* Separated value and range sliders for the value into two separate rows. Value comes before the range settings since it's used more often, and is drawn as a slider instead.
* Tweaked ranges for the sliders so that they will work sanely.
* New NLA Tracks/Strips are now only created if the 'layered' button (visible in the timeline header when autokeying is on, and the playback is running) is enabled. This multiple bones to be able to be animated in the same action, but done in multiple passes.
* Made Alt-A work in timeline header 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"
* Insert Keyframes menu now only displays the 'active keyingset' entry when there are some KeyingSets.
* Moved the validation code for auto-blending/extend modes to NLA editor code, and included calls for this in many of the editing tools for NLA strips.
* Removed obsolete 'ID_IPO' entries from RNA-ID wrapping (these were commented out anyway).
* Auto-blending (blend in/out values get determined based on 'overlaps' of strips) now occurs after transforming strips. Where islands (continuous chains of strips) occur, only the ones on the ends of the islands will get or contribute to auto-blending.
* Extend modes (other than 'nothing') now get automatically determined (after transforms) so that moving strips will no-longer cause problems.
* Added a new option to hide influence curves in NLA. Also, made the line widths for these curves narrower, since the old setting was too ugly.
* Pose copy/paste buffer now gets freed on exit
Modal keymaps.
I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support.
The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way.
This system also allows to still handle hardcoded own events.
Tech doc:
1) define keymap
- Create map with unique name, WM_modalkeymap_add()
- Give map property definitions (EnumPropertyItem *)
This only for UI, so user can get information on available options
2) items
- WM_modalkeymap_add_item(): give it an enum value for events
3) activate
- In keymap definition code, assign the modal keymap to operatortype
WM_modalkeymap_assign()
4) event manager
- The event handler will check for modal keymap, if so:
- If the modal map has a match:
- Sets event->type to EVT_MODAL_MAP
- Sets event->val to the enum value
5) modal handler
- If event type is EVT_MODAL_MAP:
- Check event->val, handle it
- Other events can just be handled still
Two examples added in the code:
editors/transform/transform.c: transform_modal_keymap()
editors/screen/screen_ops.c: keymap_modal_set()
Also: to support 'key release' the define KM_RELEASE now is officially
used in event manager, this is not '0', so don't check key events with
the old convention if(event->val) but use if(event->val==KM_PRESS)
Disable manipulator drawing while moving. This still use G.moving, but that's acceptable for now (it's sort of a weird display option, after talk with Ton, we couldn't find a good place to set it).
Confirm on LMB up but cancel on RMB down.
This works well with hotkeys, manipulator, RMB+drag and gesture (when they are added back).
The question is do we stick with one scheme for all or have separate keymaps for different "calling mode".
* RNA_enum_items_add_value and RNA_enum_item_add_separator utility
functions, to add an item from an existing array with a certain
value, and to add a separator.
* support for dynamic enums to be inspected enumProp.items() from python.
* fix, enums check for a separator was flipped, meant no enums were in docs.
* dynamic enum functions now check for a NULL context and return all possible options for the "items" attribute used for docs.
* added an arg for rna arrays to free the array there looping over (needed to free dynamically allocated enum items)
* python api checks for NULL items since this can happen in some cases.
* python api, When getting an enum ID from an int in an array - If it failed it would get the first enum identifier and return that. Brecht? dont understand, making it return an empty string in these cases.
* Text window font size now supports full range 8-32, instead of
just 12 and 15. I added BLF_fixed_width to get the character
width of a fixed size font.
* Buttons do undo push on change again.
* Animated/Keyframe/Driver colors are now themable, with blend
value to blend with original color. Set this to 0.5 now to
give colors less constrast.
* Fix tooltip popping up with RMB menu open, and missing redraw.
* Autokeyframe now works for buttons.
* Driver expressions can be edited in place in a button now.
(still some refresh issues).
* Also made python driver default for the Add Driver function
in the RMB button. This way you don't have to open a Graph
editor if you just want to type an expression. Also, the
default expression then is the current value.
* Tooltips now show some extra info, not sure what is good to
have, but currently I added:
* Shortcut key for operator buttons.
* Python struct & property name for RNA buttons.
