Commit Graph

958 Commits

Author SHA1 Message Date
c0ee40ab10 2.5
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
2009-01-27 17:12:40 +00:00
5917d0892c Graph Editor: Added files + Bugfixes
* Copied files containing code for tools from Action Editor to use as a base for the Graph Editor's tools. The toolsets are now very similar, so it should just be a case of making a few tweaks here and there. Currently all of these tools are #if-def'd out, as there are still a few things to clean up.
(BUILDSYSTEM MAINTAINERS BEWARE!)

* Tweaked some UI stuff (width of mode selector in header, names in the spacetype choosing menu)

* Fixed a few bugs which were causing crashes when loading old files with IPO Editors open.
2009-01-26 23:18:27 +00:00
a34e2e1427 Animato/2.5 - Graph Editor (i.e. the new 'IPO Editor')
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.
2009-01-26 11:33:16 +00:00
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
1ed26fffb8 Volume rendering: multiple scattering
This is mostly a contribution from Raul 'farsthary' Hernandez - an approximation for 
multiple scattering within volumes. Thanks, Raul! Where single scattering considers 
the path from the light to a point in the volume, and to the eye, multiple scattering 
approximates the interactions of light as it bounces around randomly within the 
volume, before eventually reaching the eye.

It works as a diffusion process that effectively blurs the lighting information 
that's already stored within the light cache.

A cloudy sky setup, with single scattering, and multiple scattering:
http://mke3.net/blender/devel/rendering/volumetrics/vol_sky_ss_ms.jpg
http://mke3.net/blender/devel/rendering/volumetrics/sky_ms.blend

To enable it, there is a menu in the volume panel (which needs a bit of cleanup, for 
later), that lets you choose between self-shading methods:

* None: No attenuation of the light source by the volume - light passes straight 
through at full strength
* Single Scattering: (same as previously, with 'self-shading' enabled)
* Multiple Scattering: Uses multiple scattering only for shading information
* Single + Multiple: Adds the multiple scattering lighting on top of the existing 
single scattered light - this can be useful to tweak the strength of the effect, 
while still retaining details in the lighting.

An example of how the different scattering methods affect the visual result:
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.jpg
http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.blend


The multiple scattering methods introduce 3 new controls when enabled:
* Blur: A factor blending between fully diffuse/blurred lighting, and sharper
* Spread: The range that the diffuse blurred lighting spreads over - similar to a 
blur width. The higher the spread, the slower the processing time.
* Intensity: A multiplier for the multiple scattering light brightness

Here's the effect of multiple scattering on a tight beam (similar to a laser). The 
effect of the 'spread' value is pretty clear here:
http://mke3.net/blender/devel/rendering/volumetrics/ms_spread_laser.jpg

Unlike the rest of the system so far, this part of the volume rendering engine isn't 
physically based, and currently it's not unusual to get non-physical results (i.e. 
much more light being scattered out then goes in via lamps or emit). To counter this, 
you can use the intensity slider to tweak the brightness - on the todo, perhaps there is a more automatic method we can work on for this later on. I'd also like to check 
on speeding this up further with threading too.
2009-01-26 02:42:17 +00:00
66437a62a7 2.5
Font object + editing back.

Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.

To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.

Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
2009-01-23 14:43:25 +00:00
69310fb107 2.5: WM Compositing
* Triple Buffer is now more complete:
  - Proper handling of window resize, duplicate, etc.
  - It now uses 3x3 textures (or less) if the power of two sizes
    do not match well. That still has a worst case wast of 23.4%,
    but better than 300%.
  - It can also use the ARB/NV/EXT_texture_rectangle extension
    now, which may be supported on hardware that does not support
    ARB_texture_non_power_of_two.
  - Gesture, menu and brushe redraws now require no redraws at all
    from the area regions. So even on a high poly scene just moving
    the paint cursor or opening a menu should be fast.

* Testing can be done by setting the "Window Draw Method" in the
  User Preferences in the outliner. "Overlap" is still default,
  since "Triple Buffer" has not been tested on computers other than
  mine, would like to avoid crashing Blender on startup in case
  there is a common bug, but it's ready for testing now.

  - For reference "Full" draws the full window each time.
  - "Triple Buffer" should work for both swap copy and swap exchange
    systems, the latter still need the -E command line option for
    "Overlap".
  - Resizing and going fullscreen still gives flicker here but no
    more than "Full" drawing.

