* recent files now just write content of G.recent_files, was adding untitled.blend!
* removed unused and now superfluous code reading the .Bfs file (is done in fsmenu now)
This is problematic for a few reasons...
* I'd often save a blendfile only so it would appier in the open recent menu.
* Saving files (when you dont need to) makes access times less useful.
* binary diff's in SVN dont give any useful info. Sometimes I wasnt sure if I actually edited or saves for fast re-opening.
* Testing 2.4x files with animation data in 2.5 can loose info.
* Its not logical and other apps dont work this way.
Also made the recent file list in the file browser display the most recent item first (like the open recent menu).
* 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.
New feature: allowing to open temporarily windows for output.
Implemented for:
- Render output (use output menu "new window" option).
- User Preferences (alt+U, plus added in 'File' menu)
Currently the window opens where your mouse is. The Render window
works as usual, with ESC or F11 moving it to back or front again.
That allows the window position to remain where you moved it on
new renders.
If you close a render window when it renders, the render thread
will be killed.
User prefs show 'info window' now... i thought we'd use outliner?
Anyhoo, I've made the 'save settings' to close the 2nd window as
well.
Opening a secondary file window for save I'll check on later,
this has to be checked with the current event system still.
the WM_window_open_temp() api call for this maintains currently
a *single* temp window. If you have a render window open, and call
for the preferences, the render window will be used for it. And
the other way around.
On closing the blender window, the temp windows close automatically
when there's no regular window open, and blender quits.
* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
it would only respect the user preference. Now it saves
existing files the same way they are saved, and new files
following the user preference. The save operator has a
Compress toggle in the file browser left panels now.
* Add menu working again, some fixes to make these operators
work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
timeline header menus.
* Game menu can now start game, changed the start game op
to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.
Image Window
* Unpack operator now works.
* Some small layout code tweaks.
Info Window Header
* Moved to python UI code.
* template_running_jobs, template_operator_search added.
* Ported external data operators: pack/unpack all, make
paths relative/absolute, find/report missing files.
Also
* Report RPT_INFO too, not only warnings and errors.
* Run UI handle functions after RNA and Operators.
* Rename particle system add/remove operators, to not
include "slot", that's only there for materials because
that's what they are called now in RNA.
Test commit; toolbar has 'add operator' menu in mesh editmode.
Nothing stored, freed here...
Also: removed reading .B.blend, since a much better default has
been compiled in now, prevents confusing testers who run 2.5
for the first time. :) Of course .B25.blend still works.
Simplified and started from a clean slate, without much of
the hidden existing space data that was hanging around
in the old one.
One issue I found is that saving the startup file from
Blender 2.5 also saves the window size and location.
This means the version I just saved would open up
strangely on other screen sizes/setups. I added code to
reset this to default when loading it up from the version
compiled into the Blender binary, but perhaps Ton/
Brecht might want to check the diff.
Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
WIP commit for UI drawing.
- Hooked up Diego's new Font API
- Added Style definitions for fonts, currently it uses
a different font for panel titles to show it.
- Styles are in Userdef now too, still not finished
- Userdef "DPI" will offer global control over font size,
to match monitor size/resolution. It's meant to scale
widgets and headers too btw, later.
- Lots of code removed for old fonts, but that's unfinished.
On todo: too much to mention, will continue happily tomorrow!
Several things in one commit; could not split this up easily,
one job invoked another, and so on. :)
- Added pulldowns for save/load .blend file in top bar.
- To enable "Save" without further popups (save over)
I've added a signaling function in window header to
indicate a succesful save.
- On any undo push it now signals 'file changed'. This
goes by notifiers nicely, but now registers only the
undopushes, which is quite unreliable. "Changed" state
shows in header as "Blender*" and for OSX with the
standard close button black dot.
- Made screencast show a button in top bar indicating such,
and allowing quit. No hotkey for quit yet... but ESC will
keep casting now.
- Fixed new BLF_init(), which should be in WM_init() and not
on any .B.blend read.
- Fixed CTRL+F3 "Save Screenshot", which was still using old
fileselect code.
I change the #if 0 with #if WITH_FREETYPE2, also fix a lot of typos, etc.
This is the basic but now it draw text!!, I am using the "User Preference"
space to test the library, nobody is working on that and the option are
in the outliner now so...
TODO-next: using the 4x4 mat, string size, bounding box, aspect and rotate.
Notes: I update the Makefile, missing some include and other things so
maybe scons, cmake and msvc also need update ?
