case to do numeric input for transforms, which is a bit of a creative if inefficient use of the available tools) would cause the current frame to reset to the previous frame, making it seem impossible to tweak the operator settings

Notes:
- screen.frame_offset() operator has been left alone, since I expect that undo pushes on this one would be truly annoying while on the others it's probably ok/wanted. This is because with this operator, animators usually end up stepping through their animations vs one-off jumps/scrubbing-sessions
2010-07-20 11:54:17 +00:00
f7298287b3 Bugger... msvc didn't bail out on these... 2010-07-19 11:47:46 +00:00
185036c3ed Bugfix #22906: Animation Player buttons broke on r30467
Reverting this commit. Seems that only the added parts were tested. I'll look at restoring a similar version of this in future.
2010-07-19 11:25:23 +00:00
5f1246f62a Small feature for the Durian guys:
Playback Jog Keys:
ALT+LEFTARROW: play backward (hit again for double speed)
ALT+RIGHTARROW: play fordward (hit again for double speed)
ALT+DOWNARROW: start/stop animation
2010-07-18 14:46:52 +00:00
82e7d6d332 Merging revision 30461 from my GSoC branch, log: Fix for msvc which not has the round function. 2010-07-18 08:19:44 +00:00
e86b78c47c Merging revision 30264:30270 from my GSoC branch to trunk, logs:
Bugfix for [#22284] Blender cursor gets stuck in the timeline when scrubbing (jack transport).

Dirty hack fix for:
* [#22366] Cutting audio and meta strips with audio does not actually cut audio
* [#22639] Audio not clipped to meta bounds

Also fixed a seemingly symptomless bug in sequencer_edit.c
2010-07-13 15:19:15 +00:00
03fa4bb999 Partial cleanup of timing system, with some guidance from Joshua:
* Fractional frames support has been changed to use a new var, scene->r.subframe. 
This is a 0.0-1.0 float representing a subframe interval, used in generating a final float 
frame number to evaluate animation system etc.
* Changed frame_to_float() and some instances of bsystem_time() into a convenience function:
float BKE_curframe(scene) which retrieves the floating point current frame, after subframe
and frame length corrections.
* Removed blur_offs and field_offs globals. These are now stored in render, used to 
generate a scene->r.subframe before render database processing.
2010-06-27 05:39:55 +00:00
1d6c2f214b Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?

Now, for better feedback, cached frames are drawn for the active object at the bottom 
of the timeline - a semitransparent area shows the entire cache extents, and more 
solid blocks on top show the frames that are cached. Darker versions indicate it's 
using a disk cache.

It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.

There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc. 
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.

