Commit Graph

127 Commits

Author SHA1 Message Date
b14298f959 svn merge -r 21041:21301 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-07-02 11:28:42 +00:00
2acac0ff99 Reverted incorrect merge (missing files)
svn up -r 21247
svn merge -r 21247:21246 . (<= revert incorrect: merge -r 21041:21243)
svn up
2009-07-02 02:59:43 +00:00
912c2f440b Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
	- exact (not marked)
	- outdated (simulation is not done completely with current settings)
	- non-exact (frames were skipped during simulation)

* The parameter "cache step" effects the number of frames between saved cache frames.
	- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
	- Speeds up the "quick caching" very much.
	- Frames between cached frames are interpolated from the cached frames.
	- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.

* The caching can work in normal or "quick" mode:
	[Normal cache]
	- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
	- Becomes non-exact: After larger than 1 frame steps.
	- Becomes outdated: After any change effecting the simulation other than frame steps.
	- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.

	[Quick cache]
	- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
	- Becomes non-exact: Always from frame 1 (unless cache step = 1).
	- Becomes outdated: Never.
	- Pros/cons: Not very accurate, but super fast!
	- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.

* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
	- step forwards (to unknown) -> simulate from last exact frame, store result
	- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame

* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
	- Baking does the same, but runs the simulation all the way to the end of simulation.
	- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
	
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".

* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
9fd605c050 2.5: Image Editor
* Menu and header more complete now.
* Clean up Game Properties panel and moved View Properties panel
  to python.
* Fix some drawing issues when combining tiles, repeat and aspect,
  some also from 2.4x, these options didn't work together 100%.
2009-06-23 00:45:41 +00:00
e2b6cea3b9 2.5: Tool Settings
* Moved proportional edit, snap, autokey mode, and a few others
  from Scene to ToolSettings.
* RNA wrapped properties in ToolSettings for the UV editor:
  proportional edit, snap settings, selection modes.
2009-06-23 00:41:55 +00:00
333e231fa6 SVN maintenance. 2009-06-23 00:09:26 +00:00
7f55c3b89c RNA read-only wrapped wmEvent so python operators invoke functions
* 2 new enums event_value_items and event_type_items in RNA_enum_types.h
* WM_key_event_string now uses an RNA enum lookup rather then its own switch statement.
* moved wmEvent from WM_types.h into DNA_windowmanager_types.h
* added RNA_enum_identifier and RNA_enum_name to get strings from an enum value.
2009-06-21 14:30:59 +00:00
6b15024f4a Pointcache refresh part 1:
* Particles support larger than 1 frame changes, bigger frame changes can result in inaccurate results, but it's super fast and you get a nice feeling of how the particles behave!
* "Cache to current frame" button calculates the exact result of particles at current frame.
* Current state of cache can be protected by making it a bake.
* Cache is now in memory by default, disk cache is an option.
* Only "viewport %" number of particles are calculated and cached in viewport, baking and rendering calculate all particles.
* Info on cached frames and memory usage given in ui.
* Support for exact "autocaching" of changes and large frame changes(disabled for now until exact place in event system is decided)
* "Continue physics" is probably deprecated after this and should be removed once sb & cloth use the new cache code.

Todo:
* Make softbody & cloth use the new cache things.

Other changes:
* Some cleanup of particle buttons.
2009-06-21 10:16:52 +00:00
51fbc95e8c RNA
* Added icon to property and enum property items. The latter is
  responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
  as argument instead of a C pointer, instead of doing it implicitly
  with the AnyType type.

* Material: properly wrap diffuse/specular param variables, and
  rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
2009-06-16 00:52:21 +00:00
b4d46e5ded UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
  This means the layout engine now works at button level, and makes it
  easier to write templates. Otherwise you had to store all info and
  create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
  These can contain regular buttons, and can be put in a Free layout,
  which means you can specify manual coordinates, but still get nested
  correct inside other layouts.

* API was changed to allow better nesting. Previously items were added
  in the last added layout specifier, i.e. one level up in the layout
  hierarchy. This doesn't work well in always, so now when creating things
  like rows or columns it always returns a layout which you have to add
  the items in. All py scripts were updated to follow this.

* Computing the layout now goes in two passes, first estimating the
  required width/height of all nested layouts, and then in the second
  pass using the results of that to decide on the actual locations.

* Enum and array buttons now follow the direction of the layout, i.e.
  they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
  RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
  opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
  row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
  buttons).

* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
978dce4266 Fix snapping bug in 2.5 2009-05-14 19:08:15 +00:00
029c27b0be 2.5 Bugfixes:
More work on getting these marker-dependent tools working. They should finally work now :)
2009-05-09 02:37:12 +00:00
405cf80eb8 Big, big commit!!
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
   the old BMF api.

I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.

MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
        Always have to link/include the freetype2 library
        Remove any reference to libbmfont
        Remove any reference to libftfont
        Remove any reference to libbftgl (or libbFTGL)
2009-05-05 23:10:32 +00:00
3c9e3e69ed 2.5
Transform helpline and experimental drawing code to indicate direction of motion for specific transformations.
2009-04-30 11:47:35 +00:00
c36fb8c913 2.5
Fix repeat crash with transform. Just remove stupid twmat, don't need to cache results in view3d.

Made it more safe too.
2009-04-27 15:43:35 +00:00
af02a0aa4e UI
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
  uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
  in space_text.py.
* Buttons window data context icon new changes depending on active
  object.

Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
2009-04-22 18:39:44 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
09015aa8ab 2.5
- Fun for testers: Added "Redo Operator" Panel in view3d 'nkey' region.
  It's going to be part of tools UI I know, but this will give good
  tests of what goes on with operators. I had to add small fixes in 
  Transform for it already. :)
  One important issue to note is that it lists every operator, also from
  non-3D-window ops. Needs checked or classified somehow.

- Fix: removed bad 2.4x hack from how pulldown menus were defined. Made
  widget code cleaner, and will show menus like SHIFT+A correct now.
2009-04-15 17:53:12 +00:00
2dbf73f6a0 2.5 PoseLib - First steps to get PoseLib to work in 2.5
* Cleaned up Keyframing API to get eliminate some of the problems faced during the original implementation of PoseLib, thus reducing code redundancy. 
* Added new Animato evaluation functions specifically for use by PoseLib. 
* Replaced parts of PoseLib code which relied on old animation system to the equivalent code for Animato. Notice the much cleaner + saner + compact code!

Next step is to operatorfy the PoseLib tools (while maintaining possibility for an API to some things) :)
2009-04-15 01:10:36 +00:00
5b3d7bfdf6 2.5
More cleanup!

- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
  Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
  (was only in use for radiosity buttons)

And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:

- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
  to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
  a several calls using different args.

Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
54ddfe1c48 2.5:
* Fix ANIM button, didn't work and was leaking memory.
* Transform ops: Edition -> Editing.
2009-03-30 18:26:58 +00:00
e4ee708cef Added back old code for transform seq overlap in an '#if 0',
since the loop that works around t->data being freed can sometimes shuffle strips that are not being transformed (eg, when extending or with locked strips)
2009-03-30 01:16:28 +00:00
9d4543bd29 Add snapping parameters to transform operators (only Translation, Resize and Rotation, since those are the one ones that support it). 2009-03-29 19:52:53 +00:00
4a164ce520 Shuffle only selected sequence blocks. 2009-03-28 22:01:07 +00:00
145a441357 Correctly cancel operator is there's no transform data.
Don't access RegionView3D if region is of the wrong type.

Correctly draw extra transform stuff (like snap and pet circles) in multiple 3d regions.
2009-03-28 20:46:38 +00:00
a5f32714f7 Remove exception for sequencer in after_trans by rewriting the update code. Please don't start adding exceptions like that in transform without asking first. 2009-03-28 16:45:22 +00:00
e42070d20f - made epydoc generator write a list of words used in descriptions
- fix spelling mistakes in rna docs (and some comments)
2009-03-28 11:44:07 +00:00
607d86167c * sequencer transform needs t->data not to be freed by postTrans so special_aftertrans_update can use it.
* text header needs a static char* so text is not rendered as gibberish. (until labels own their own strings)
* epy_doc_gen.py - write out a graphviz representation of the data api.
2009-03-27 06:06:11 +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
1af7bd439a merge more etch-a-ton code. nothing works, but it compiles. Will try to get it working this week end. 2009-03-20 18:00:51 +00:00
1b94cb752c Context
* Made it based on string lookups rather than fixed enum, to make
  it extensible by python scripts.
* Context callbacks now also have to specify RNA type when returning
  pointers or collections. For non-RNA wrapped data, UnknownType can
  be used.
* RNA wrapped context. The WM entries are fixed, for data context
  only main and scene are defined properties. Other data entries have
  to be dynamically looked up.
* I've added some special code in python for the dynamic context
  lookups. Tried to hide it behind RNA but didn't find a clean way to
  do it yet. Still unused/untested.