* Partial Redraw was added. ED_region_tag_redraw_partial takes a
  rect in window coordinates to define a subarea of the region.
  On region draw it will then set glScissor to a smaller area, and
  ar->drawrct will always be set to either the partial or full
  window rect. The latter can then be used for clipping in the 3D
  view or clipping interface drawing. Neither is implemented yet.
2009-01-23 03:52:52 +00:00
9cc59fb0c3 2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
  of components to get it work:
  - customdata, free callback for it
  - timer step, notifier code
  - start callback, update callback
- Once started, each job runs an own timer, and will for
  every time step check necessary updates, or close the
  job when ready. 
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
  it will prevent multiple jobs to enter the stack. 
  Instead it will re-use a running job, signal it to stop
  and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
  under construction. 
  Fun: BLI_addtail(&wm->jobs, steve); :)

Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see 
  previews update even while dragging sliders!
- Currently it only starts when you change a node setting.

Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.

Also:
- bug in region initialize (do_versions) showed channel list in
  node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
  way! This is for later to work on anyway. 
- recoded Render API callbacks so it gets handlers passed on, 
  no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
  of stuff from code soon.
2009-01-22 14:59:49 +00:00
a017982074 Animato - Basic version patching support
This is work-in-progress patching support for converting animation saved in old system to work in the new one. 

* Only IPOs/Actions directly attached to Objects + Shapekeys are converted for now. More types will follow...
* This is currently done as a step outside of do_versions() due to problems with various pointers not having been resolved yet, but which are necessary for correct resolution of issues such as drivers... However, the current code does illustrate how the data should be converted to give best results/compat between the two systems.
* Still need to get the converted data working with depsgraph correctly. Currently, some of my testfiles work, but the BBB files still don't.
2009-01-22 10:53:22 +00:00
3cdac8e9f7 * Fixed some crashiness with sculpt file loading
* Added undo push for toggling sculpt mode
* Little optimization for brush texture, was generating quite large textures unecessarily
2009-01-22 04:22:26 +00:00
d95ad1a445 Undo in sculpt mode works now. Also removed some unused old code in sculpt.c 2009-01-22 01:58:38 +00:00
8d4a9081cc 2.5: WIP commit for WM compositing.
* Drawing code from wm_event_system.c split into separate wm_draw.c file.

Now there's 3 different draw methods implemented, not sure what survives
or will be added but is useful for debugging.

* Draw All: redraws everything each time, for reference.
* Draw Overlap All: what the code did before this commit, only draw
  regions marked for redraw, and anything that overlaps them.
* Triple Buffer: copies/retores all area regions into a texture, and
  blits that before drawing. Menus, brushes, gestures, etc are redrawn
  always on top of that.

Currently "Draw Overlap All" is set hardcoded to be used still. Triple
Buffer code is not complete, it doesn't handle window resize yet. Cards
that don't support non power of two textures can need quite large
textures as well, this could be split into multiple smaller ones.
2009-01-20 21:55:48 +00:00
8c479bc933 Animato - Restoring most of Action Editor
* Streamlined the filtering code to remove a few redundant options, which required tweaking the code for most tools 

* F-Curves are simply displayed using their full paths right now. This should eventually be the UI-string stored in RNA, but right now there are still a few missing things.

* There are a few tools which are not available yet which were available in 2.5 before Animato was added:
- Copy/Paste
- Rearrange channels

Also, the DopeSheet is not totally functional (in terms of displaying animation data for sub-object data yet). That will be added tomorrow.

* Added 'Action Group' pointer to F-Curves, as it will be handy for allowing Bone channels to still remain grouped as they were before with the Action Channels. However, reintroducing such a structure to the data-storage is not anticipated...
2009-01-20 11:07:42 +00:00
999d9d146e Added back some functionality to the sequencer
- removed static vars _last_seq, last_imagename and last_sounddir, replacing them with with vars in the "Editing" struct. didnt manage to get the active sequence to load so currently thats lost when loading.
- removed flag SEQ_ACTIVE
- Added operators cut, mute, unmute, deselect_all, select_invert, select, select_more, select_less, select_pick_linked, select_linked and borderselect.
2009-01-19 21:42:18 +00:00
bc63213844 2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:

- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes

Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).

To see it work; also added new feature for region split, 
press SHIFT+ALT+CTRL+S for four-split. 
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.

Note about the code:
- currently view3d still stores some depricated settings, to
  convert from older files. Not all settings are copied over
  though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
  for it should keep track of that.

Bugfix in transform: quat initialize in operator-invoke missed
one zero.

Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
89b7dfb5fb 2.5 - More work on getting file read/write support for Animato running
* Reorganised all animation-related file-writing code to be in the same area in the code, and clearly marked which parts of code are only used to ensure we can load old files to version-patch.

* Added file reading code for new datatypes, so it is possible to load the quit.blend file saved from the previous session. Version patching to work with the new system has yet to be done...

