- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
wm.context_set(path="scene.tool_settings.someattr", somevalue)
wm.context_toggle(path="scene.tool_settings.somebool")
wm.context_toggle_values(path="scene.tool_settings.some_enum", value_1="somevalue", value_2="othervalue") # switch between 2 values
wm.context_cycle_enum(path="scene.tool_settings.some_enum", reverse=False)
the path value is taken from the context so the full path is
context.scene.tool_settings...
This means in keymaps you can cycle draw modes, change PET- anything with rna access.
If its not so nice to map keys to operators like wm.context_set we could use macro's to wrap it and have its own name
Use this for PET and setting pivot options
- Made userpref key shortcut Ctrl+Alt+U since its not used in 2.4x
- added pivot_point_align (Alt+Comma)
- added PET wasnt rna wrapped correctly.
bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
With mouse events event->val started as 0/1 for press/release but later the tweak function made LMB and RMB zero value into KM_RELEASE, somehow MMB didnt get used by the tweak function so was left at 0 and the modal keymap function failed when comparing MMB Mouse ups.
now initialize event->val as KM_PRESS/KM_RELEASE
* Wrapped Color Key and Blur Node.
* Nodes using RNA properties can be animated. You can now choose if the Nodes Window should be updated while animation playback too. (Timeline>Playback Menu)
It was getting very annoying, hitting it by accident and having the region disappear. Now, you can still hide the region by resizing it down to zero, or by using the hotkeys (i.e. N, or T in the 3D View).
Perhaps this minimising would be better done in a RMB menu on sub-regions (i.e. like previous Header: top/bottom/hide stuff)
This commit restores the 'Relax Pose' tool, and also introduces two others: 'Push Pose' and 'Pose Breakdowner'.
Be aware that this commit is just the initial starting point, with some parts yet to be done.
A short description of these tools follows:
* Relax Pose (Alt-E) - makes the current pose more like the poses on either side of it
* Push Pose (Ctrl-E) - exaggerates the current pose
* Breakdowner (Shift-E)[not working yet] - when this works, it will allow for interactive selection of a good in-between pose to act as a breakdown.
Todo's:
* Connect up the 'percentage' slider in the operator settings to allow these effects to be dialed in/out, exaggerating/relaxing/moveing-between-keyframes by varying degrees until the desired effect is reached.
* Allow these effects to be interactively dialed in/out. The idea is to use the mouse to interactively set the percentage slider value initially, then use the percentage slider to tweak later.
* Figure out why breakdown breaks down
* Screen keymap is now split up in two, some of the area/region
manipulation operators here need to be handled before others.
* Moved paint/sculpt/sketch out of the 3d view keymap, these were
there as a workaround, now with keymap poll no longer needed.
* Also fixes#19297, 3d cursor moves when combing in particle mode.
issues like Shift+R (repeat last) not giving capital R in the text
editor. There is also new modal handler list at the window level,
and the API call will always add it to that one now, since modal
handlers were not used in other levels.
The order used to be:
* window modal + keymap
* area modal + keymap
* region modal + keymap
Now it is:
* window modal
* region keymap
* area keymap
* window keymap
their handlers based on notifiers, which is simpler and more
reliable.
This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
#19302: the spin operator did not redo correct when changing properties.
Actually the problem was somewhere else, the search menu always did an
unnecessary undo push, which conflicted with an operator undo push with
the same name. Only in the case of "Spin" was this noticed, because it's
name is so short and you actually type it completely.
#19328: swapping areas could crash when dragging mouse outside the window.
Attempted fix for #19331, #19335 as well, where backspace and some other
keys give square characters instead of working as expected. Couldn't
reproducable here, so please test.
#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
- They were causing unnecessary visual noise, breaking up the lines of the region edges
- Now you can just drag anywhere on a region edge to resize it, like existing area edges
- To minimise a region, click once on the region edge, or resize it down to nothing. For minimised regions, a (+) icon will appear, which you can click to restore it to the size it was before it was minimised.
Made some UI operators not register themselves in the console. This made macro creation a pain because the operator list would have tons of splits and other UI commends mixed in with actual data manipulation.
Moved Repeat Last from Ctrl-R to Shift-R so it doesn't conflict with loop cut, whenever it is added.
Moved to modern OS standards for opening, saving, copying, pasting, cutting (text), new document, undo and redo.
For Mac users, Cmd is used in addition to the Ctrl-based shortcuts.
These changes are made according to an agreement among developers on IRC.
bpy.data, bpy.ops.object etc.
- added basic docs for bpy.props
- omit panel, menu and operator classes (took up too much space and not useful)
- exec cant be used as an operator suffix eg- CONSOLE_OT_exec --> CONSOLE_OT_execute (same for file)
- fixed some crashes when generating docs
Updated docs here
http://www.graphicall.org/ftp/ideasman42/html/
Saving/Loading:
Save - Ctrl S / Cmd S
Save As - Ctrl+Shift S / Cmd+Shift S
Open - Ctrl O / Cmd O
Open Recent - Ctrl+Shift O / Cmd+Shift O
New File - Ctrl N / Cmd N
Text:
Copy- Ctrl+C / Cmd+C
Cut- Ctrl+C / Cmd+C
Paste- Ctrl+V / Cmd+V
Select text- Ctrl+A / Cmd+A
Misc:
Repeat Last Op - Ctrl+R / Cmd+R
Render - Ctrl+Return / Cmd+Return
Render Animation- Shift+Ctrl+Return / Shift+Cmd+Return
User Preferences - Ctrl+Comma / Cmd+Comma
Changed the important search menu to Space key.
Old hotkeys are still preserved, at least for now.
possible from python, but it's still work in progress.
Pointers and collections are restricted to types derived from
IDPropertyGroup (same as for operators), because RNA knows how to
allocate/deallocate those.
Collections have .add() and .remove(number) functions that can be
used. The remove function should be fixed to take an other argument
than a number.
With the IDPropertyGroup restriction, pointers are more like nested
structs. They don't have add(), remove() yet, not sure where to put
them. Currently the pointer / nested struct is automatically allocated
in the get() function, this needs to be fixed, rule is that RNA get()
will not change any data for thread safety.
Also, it is only possible to add properties to structs after they have
been registered, which needs to be improved as well.
Example code:
http://www.pasteall.org/7201/python
Stablity commit: on render, all running jobs are stopped now (previews,
composite, screencast). First render has to be more threadsafe, to allow
multiple renders simulatenously.
* Use scene->r.audio instead of scene->audio everywhere, was using both still.
* Fix time_top_left_3dwindow link error, not sure why this happens, somehow
with scons building it seems that files (like time_header.c) wich are not
called from the same .a module get stripped?
* Move sound_init to make sure it gets called everytime user
preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
while the other did not, don't see the point of this, so just
made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
rather than timeline flag. Since it uses the same playback
operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
stop playing too.
Muscle flexing commit; put the "any key modifier" to work, also exposed
(ugly) in keymap editor. Notes for it works:
- You can use any keyboard key to become modifier now (not mouse buttons)
- But, if this key was assigned to be a regular hotkey, that still gets
triggered, obviously.
- So: only use unused keys for this, like "~" or other special ones?
For test fun: L+K now does animplay.
* Pose mode was already object-localized, but moved the flag from object->flag to object->mode, with all the other modes.
* Updated object mode RNA
* Commented out some dubious use of base->flag with the posemode flag. So far as I could see the value was only being set, not read, so a hopefully safe change.
Implementation Note:
* Moved the scene copy/unlink code back into blenkernel, with
the exception of the copy single user stuff which is still in
object_edit.c.
* Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean
way to do this now.
* Added some optimisations to avoid having to try evaluating some data that won't have any effect.
* Converted playback buttons in timeline header to use operators too
* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive.
* Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
- It is possible to work with MetaBalls in edit mode now
- Added basic UI to the button window (feel free to change it :-))
- Header menus should work
- Undo & redo should work
- Removed global variable editelems and lastelem (moved it to the MetaBall struct)
- All tools from old editmball.c was converted to the operators
- Added lastelem to the RNA
- Experimental: mb->editelems is only pointer at mb->elems or NULL (depends on Mode). ListBase of MetaElems is not duplicated in edit mode.
Tested with scons at Linux and mac OS X
TODO:
- Recalc data after Undo or Redo
- Solve issue with basic MetaBall and Python UI script (only base MetaBall object influence Wiresize and Threshold)
- Fix orientation of manipulator in "Normal mode"
* Fix crash loading particle AnimData. This crashed many BBB
files. If you have a .blend file that crashes when loading
it in 2.5, please mail me, I'd like to know.
* Image window zoom ratio did not work correct with py 2.x.
* Other minor fixes for image window RNA.
* Buttons window now remembers the tab that was last clicked
by the user, even if that tab is no longer available due
to context, and then enable the tab again if the context
for it is back.
* Cleaned up buttons space DNA a bit, removing unused vars.
* Armature bone rename outside edit mode did not call right
function yet.
* Armature layers are now editable even if lib linked. This
is useful for proxies. For this purpose a PROP_LIB_EXCEPTION
flag was added. Need to think over proxy / RNA a bit though,
not sure what the requirements are yet.
* Parent to Armature Deform now has options to create vertex
groups, instead of always creating them.
This is implemented at the Screen-level, and only considers scene and active-object keyframes (like the timeline).
TODO:
* Need to update the timeline header buttons to use this operator. One limitation is that I can't get the buttons there to take an arg...