* Group channels are drawn with better indention now
* Colors for group channels in Graph Editor are now initialised properly
* When selecting individual keyframes in Graph Editor, it is now possible to see which curve it belonged to, as the 'active' and 'selected' flags are set on that curve only.
- Added back CTRL+X "reload start-up file".
(Original name 'erase all' is a bit misleading, but we can
go over all naming conventions later :)
- Added memfree for triple buffer data.
Bugfix for Bugfix for 2.5 - Bugfix #18251!
- the call to GPU_default_lights has to be done after windows opened,
in case you have no .b.blend saved it crashed
- further this function is only called on .B.blend reading, so it's
correct to reset the lighting to user-def.
I go to start commit the new code here and then replace one
by one bmfont and ftfont, this do nothing right now, but it's
more easy keep the files here to work from the studio and my home.
I only update the Makefile and SConscript (but JesterKing a double
check never is bad), so please check the msvc and cmake files.
The new library is libblenfont.a
Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.
Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.
It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.
Notes:
* Fixed a few bugs in RNA User-Preferences wrapping
* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?
* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.
* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
- wm draw method is now initialized correct when reading older
files, but the SDNA bug causing the problem is still unsolved.
is due to // char pad[8]; not being recognized as commented.
- triple buffer proxy texture test follows spec better now,
was disabling triple buffer unnecessarily on some drivers.
- some cmake compile fixes related to sequencer pthread usage
and removed bad level calls lib for player.
- show outliner header buttons in oops mode as well until that
can be switched in the UI.
- fix region data free issue for tooltips
- warning fixes
File reading of 2.50 files fixed.
- it now exits nicely from queues without using free'd memory
(checks CTX_wm_window(C) to be NULL)
- code that matched current (ghost) window with new situation
lacked setting a pointer good.
Overall cleaned some parts too; like context clears now all
wm related pointers when you set a new wm, window or area.
- mouse select, loop select, select linked, unlink selection operators.
- added edge selection mode.
- fix 2.45 bug with unitialized theme colors, which caused the active face
and face centers to be not drawn.
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
- Edit mode Mesh undo/redo back
(undo for editmodes needed recode, todo for curve/lattice/etc)
- Added border select for edit mesh
- Added Akey (de)select all for edit mesh
- Added notifiers for mode changes.
This is also the first trial to dynamically add/remove
keymap handlers, based on modes. For that reason the Object
keymap was split in 2, modal and non-modal. On TABkey, the
view3d listener removes and adds maps.
The view3d keymap still handles generic mouse/border selection.
Internally it will verify modes.
The modes are not re-implemented still... have to move this
to scene context.
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.
Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
Although it means unlimited editmodes, for migration purposes we
better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning
anymore. EditMesh is not context senstitive anymore, only the
edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
removed all G.editMesh there.
* The RNA viewer is now more integrated with the outliner, as
a "Datablocks" view, with a tree structure.
* Still some issues to be solved with persistence, and also
memory usage is problematic when expanding a million vertices
in a mesh for example, though it will not build closed parts
of the tree.
* Added old theme-set version patch for new Dopesheet channel colours
* Removed warnings in action_edit_keyframes.c. I need an example of how to add error reports for the code that this concerned.
* Added a report list to operator, to which they can report errors and
warnings. When the operator ends, it will display them with a popup. For
python these should become exceptions when calling operators.
* Added a function to make a popup menu from a report list.
* Also added a utility function to prepend a string before the reports to
indicate what they relates to. Also made the report functions used
BLI_dynstr to simplify the code.
* Made file reading and writing report errors to the user again using this
system, also replacing the left over uncommented bad level error() calls.
- Bugfix: loading files should close running handlers and subwindows, gave
memory leaks that way.
- Bugfix: space image copy function didn't do curvemap
- Cleanup: moved view operators from view3d_select to view3d_view
- removed context usage, should not be in this module
- remove G.main usage, now is passed along
- still some globals in use here, goal is to get rid of those too,
so that it's possible to load/save blendfiles without having to
think about some global state.
Context API
This adds the context API as described here. The main practical change
now is that C is not longer directly accessible but has to be accessed
through accessor functions. This basically adds the implementation of
the API and adaption of existing code with some minor changes. The next
task of course is to actually use this design to cleanup of bad level
calls and global access, in blenkernel, blenloader.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context
Error, Warning and Debug Info Reporting
This adds the error reporting API as described here. It should help
clean up error() calls in non-ui code, but eventually can become used
for gathering messages for a console window, and throwing exceptions
in python scripts when an error happens executing something.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports