Commit Graph

33599 Commits

Author SHA1 Message Date
7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
7730ddb3d6 code cleanup:
- free_dverts -> BKE_defvert_array_free
- copy_dverts -> BKE_defvert_array_copy

also move the functions from BKE_mesh into BKE_deform
2012-12-28 09:06:48 +00:00
3f68790108 fix for memory leak with weight painting and ensure vertex group is created before use. 2012-12-28 09:00:05 +00:00
4e5d5e0d84 Add 'vertex_only' option to bevel tool.
Right now, changing segments to > 1 doesn't do anything,
but intend to work on making that cause rounded corners.
2012-12-28 02:45:10 +00:00
1e3f98c000 remove unneeded inline lookups and fix error with wpaint_stroke_test_start returning OPERATOR_PASS_THROUGH rather then a boolean. 2012-12-28 01:36:00 +00:00
71dbd39891 remove workaround for [#31555], forcing PYTHONIOENCODING was causing stdout to be lost on exit - no MEM_printmemlist_stats() 2012-12-28 00:54:22 +00:00
6a0c8790d8 Better error report when no camera is found.
While trying to render a RenderLayer from a linked scene, I couldnt tell why it wasnt doing anything. It just stopped rendering. Until I look on the console and see the No Camera print.

This commit replaces the simple terminal printf with an actual error report, that shows in both terminal and to the user:
http://pasteall.org/pic/show.php?id=42499

I believe this commit is pretty harmless, and only adds functionality. But feel free to remove it.
2012-12-27 22:00:31 +00:00
5a90721098 Outliner fix:
New "Blender file" viewer now shows names of libraries better.
2012-12-27 19:07:16 +00:00
b931d2d0cd Function IMB_onehalf was not freeing memory.
(Used for icon mipmap)
2012-12-27 17:15:45 +00:00
f0b872e7f1 Fix in previous commit: forgot to free data from file reading.
(Campbell: we want the memory prints back!!!)
2012-12-27 17:09:27 +00:00
bfcb1d4cde Bug fix, own collection.
"Add Group" was excluding linked library objects.
2012-12-27 15:55:37 +00:00
16411da41e New features!
- Packing .blend files

If you work a lot with dynamic linked .blend files ("Libraries"), it's always hard to
share your work with others (or for bug reports!).
This new option packs all used external .blend files, and - on save - combines it together
in one .blend file. You can save that file on any location.

Loading a packed .blend file then loads all library data usual - not editable.

Just use unpack to save out all linked .blend files. This will only save out the files
according the directory structure as was used on linking - relative to the current .blend.
It will create new directories, so be careful with unpacking when relative paths go up.

This feature also works fine for linked compressed .blend files.

It also works for many levels deep linked .blend hierarchies.

Access is hidden for now - I need to get some people to give it serious testing first.
You can find the options via spacebar search (try pack or unpack).

- Packed data and Undo

Now all packed data is excluded from the Undo buffer storage. Keeps undo memory smaller
and makes faster redo possible.
2012-12-27 15:07:19 +00:00
1f4fda10ce validate operator names on startup (debug mode only) 2012-12-27 12:40:02 +00:00
daa2a0d1c3 use keyword args for bmesh.update_edit_mesh(...) 2012-12-27 07:27:28 +00:00
f0c1bc830c add option to BLI_scanfill_calc() - BLI_SCANFILL_CALC_HOLES, gives some speedup for BMesh ngons which never have holes and ensures predictable triangle count (totvert - 2), which is needed for pre-calculating array size. 2012-12-27 06:39:27 +00:00
f9b2788ddc correction for poly_to_tri_count() when given zero poly count. 2012-12-27 05:08:16 +00:00
89364fd0fa remove realloc's during BMEdit_RecalcTessellation(), instead use poly_to_tri_count() to calculate how many triangles are needed. 2012-12-27 04:18:22 +00:00
1d6c3ccf09 display the number of tri's in object mode status, often requested feature from users who model for realtime/game-engine output,
the total number of faces wasn't so useful and could be especially misleading with ngons.
2012-12-27 03:51:45 +00:00
6586fd9c62 Fix: edge uv stitch mode did not average final position of uvs in
midpoint, non-snapping mode.
2012-12-27 03:14:11 +00:00
540cbbc1d0 Fix: rotation of uv islands during stitch did not take uv aspect ratio
of image into account, distorting the islands. Now properly scale the
components before rotating the island.
2012-12-27 02:52:45 +00:00
84361f602a fix [#33651] Spin tool destroys unselected loose vertex
bmesh.ops.extrude_face_region() didn't check for isolated verts (not connected to geometry), and removed them, happened for Ctrl+LMB extrude too.
2012-12-27 01:02:32 +00:00
b28848063f Fix: after multires baking, gpu textures were not getting invalidated
for images and viewport was not getting refreshed with new baked
textures. Now made sure this happens. The image list is copied to the
job custom data so that the custom data cleanup function can properly
delete them (if gpu image texture deletion does not happen on main
thread, image bindcodes will remain intact for original images)
2012-12-26 20:38:20 +00:00
7b938abe2b Bugfix #33667
Mesh had invalid face indices (number too high).
On Separate in Edit Mode it crashed.

Two fixes:

- The Material properties viewer just showed the last material in the index array.
  Now it shows nothing, to indicate it's an invalid selected material.

- Crash was caused by array copy magic, not checking the active index properly.

(No assert, no warning prints, I think cases like this can happen too easily, and this
way user gets notified nicely and can fix it).
2012-12-26 17:36:51 +00:00
cffd10a7c8 Todo item:
- Drop group into 3d window now puts itself at mouse cursor location.
- Drop objects into 3d window now doesn't move the 3d cursor anymore.

Added new function ED_view3d_cursor3d_position() to handle this,
so the temporarily object-drop operator macro also could go away.
(Which was setting 3d cursor)
2012-12-26 16:24:50 +00:00
0bca6c1834 Bug fix #33673
Edge length display in standard files (1 blender unit == 1) only gave two
numbers precision for lengths > 1. Three is much nicer at least.

The guess-work here in the code remains a bit dubious :)
2012-12-26 14:22:04 +00:00
86134fd8c6 Bug fix #33633 (and irc report)
The function ui_popup_block_clip() didn't correct the buttons if a clip
happened, causing the items to draw outside.
2012-12-26 13:57:07 +00:00
41753f4fdd Node editor: remove option to show overlapping Property region.
- The main window has sliders, which was drawn behind the region
- If property region had slider too, it got even worse.

Basically the node editor is UI view, so drawing another UI on top isn't
functioning well in general.
2012-12-26 13:25:13 +00:00
fa28e50ac2 Region scrollbar fix!
Now scrollbars correctly hide and show, making space for the actual contents
in a region. It solves several old hacks, and puts view2d code a bit more
back in control as well. 

Implementation notes:

- The view2d mask feature is working again
- The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding".
- Code for UI_view2d_region_reinit() is enforcing better standard view settings

But... two hack/patches needed to be added:

- Region panel drawing: if after generating the button panels it appears
  a scroller hides or reveils, it calls all the generating code again.
  (a simple scale doesn't work due to rounding differences in layout code)

- View2d code that maps 'tot' and 'cur' rects: if this code detects that
  the mask changes, it calcs the map code again.

Also a bugfix (issue in 2.65)

- The left/bottom area split widget was drawing 1 pixel too large sometimes, 
  leaving bad trails on moving area dividers.
2012-12-26 13:05:39 +00:00
2c38c32661 make weight paint respect box & near clipping.
also replace strncmp with BLI_path_ncmp for BLI_rebase_path, (so its case insensitive on windows)
2012-12-25 14:09:51 +00:00
7e580ed906 weight paint without depth buffer option, works with vertex selection mode. 2012-12-25 14:03:28 +00:00
a418dfb98c BGE: Committing SolarLune's patch to allow a minimum shadow buffer size of 128 (down from 512). 2012-12-25 06:31:42 +00:00
ec4fc2e132 Usual minor UI messages tweaks... 2012-12-24 17:40:47 +00:00
58088eca18 Looks like I forgot to cleanup that file when we switched to dynamic i18n languages. 2012-12-24 17:32:38 +00:00
2fe36c0139 Separate image input and sequencer's color spaces in the UI
This two things were using the same DNA and RNA structures because
internally they're completely the same. However, that was confusing
from the interface point of view.