* Expression for driven values.
* Value for text/search/pointer buttons.
Made transform confirm or cancel on mouse up. More inline with button clicking and better for tablets.
Add operator params to make sure Rip and Extrude turn off PET and Mirror correctly.
Note: sorry for all the whitespace changes, I need to reconfigure this editor not to do autocleanup.
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
I've gone through all the Animation Editor operators, making sure they send appropriate notifiers, and that these notifiers are handled.
* Added a separate category for animation-related notifiers, since the old-style ones attached to specific datatypes only was turning out to be not too feasible.
* For now, the focus has been on making sure that all Animation Editors update when there have been any potentially suitable changes at all. Later on, we can filter these more carefully to only take the ones we really need (for optimisation purposes)
* Weight paint: brush strength was changed to both define weight
and strength, this can't work, made them separate buttons.
* Allow adding particle system as modifier (fix crash).
* 3D view modal ops (zoom ..) could not be ended when invoked
from a button.
* Fix some warnings.
* Fix spelling in particle RNA property.
Monthly cleaning round to make it compile warning free.
Mostly it was const stuff (strings, Context), but also
a couple useful fixes, like wrong use of temp pointers.
Only Mathutils callback struct I left alone... design issue.
It's just a straight application of the normal operator for now, none of the normal manipulator goodies yet (no draw code and you have to click to confirm).
* Rename BIF_transform/retopo.h to ED_transform/retopo.h
for consistency.
* Move MESH_OT_duplicate_add to editmesh_add.c.
* Remove some code from BIF_gl.h which is not needed there
anymore.
Brought back the basics for transform manipulators. Martin will
hook it all up to new transform system.
Some notes:
- Still uses G.moving
- BIF_do_manipulator() is called as a View3D Operator
I've tested selecting handles, added a print to confirm
- BIF_GetTransInfo() returns a dummy struct now, just to get
it running.
- Marked some other issues with XXX
Strip-sorting code was buggy, as it was trying to access an invalid pointer, so the call to sort strips after transform was temporarily disabled in previous commits.
* The code to move strips between tracks now works (though it can still be a bit too eager to change tracks half-way through some transforms).
Strips are moved up/down one strip at a time, depending on whether there is any space in the next-track in the direction you direct it to move in.
* Auto-snapping works again. Also enabled snap-to-marker option for Graph Editor here.
Recoded the Transform code for NLA-Strips so that they can now be moved between strips and will not get truncated when they get moved into other non-moving strips.
Todos:
* The current code for moving strips between tracks is buggy (only goes up, and has a tendency to move up without being told to)
* Auto-snapping doesn't work yet...
* Chains of selected strips are now converted to meta-strips before transforms begin, and converted back afterwards. This simplifies the transform code needed in later stages...
* Transform-flushing code for Meta-Strips should now work. There seems to be a little bit of numeric inaccuracy problems somewhere, as two strips which met at the same frame can get separated when scaling.
* Meta-strips now draw with proper text identification
* Snapping strips now properly clears meta-strips if a moved strip needs to be moved into a new track to be accomodated.
* Fixed a filter used by a selection-operator.
While trying to fix the mapping conversions for repeat, I came across some limitations with the current (soon to be previous) mapping methods.
Now the mapping conversions should work nicely for all places that use them.
* 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.
The snapping code was incorrectly assuming that td->extra was always AnimData, but for NLA this is incorrect as it is used for special data used for checking back.
In TweakMode, the keyframes of the Active Action are now shown (and can be edited) in NLA-mapped time, with appropriate corrections applied when editing. This works in the DopeSheet and Graph Editors :)
To do this, got rid of the old wrappers/API-methods, replacing them with new-style ones. A few methods previously (in this branch) used only for evaluation are now used for this purpose too. As the same code is used for editing + evaluation, this should now be much better to work with.
I've only done a few brief tests now, but I think I might've muddled the invert-flags on one or two cases which I'll need to check out tomorrow. So, beware that there may be some weird and critical bugs for the next few days here...
Also, added proper license headers to new NLA files.
TODO:
- testing + bugfixing due to this commit
- show range of keyframes in NLA Editor active-action line
* 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%.
* 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.
* 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.
* 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.