Commit Graph

468 Commits

Author SHA1 Message Date
Daniel Salazar 15ef07d684 More tooltip editing 2010-02-11 02:03:18 +00:00
Joerg Mueller f2f4981726 Bugfix for [#21086] Audio continues to play unsynced. 2010-02-10 23:15:12 +00:00
Daniel Salazar 3596768721 Missing tooltips for Start frame and End frame
Removing all dots at the end of tooltips in screen_ops.c
2010-02-10 18:47:55 +00:00
Brecht Van Lommel 10240261e9 J-key render switching back, now with 10 slots.
Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
2010-02-09 19:37:37 +00:00
Joerg Mueller 9827a3e9ea 2.5 Audio:
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
2010-02-07 23:41:17 +00:00
Brecht Van Lommel 7f64e23068 Fix #21008: text editor scrollbar overlapping text, code here was not
fully updated when the scrollbar was moved from left the right.
2010-02-07 13:49:43 +00:00
Brecht Van Lommel c2122f01ad Fix #20928: difference boolean modifier is not applied during rendering,
fixed by last depsgraph commit and this extra check to avoid unnecessary
free of derivedmesh for sculpt/multires.
2010-02-07 10:16:42 +00:00
Brecht Van Lommel 81cd4edfb6 Fix #20891: opengl animation render could mess up the view.
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not
work well for offscreen rendering. It would have been possible to make a
fake subwindow for this, but I decided to just remove this extra layer as
it does not seem to have much purpose and has been quite confusing when
trying to fix other bugs. The relevant matrices are already stored in
RegionView3D so there will be no increase in calls to glGetFloat, which may
have been a performance reason to use this system in the past.
2010-02-01 15:32:55 +00:00
Campbell Barton f5980ee6ae opengl render wasnt using the right stamp flag 2010-02-01 14:42:23 +00:00
Brecht Van Lommel 87bbb2d827 WM Draw Methods now has a new option Automatic (default). This will
set the draw method to triple buffer or overlap depending on the
configuration. Ideally I could get all cases working well with triple
buffer but it's hard in practice. At the moment there are two cases
that use overlap instead:

* opensource ATI drives on linux
* windows software renderer

Also added a utility function to check GPU device/os/driver.
2010-01-31 23:45:51 +00:00
Brecht Van Lommel 91882d3ba1 Fix #19980: crash with opengl render active viewport. 2010-01-30 09:53:55 +00:00
Matt Ebb 30c317de70 Fix [#20447] Minor infobar bugs
Limited headers to normal header height until multi-line headers are properly implemented.
2010-01-29 01:57:15 +00:00
Matt Ebb 904665f15b [#20728] "Export UV Layout" overwrites existing files (without feedback)
The 'save over' popup was only appearing based on a string comparison of the operator name ("Save"). Changed this to use a hidden operator property: "check_existing". Python operators must 
have this property for the file selector confirmation too.

This property can also be set to false, to prevent checking for existing files, useful in the File->Save menu item to prevent the dangerously missable confirmation popup.
2010-01-27 02:20:24 +00:00
Ton Roosendaal b119ce5fcc Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)

** Drag works as follows:

- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
  There are calls to define drag-able images, ID blocks, RNA paths, 
  file paths, and so on. By default you drag an icon, exceptionally 
  an ImBuf
- Drag items are registered centrally in the WM, it allows more drag 
  items simultaneous too, but not implemented

** Drop works as follows:

- On mouse release, and if drag items exist in the WM, it converts 
  the mouse event to an EVT_DROP type. This event then gets the full 
  drag info as customdata

- drop regions are defined with WM_dropbox_add(), similar to keymaps 
  you can make a "drop map" this way, which become 'drop map handlers' 
  in the queues.
- next to that the UI kit handles some common button types (like 
  accepting ID or names) to be catching a drop event too.

- Every "drop box" has two callbacks:
  - poll() = check if the event drag data is relevant for this box
  - copy() = fill in custom properties in the dropbox to initialize 
    an operator
- The dropbox handler then calls its standard Operator with its 
  dropbox properties.