* Assorted whitespace fixes in places I skimmed through...
2009-01-19 02:26:46 +00:00
53ae509cc5 2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
2009-01-18 10:41:45 +00:00
0f4f89f19a 2.5: uv editor
- 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.
2009-01-17 22:14:08 +00:00
69e49c6f0c Make sculpt data more like vpaint/weightpaint. SculptData is now in scene->toolsettings, moved the RNA to reflect that too. 2009-01-17 16:58:05 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
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!).
2009-01-17 03:12:50 +00:00
9bcdb4b758 2.5: various warning fixes. 2009-01-17 00:51:42 +00:00
2213fa1c52 RNA
* Work around bScreen/Screen DNA name patching, so bScreen does not
  require manual callbacks to be written for properties.
* Added SpaceLink and SpaceImage RNA.
* Fix issue initializing ID property arrays with default values.

DNA
* Some DNA changes for space image.
* And a fix for corrupt clone image pointer in reading brushes.
2009-01-15 04:22:23 +00:00
ea2d6fe0d0 2.5
Another one back: editcurve.c

- removed global editNurb everywhere
  (cu->editnurb now has listbase with edit data)
- also added 'active bpoint' and 'active nurb' in
  Curve struct
- editmode in/out works, mouse/border select works
2009-01-14 12:26:45 +00:00
Nathan Letwory
fecac53522 2.5 / Nodes
* add a list area for material/texture/scene selection.
2009-01-13 19:28:18 +00:00
6cfbb0017a * Little feature, blend texture can have extrapolation modes (like repeat).
This should probably go in trunk, but I'll stay away for now with all the 2.5 work on.
2009-01-13 02:39:46 +00:00
ae25863d6c 2.5
* Tweaked a few incorrect comments in Constraints code
* Made Sequencer use View2D system correctly (only looked at the 'time-grid' thing so far).
2009-01-12 22:54:30 +00:00
dd97c08006 2.5
- Weightpaint back (CTRL+TAB or menu)
  Also weightpaint is sortof non-modal, allowing to use all existing
  hotkeys while in paint mode. Only leftmouse is overridden.
- Made vpaint and wpaint entirely local, stored in scene (and saved!)
- Small bugfix (also in 2.48): on weightpaint mode, all armature objects
  in 3d window were drawing as active poses. Now only the armature 
  deformer is.

Nice point for the UI agenda: are paint modes on ACTION mouse? Only then
you can combine it with SELECT mouse...
2009-01-10 14:19:14 +00:00
c7fa55eebd 2.5
Vertex Paint back!

Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes. 

- Activate it with WM_paint_cursor_activate(). That function wants two
  callbacks, a poll(C) to check whether there's a cursor in given context
  and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
  for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
  end the paint cursor. This handle also means you can register as many
  custom cursors as you want.

At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the 
future todo.
2009-01-09 13:55:45 +00:00
a811d802dd Changes/cleanup for sculptdata and brushes. Summary:
* Removed texfade, wasn't a very useful option (same result can be created with the falloff curve)
* Removed CurveMapping from sculptdata, moved instead to Brush
* Removed rake field from sculptdata, moved to Brush.flag
* Moved Anchored flag from sculpt to Brush, same for direction field
* Removed BrushData, replaced usages with the regular Brush type
* Removed hardcoded brushes and brush_type from sculptdata, replaced with a pointer to the current Brush
* Made sculpt tool type settable in Brush
* Changed symmetry and axis lock fields to flags
2009-01-07 04:38:30 +00:00
4ef6bb5559 2.5 filebrowser
fixes for crashes that seem to have been introduced by changes in context handling.
TODO: initialization for windowtype pupmenu if a previous SpaceFile was there.
2009-01-06 22:48:58 +00:00
b01ed287e9 Fixed a warning (missing include) 2009-01-06 19:59:17 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
b1cb844e05 2.5 - Start of filebrowser.
- basic drawing of list and thumbnail view (switchable through 'favourits' icon in header)
- selection of files and directories (bookmarks) works with the RMB (right mouse button)
- load operator for files still unstable (no check for correct file type) and incomplete. (WM_operator_free missing)
immediate TODOS:
- fix load file operator
- finish drawing of buttons in header
- drawing of detailed list with all file info.
- finish selection and execute operators (LMB and MMB execute)
later todos:
- parent dir
- keymap for all the shortcuts
- append/link and databrowse
- ...
2009-01-06 14:42:54 +00:00
91be2ba9b5 2.5 - Various Cleanups/Fixes
* Animation channels - cleaned up the code for selecting channels (removed various TODO stuff that's going to be replaced by something better later). Also, added back the ctrl-shift select feature for groups, which should be extended for other channels too at some stage.
* Outliner - added missing flags to do-versions, and replaced the width calculations with the rna-width version for now, as that uses constant width of 100 with OL_X*indention
2009-01-05 00:38:17 +00:00
f7cb86df3a 2.5
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.
2009-01-04 14:14:06 +00:00
Nathan Letwory
666f82a0a9 2.5
- Make sure shader, composit and texture ntrees have an id.name. This is to ensure
  that node trees in Material, Scene and Texture are properly identified through RNA
2009-01-03 18:43:11 +00:00
a6721c60d9 2.5
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.
2009-01-02 19:10:35 +00:00
95753c04f5 2.5 - Silencing more MSVC warnings 2009-01-02 06:03:53 +00:00
e6838f621d 2.5 - Animation and View2D
* Added back deselect all (and invert all) tools for Animation Channels (i.e. channel list in Action Editor).

