Commit Graph

302 Commits

Author SHA1 Message Date
3ebd58673f Key Configuration
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.
2009-10-08 18:40:03 +00:00
98e9ddbf5b Bugfixing. 2009-08-22 16:54:18 +00:00
88294d7fa2 2.5/Particle edit:
* Made particle edit object-localized.
2009-08-16 02:35:44 +00:00
b8aff06466 2.5/Paint:
* Weightpaint is now object-local like sculpt and vertexpaint.
* Fixed a bug spotted by DingTo, going from editmode to sculptmode didn't fully leave editmode
2009-08-15 21:46:25 +00:00
e182d65370 2.5/Vertex paint:
* Made vertex paint local to object, like sculpt mode.
* New test for vertex paint is (ob->mode & OB_MODE_VERTEX_PAINT)
2009-08-15 20:36:15 +00:00
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
4a1266baad 2.5
Operator goodies!

--- Macro operators

Operators now can consist of multiple operators. Such a macro operator
is identical and behaves identical to other opererators. Macros can
also be constructed of macros even! Currently only hardcoded macros are
implemented, this to solve combined operators such as 'add duplicate' or
'extrude' (both want a transform appended).

Usage is simple:
- WM_operatortype_append_macro() : add new operatortype, name, flags
- WM_operatortype_macro_define() : add existing operator to macro

(Note: macro_define will also allow properties to be set, doesnt work
 right now)

On converting the macro wmOperatorType to a real operator, it makes a
list of all operators, and the standard macro callbacks (exec, invoke,
modal, poll) just will use all.

Important note; switching to a modal operator only works as last in the
chain now!

Macros implemented for duplicate, extrude and rip. Tool menu works fine
for it, also the redo hotkey F4 works properly.

--- Operator redo fix

The operators use the undo system to switch back, but this could give
errors if other actions added undo pushes (buttons, outliner). Now the
redo for operator searches back for the correct undo level.

This fixes issues with many redos.

Note for brecht: removed the ED_undo_push for buttons... it was called
on *every* button now, which is probably too much? For example, using
the 'toolbar' redo also caused this...
2009-07-29 17:56:38 +00:00
ffb8ac01a2 remove scriptlinks,
they were not working and we have plans for better script integration in 2.5
2009-07-22 09:41:41 +00:00
8ead648fd1 Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
2009-06-21 16:18:38 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
3ee6c11e31 2.5
Two fixes:

- objects in editmode now update data on saving .blend
- uifonts and uistyles were not freed yet on reading files
  yet.
2009-04-30 16:44:00 +00:00
d93fd9ffc1 UI:
* Screen level regions created for menus are now a separate
  CTX_wm_menu in the context, so they don't interfere with
  existing regions.
* Fix context in popup menus to always come from the area
  and region the popup was opened from.
* Removed some unused context stuff: tasks and reports.
  The places that were using context reports were using it
  wrong anyway.
* Fix F6 closing immediately after editing a button, by
  making uiBlockSetFlag not clear existing flags anymore.
* Don't use ":" in boolean X/Y/Z buttons.
2009-03-25 20:49:15 +00:00
9322bddf2c 2.5
Fix for the 'repeat last operator' option. It didn't work yet well
outside editmode. Now undo/redo has to fully keep the UI alive,
even when called from within a running popup.

Another fix: when regions collapse/hide they were not effectively
disabled, still accepting events. (like Nkey in 3d window).
2009-02-17 15:53:52 +00:00
1d5115c251 2.5
feature restored: window title shows file name, 
if saved/loaded.
2009-02-13 13:33:01 +00:00
7d3c88772b Keying Sets: Initial commit of skeleton code
When fully implemented, these will be the clearest demonstration of 'Everything is Animateable', as they will allow users to define an arbitary group of settings through selecting items in the Datablocks (RNA-Viewer) View of the Outliner to define custom 'sets'. Such Keying Sets are known as the 'absolute' ones, which are created for a custom purpose.

Of course, 'builtin' Keying Sets will still be provided. Such built-in ones will not work on any particular paths, but will use context info to maintain the legacy method of inserting keyframes (via IKEY menu).

Currently, KeyingSets cannot be created/edited through the UI, though the backend code is in place to do this.
2009-02-11 12:19:42 +00:00
b5230890ec - sequencer select handle menu functions back
- sequencer border zoom (Shift+B) or from the header.
- added includes for blender.c and outliner.c
- editfont.c got rid of warning
2009-01-31 09:58:38 +00:00
ce2446e3db * Was missing checks for scene->ed which crashed blender when using the sequencer for the first time.
* Added WM_OT_tweak_gesture operator for select, drag
* Sequencer select operator now returns OPERATOR_FINISHED|OPERATOR_PASS_THROUGH
2009-01-28 22:36:34 +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
87d5d0aa10 2.5
Testing commit; this puts back support for swap-exchange graphics
cards, which I had hoped to have faded out... but it appears it
still does it for intel and some atis.

This only swap-exchanges properly for areas/regions, not for
menus or the 'action zone triange'. Let's see if it works!

You enable it with starting with commandline option -E
2009-01-11 18:35:16 +00:00
a6c0b968ba 2.5
Crash when loading certain files with armature. Use scene from context instead of local var (which can be null).
2009-01-08 16:52:30 +00:00
df20a12728 2.5 - Animation Fixes + More Porting work in Action Editor
* Added crash fixes for loading old files with Actions/Armatures in them. Was caused by usage of some old globals still and the functions in question not performing NULL checks on the validity of the data they're given.

* Added back reorganise action channels tools (shift/ctrl-shif pageup/down) for Action Editor. These are only available in 'Action Mode' only.