* Also minor fix for warning about propertional edit property in
  transform code, and fix for usage of operator poll with checking if
  it was NULL.
2009-03-19 19:03:38 +00:00
43d4e3fa7e Graph Editor: F-Curves which can only take integral values are now drawn stair-stepped using the sampling code. 2009-03-18 10:58:18 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
a1082a6d32 Switch to non-array parameters.
Add mising property find checks and remove uneeded param.
2009-03-10 18:10:24 +00:00
d7479f99b0 Share enum types with rna and small bugfix because Ton needs to make keymodifier bitflag work. 2009-03-07 10:28:08 +00:00
c07acfb4fd Transform fun
extracting params in split transform operators.

work in progress still, but lots of fun with operator replay (F6)
2009-03-06 15:50:15 +00:00
3ecf8d3a90 Fix bug with transform NumInput in 2.5 (used uninit var). 2009-03-06 14:12:12 +00:00
06629033b3 Pose Channels - changing settings in RNA updates them correctly again 2009-03-02 01:22:02 +00:00
d52212c73e 2.5 - Various animation bugfixes for samples 2009-03-02 00:55:10 +00:00
9ac7c8e91a 2.5: Particle edit mode more functional now. Transform, brush
editing, paint cursor, radial control, mouse/border/circle/lasso
select, mirroring, bad level calls fixed, etc.
2009-02-25 19:29:58 +00:00
ebd2b1212d 2.5: Particle Edit, work in progress commit.
* Still incomplete and some operators don't work, refresh issues, etc.
* Made Hide/Reveal operators consistent for various modes.
2009-02-20 20:39:27 +00:00
3f72758da2 Bugfix for Record Transform Animation
Only selected objects are now keyframed.
2009-02-18 06:25:57 +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
ba3cacc33f Visual Keyframing - Restored code to make this work, but it may still be flaky
NOTE: upon further testing, quick-record-animation feature does not work with auto-ik yet. Although it would be desireable to have, it is not a priority at this point, since adding that would require a bit of reworking of that code for something it wasn't intended for.
2009-02-17 10:58:40 +00:00
6eae888d49 PoseChannel Transforms - AutoIK Restored
- Auto-IK works again now. 

- Quick-animate feature works with Auto-IK now. 
- Also disabled the checks for existing animation data for this, making it easier to use/discover. At least we've got undo to cover for the cases where the user didn't intend to do this.
2009-02-17 09:34:21 +00:00
e81fde5aa4 Record Transform Animation - Quicky feature which makes it super-easy to animate stuff quickly
To use, simply enable Auto-Keyframing and start the animation playback from the TimeLine.
Then at any time while the playback is still running (and Auto-Keyframing is still enabled), select any object/bone and start moving it around. 
You can also select other objects/bones and move them around using standard transform tools (grab/rotate/scale), or exit transform for the active/selected object(s), and move on to other objects instead. Repeat until satisfactory!

This is similar to the old 'Record IPO' functionality (and/or is closer to the 'Mouse Recording' in 3DSMax), except it's much cooler, and is more flexible at the same time. It's
"good for quick and dirty tests, or things with timing, where it's easier to do it real time" - William Reynish, or "handycam effect or eyes animation" - Pepeland.


Additional Notes:
- for now, the objects that are used for this currently need some animation data already. This limitation is temporary.
- eventually, 'samples' (i.e. baked-data) not keyframes will be made by this tool as samples are more suitable for such large sets of densely spaced points
2009-02-17 08:55:50 +00:00
7f4fa8971a 2.5: Restoring Auto-Keyframing for Transforms
Auto-Keyframing does not work anywhere else yet, and probably won't for a while.
2009-02-16 03:01:56 +00:00
b2c04faa06 Graph Editor Transform Bugfix:
Now grabbing a single handle (auto/aligned) works correctly. One line of missing code mean that the handle recalculations were getting skipped.
2009-02-15 23:48:05 +00:00
b8e6e01cfd 2.5: Curve edit mode. Transform works again, and editcurve.c is
partly operatorized though nothing hooked up yet.
2009-02-11 23:02:21 +00:00
b77da4893d 2.5: Image window operators, quite a few of these still have
missing parts and are work in progress.

Set 3D Cursor
Set Tile
Sample Color
New
Open
Replace
Reload
Save (As)
Save Sequence
Pack
Unpack
Record Composite

The file select operators have context issues still. They need
to get the image space in the context on exec() but it's not
there currently, not sure how to solve that yet.

Also added name parameter to uiMenuItemEnumO, and fixed "mute"
argument in ED_update_for_newframe calls in fluidsim bake.
2009-02-10 23:17:58 +00:00