* Resolved all MSVC warnings (I came across) in View2d code. Also, added a new API method to get the coordinates (in 'view' space) of a listview 'cell' given the row + column the cell is in.

* Tidied up a few comments here and there
2009-01-02 00:56:48 +00:00
a1c4d1c735 2.5 - Assorted bugfixes
* Dopesheet - clicking on keyframes in Object channels (if they came from Object-Data such as Lamps, etc.) would crash. I noticed this error in AnimSys2 yesterday

* Action Editor - do versions code now totally reinitialises the Action Editor View2D data (for the timespace), since I found a few files where there appeared to be some weird settings set.

* RNA Browser (Outliner->Datablocks) would crash when the Area was ripped (using Alt-R hotkey) as seen in mfoxdogg's 2.5 Tour 2
2009-01-01 08:08:55 +00:00
471fc09479 2.5
My last one for 2008: global undo/redo back :)
Happy 2009 all!
2008-12-31 18:52:15 +00:00
c9b60a7b64 2.5
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.
2008-12-31 17:11:42 +00:00
ba91587183 RNA
* Store RNA collections different in ID properties, using a generic
  ID property array, using the patch provided by Joe.
* Fix bug accessing registered operator properties in the wm from the
  outliner.
* In the outliner, only use the RNA icon for RNA data, and use dot
  again for unknown icon.
* Also, show pointer properties data in the second column, and auto
  expand two levels when opening them.
* Added small RNA_struct_defined_properties function to get only the
  defined properties without builtin and undefined id properties
  (for py operators).
2008-12-31 13:16:37 +00:00
81d788471f 2.5 - Bugfix for old Outliner/Oops views
Old oops views were not being converted to Outliner views), so the View menu was empty.
2008-12-30 03:28:01 +00:00
0a8a00cd10 2.5: Error reporting
* 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.
2008-12-29 13:38:08 +00:00
Nathan Letwory
b8ab364bd5 2.5 / Nodes
* patch reading of old files so nodes open up properly.
2008-12-29 00:03:05 +00:00
3b7d1afbd8 2.5 - Version patch for reading old .blend files (for some animsys2 changes) was being done for the wrong sub-version. 2008-12-28 11:08:56 +00:00
82cf2aebba RNA:
* Added support for using pointers + collections as operator properties,
  but with the restriction that they must point to other type derived from
  ID property groups. The "add" function for these properties will allocate
  a new ID property group and point to that.
* Added support for arrays with type IDP_GROUP in ID properties.
* Fix bug getting/setting float array values.

Example code for collections, note the "OperatorMousePath" type is defined
in rna_wm.c and has a float[2] property named "loc".


Defining the operator property:

prop= RNA_def_property(ot->srna, "path", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_runtime(prop, &RNA_OperatorMousePath);


Adding values:

PointerRNA itemptr;
float loc[2] = {1, 1},

RNA_collection_add(op->ptr, "path", &itemptr);
RNA_float_set_array(&itemptr, "loc", loc);


Iterating:

RNA_BEGIN(op->ptr, itemptr, "path") {
	float loc[2];

	RNA_float_get_array(&itemptr, "loc", loc);
	printf("Location: %f %f\n", loc[0], loc[1]);
}
RNA_END;
2008-12-26 20:38:52 +00:00
6086c31fd3 2.5
Brought back 'smooth view'. Took some hours to untangle it all,
code was spread all over, instead of localized in 1 call. Tsk!
Still not perfect, but at least more in control. For the hackers;
check void smooth_view() in view3d_view.c, here all 3d view
stuff should be handled, so it can optionally use animating.

For the users: 'smooth view' now plays at a maximum of 30 hz,
and doesn't block anymore. So even slow animated views remain
responsive if you press many numpad keys.
2008-12-26 18:15:46 +00:00
e4b20f0180 2.5: various warning fixes. There was one actual bug in a few different
places, using sprintf with strings like ID names as the format string
(note that this name can contain a % character).
2008-12-26 14:19:25 +00:00