Now it should be much more clear what's going on there.
2012-12-24 15:51:27 +00:00
fb989c2a65 code cleanup: don't alloca zero size and remove paranoid NULL checks (checked all uses and there not needed). 2012-12-24 14:59:15 +00:00
128e6d51ba fix possible bug with ui_item_fit() causing uninitialized variable use. 2012-12-24 14:21:14 +00:00
8ac1d8a4ea Fix #33650: Compositor locks up when input is an unrendered render layer.
Issue was caused by resolution detecting which assumed zero resolution is
undefined one and should be re-evaluated. It doesn't work in cases when
there's a missing input, causing lots of unneeded resolution re-calculation.

It wasn't so much issue in average sized node trees, but it was a real
problem in generated tree from the report.

Currently used pretty simple solution which added a boolean flag to the
node operation which signal whether resolution was ever set or not.

There're probably smarter solutions here but can not think about them.
2012-12-24 13:33:47 +00:00
a1c9241797 BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:

  1) Fix up their materials so they are properly using textures
  2) Disable the material caching and take a speed hit during conversion time

Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24 03:13:53 +00:00
388c08c88b User Interface / Preferences:
* Added a new "Text Style" area into the theme section, with settings to control font kerning, shadow size, color and offset.
2012-12-24 00:29:24 +00:00
c52468d31d flip lines to reduce odds of re-execution (non critical race condition when triangles overlap 2012-12-23 18:58:10 +00:00
84eaa875de Patch for weirdo library recursive linking errors:
In case you accidentally link data in a library file from the main file, Blender would crash.
Now it survives, giving error messages to tell what to fix.
2012-12-23 18:41:00 +00:00
9090049505 code cleanup 2012-12-23 16:09:26 +00:00
97bdec1811 fix for use of uninitialized variable with ui_handler_region_menu. 2012-12-23 16:08:02 +00:00
3217ecbc8e Compilation fix for collada 2012-12-23 14:34:10 +00:00
789b2acd77 Add keying "options" parameter to keyframe_insert() bpy_rna function, so now you can enable 'INSERTKEY_NEEDED', 'INSERTKEY_VISUAL' and/or 'INSERTKEY_XYZ_TO_RGB' when you directly key some property from python script (previously those options were only available through keyingsets).
Thanks to Campbell for review!
2012-12-23 13:58:42 +00:00
851cb9b345 Added support of J2K codec for Jpeg2000 writing
This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.

New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.

Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
  of image file type, which makes it possible to have different
  extension for the same file type depending on it's settings.

  IRIS format should still be changed (depending on number of
  channels it'll be .bw, .rgb or .rgba extension)

- Default image format settings would be set from image buffer
  when re-saving it. Makes it possible to easily open .j2c file
  and save it using J2K codec (without this change it'll save as
  .jp2 using JP2 codec)
2012-12-23 13:57:09 +00:00
60ffe9f8ec Bug fix (own collection)
Icons in search menus were not drawing on the right location when UI panels were zoomed in large.
Not very common, but annoying. (DPI setting worked fine)
2012-12-23 13:02:38 +00:00
ba14beb000 Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from blenkernel... 2012-12-23 11:31:15 +00:00
c4a165f168 Adding Scale Visual keying (and de-duplicated part of the code returning visual values to key). 2012-12-23 10:51:48 +00:00
cb70c5ba0f fix for bug where weight paint would draw hidden faces but not draw then with the backbuffer (depth selection). 2012-12-23 08:20:44 +00:00