* Tidied up Action Editor/Dopesheet tools code - removed various unused things, and also, added an API call in anim_deps.c to send the correct notifiers, since I anticipate that they're likely to require a few context checks which would be better to centralise than copy+paste everywhere.

Note to Ton: could you have a look at this notifier stuff here? I'm not sure which ones I should be sending...


* Also added a few assorted comments in various places
2009-01-05 09:54:39 +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
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
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
25fac7b001 2.5
Editmesh code cleaned and compiling/linking. A whopping
20k lines back! :)
Not that it does stuff... editmode in/out has to be done,
and loads of operators. Also linking/exporting editmesh
calls has to be reviewed.

Also: added a blender_test_break() mechanism in BKE.
2008-12-30 13:16:14 +00:00
1f1f79955a 2.5: fix a crash with invalid data left in context after file read,
now it clears screen/area/region/uiblock.
2008-12-29 13:48:03 +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
e60e7f3667 2.5
Removed global "workob" from BKE, should now by passed on as an arg.
2008-12-24 11:08:15 +00:00
3bda5490f7 2.5: globals cleanup
* G.version removed, use BLENDER_VERSION
* G.order removed, ENDIAN_ORDER
* G.vd, G.sipo, G.buts, G.sima, .. removed.
* G.qual removed
* G.simulf removed (was unused in 2.4x)
* error() and some other unused stubs removed
2008-12-19 19:11:02 +00:00
92b1d3f946 2.5: blenloader/ cleaning:
- 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.
2008-12-19 16:36:15 +00:00
d9de6fca6c 2.5: Change blenloader module to use the Report system for reporting errors. 2008-12-19 00:50:21 +00:00
ecc4e55b66 2.5
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
2008-12-18 02:56:48 +00:00
02e23c16dd 2.5
Part one of wrapping up area/region management.
Read design doc here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/AreaManager

This commit:
- brings keymap storage to WM, based on names/types. This structure
  allows rna-ifying it too, so you can browse keymaps etc.
- creating areas and regions works slightly different now, wich
  regiontypes stored in areatype.

Todo:
- better callbacks and structure for defining which handlers need to
  be added.
- using region types to validate regions
- proper implementation of local region data
- code method for customizing keymaps. Current idea is that you have
  to indicate an entire keymap to be custom, to prevent too complicated
  merging problems of default and custom maps (like order, multiple keys
  for same operator, disabling options, etc).
2008-12-08 15:02:57 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
Nathan Letwory
f59f5e67a5 * doing some warning cleaning
* accidently left priority tests around.
2008-11-04 23:46:01 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
b46bdbcd0f fix for "[#11004] Adding ram sound and alt-U causes ram to look like HD sound and can lead to crash"
Missing call sound_initialize_sounds, cant be added BKE_reset_undo since its in blenderkernel.
2008-05-23 09:58:33 +00:00
bda4e3d19f * added support for exporting dupli objects
* option to export modifier applied objects
* option to export quads as tri's
* added back compress option (will default to enabled if you use .x3dz as the extension)
2008-05-07 15:38:40 +00:00
db18b47be5 fix for own error when trying to fix python command line crash,
was calling screenmain() before executing the python script which meant it was never executed (therefore no crash :) )

Moved screenmain() back to the the end of main() and added a TESTBASELIB_BGMODE which checks for G.vd and uses the scene layer if its not there. Of course python should not be running stuff that uses G.vd :/

Also made python scripts stay attached to screens when LOAD UI is disabled. This means you can load a new blend file and the python console can stay open, has been tested for a while in the apricot branch.
2008-04-27 11:37:57 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
d9de141077 == bugfix ==
fix for [#6950] Blender crashes when .blog file top line is 160 characters or more
- made sure BLI_convertstringcode doesn't return more than 240 chars 
- went through all callers and fixed places where string passed to BLI_convertstringcode was too short
- TODO: look into increasing sample->name and sound->name too, I prevented crashes, but filename might get shortened.
2008-03-30 16:18:01 +00:00
859a613a4c fix for [#7899] Quit doesn't report failure to save quit.blend 2008-02-22 00:03:03 +00:00
4c0b33ef80 Python Bugfix
A new file could have its Blender.Get("filename") return "<memory>" after undo'ing on an open file.
Fix for own error with python sys.path, messed up game engine.
2008-02-20 18:56:07 +00:00
bc9848f7e6 Added a global string to be used for the tempdir. since the user preference is not loaded in background mode and the user preference is not validated and has no fallback.
'btempdir' is set with BLI_where_is_temp() - This tries to use U.tempdir but falls back to $TEMP or /tmp/
2008-02-13 13:55:22 +00:00
db3f203cb9 Bugfix: on loading proxies, the pose is often wrong initially, which
only becomes correct after a frame change. This also caused errors in
vector blur with strands. Cause was the BONE_UNKEYED flag, which is
not valid anymore after file read with proxies, and should be cleared.
2008-02-11 10:08:39 +00:00
f417989871 Made it so locked strips inside metastrips are transformed.
Removed FTYPE from render output panel - was some old format that did index colors, and wasn't even used anywhere.

Added 2 options to the render output panel that can be used for a really basic local renderfarm (even artists can use it!),
"NoOverwrite" and "Touch"
When both are enabled, rendering 1 scene between many pc's on a fast network will populate the directory with frames.
Also useful to delete frames that have errors and re-render (without manually re-rendering each frame)
2008-01-20 17:53:58 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
372ee054c0 Some notes for those who try to follow this :)
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
  review, wait a bit for docs?

Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.
2008-01-01 18:29:19 +00:00
2df4ef711a More work on restoring Blender;
- brining back subwindow management
- removing more bad level stuff
2008-01-01 15:53:38 +00:00