Also would be interested in extending this to other caches such as fluid cache, 
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
6d49d7043a Fix [#22111] Quad View panes have wrong view when switching between Global/Local View
Joe already committed this to render branch in r28545, but it's not in trunk. 
The code that was committed doesn't seem to work properly, either, needs braces.
2010-06-09 04:54:10 +00:00
920850e630 Bugfix #22453: Jump to Next keyframe doesn't work on some frame
Jump to keyframe would get 'stuck' if it encountered a keyframe on "fraction" frames. Now, it will try multiple times until it finds one.
2010-06-08 00:08:45 +00:00
1dd36c243d Fix [#22494] Operator panel vanishes 2010-06-07 06:50:56 +00:00
9da25e016f Fix #22462: selecting the "Animation Step" operator from the spacebar
menu crashes Blender, patch provided by Frederik De Bleser, thanks!
2010-06-01 15:35:38 +00:00
ed3a7bd299 script reload (f8), is closer to working.
there are internal memory problems which can make it crash still.
If you remove all directories in the scripts folder except for 'modules' and 'ui', it runs without crashes.
2010-06-01 08:15:43 +00:00
014b6c0e89 Properly restored shift-up/down arrow as alternative hotkeys for jumping between start/end frames, as mentioned by venomgfx a while ago. 2010-05-20 10:03:26 +00:00
b52eddd95a Made playback operators use exec() callback instead of invoke(), so that these can be used for Python scripts.
Note that this is not the patch by dfelinto on the mailing list, since that fix would cause compiler warnings. Also, the invoke() (with the extra wmEvent* arg) is superfluous here, so there shouldn't be any problems with making this exec() only instead.
2010-04-20 02:39:07 +00:00
268e057e78 Area Swap: fix memory leak and access to freed memory. 2010-04-06 09:36:35 +00:00
9efc0dd71d Fix [#21194] Swap regions stopped working
Cleaned up a code mismatch that I think got there by accident before.
Now area swap is assigned to Ctrl LMB drag to prevent any 'emulate mmb' conflicts.
2010-04-06 08:11:37 +00:00
c64f5579d7 avoid error message when stopping animation playback. 2010-04-02 08:51:48 +00:00
4a451714d6 Fix [#21832] Add Modifier, Pinned Context
Added convenience function ED_object_active_context(C) to get either the
object in the data context, or if not, the active object.
2010-03-31 00:55:01 +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
42a0ef4dcf OK, compiling doesn't mean it runs, now it should really be fixed, as I don't use NAN directly anymore. 2010-03-21 00:04:50 +00:00
b06cdb3dd7 Finally, this should really fix the msvc and old ubuntu compiler problems with NAN and finite. 2010-03-20 23:36:08 +00:00
ca3736c123 Fix for [#21639] Playback with AV-sync and None sound system. 2010-03-20 11:50:27 +00:00
604a2b1a18 Play Back Rendered Animation operator was left out of Screen->Render operator name change 2010-03-16 05:04:56 +00:00
1b28081102 Mac + OpenMP + pthreads workaround: recent commit broke compile, just
moved it into threads.c now instead of having it duplicated in various
places.
2010-03-09 16:54:25 +00:00
d0e0f6dea3 move render operators into their own files, render_internal.c & render_opengl.c, rather then have them in the screen module.
also rename render operators SCREEN_OT_ --> RENDER_OT_
2010-03-08 16:36:53 +00:00
Dalai Felinto
0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00
38ef2df8f7 2.5 Audio:
* Jack Transport support!
* Minor sequencer audio corrections.
2010-02-21 18:01:41 +00:00
f09dc08523 Enabling AV-sync again. You can now choose between No sync, Frame Dropping or AV-sync. 2010-02-19 12:20:29 +00:00
b5adeb922f revert 27010, sorry but this makes playback of animation unusable & jerky, we can provide some sample files for testing. 2010-02-18 17:00:24 +00:00
37d781b868 Basic AV Sync for forward playing. 2010-02-18 14:17:53 +00:00
ad01c90ee3 Revert render slots commit for release, I can't find the bug or even redo
it myself, there will still be render slots just old implementation.
2010-02-16 19:24:04 +00:00
f809cb6fcb Last minute fixes for render crash. 2010-02-16 18:58:15 +00:00
2061f91741 Render Slots: change the implementation by moving it from the render to the
image code, this should be clearer and makes reusing the Render struct later
on easier.
2010-02-16 15:49:22 +00:00
50cd69d8d9 Test code for Brecht:
Added a function that quickly extracts a full main dbase from an undo buffer,
to pass on to render code. This will efficiently then make a render using only
own memory, allowing real threading and running multiple renders at once.
2010-02-15 18:36:06 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
b482b8543e Bugfix #21051: Restored 'Playback FPS'
This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View.

The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
2010-02-12 00:44:26 +00:00
15ef07d684 More tooltip editing 2010-02-11 02:03:18 +00:00
f2f4981726 Bugfix for [#21086] Audio continues to play unsynced. 2010-02-10 23:15:12 +00:00
3596768721 Missing tooltips for Start frame and End frame
Removing all dots at the end of tooltips in screen_ops.c
2010-02-10 18:47:55 +00:00
10240261e9 J-key render switching back, now with 10 slots.
Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
2010-02-09 19:37:37 +00:00
9827a3e9ea 2.5 Audio:
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
2010-02-07 23:41:17 +00:00