** Currently implemented

Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images

Drag-able icons are subtly visualized by making them brighter a bit 
on mouse-over. In case the icon is a button or UI element too (most 
cases), the drag-able feature will make the item react to 
mouse-release instead of mouse-press. 

Drop options:

- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image


** Drag and drop Notes:

- Dropping into another Blender window (from same application) works 
too. I've added code that passes on mousemoves and clicks to other 
windows, without activating them though. This does make using multi-window
Blender a bit friendler.

- Dropping a file path to an image, is not the same as dropping an 
Image ID... keep this in mind. Sequencer for example wants paths to 
be dropped,  textures in 3d window wants an Image ID.

- Although drop boxes could be defined via Python, I suggest they're 
part of the UI and editor design (= how we want an editor to work), and 
not default offered configurable like keymaps. 

- At the moment only one item can be dragged at a time. This is for 
several reasons.... For one, Blender doesn't have a well defined 
uniform way to define "what is selected" (files, outliner items, etc). 
Secondly there's potential conflicts on what todo when you drop mixed 
drag sets on spots. All undefined stuff... nice for later.

- Example to bypass the above: a collection of images that form a strip, 
should be represented in filewindow as a single sequence anyway. 
This then will fit well and gets handled neatly by design.

- Another option to check is to allow multiple options per drop... it 
could show the operator as a sort of menu, allowing arrow or scrollwheel 
to choose. For time being I'd prefer to try to design a singular drop 
though, just offer only one drop action per data type on given spots.

- What does work already, but a tad slow, is to use a function that 
detects an object (type) under cursor, so a drag item's option can be 
further refined (like drop object on object = parent). (disabled)


** More notes

- Added saving for Region layouts (like split points for toolbar)

- Label buttons now handle mouse over

- File list: added full path entry for drop feature.

- Filesel bugfix: wm_operator_exec() got called there and fully handled, 
while WM event code tried same. Added new OPERATOR_HANDLED flag for this. 
Maybe python needs it too?

- Cocoa: added window move event, so multi-win setups work OK (didnt save).

- Interface_handlers.c: removed win->active

- Severe area copy bug: area handlers were not set to NULL

- Filesel bugfix: next/prev folder list was not copied on area copies

** Leftover todos

- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
  (for these reasons, makefile building has Carbon as default atm)

- ListView templates in UI cannot become dragged yet, needs review... 
it consists of two overlapping UI elements, preventing handling icon clicks.

- There's already Ghost library code to handle dropping from OS 
into Blender window. I've noticed this code is unfinished for Macs, but 
seems to be complete for Windows. Needs test... currently, an external 
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
Joshua Leung 14d4feca57 Radians vs Degrees: The Second Attempt
F-Curves now internally store radians again instead of degrees. 
- This solves problems with inconsistencies when working with drivers.
- No need to version patch old files, potentially screwing them up. As such, removed the version patching for F-Curves.
- Is better suited to optionally showing radians throughout the UI instead or degrees.

As a result, values are now converted on the fly in the Graph Editor for display and operators that operate on values. I've made the conversion system for this rather general, so that other unit type conversions can also be hooked up with the type conversion backend.

Also, made some tweaks to F-Curve RNA wrapping to make it represent the data better.

TODO:
- Transform code currently still needs to be corrected to work with these changes. Currently moving keyframes for rotation curves will make them change too rapidly vertically when using degrees.
2010-01-26 03:16:14 +00:00
Matt Ebb 38aacb92f3 Cleaned up some printfs in editors/ - converted some to reports, hid others behind G_DEBUG. 2010-01-22 06:48:29 +00:00
Matt Ebb 2c565ec48a Fix [#20538] exiting render turns my UV/image editor back to a 3d view 2010-01-22 01:02:11 +00:00
Campbell Barton b33fd1cd1a bugfix, crash when rendering normally and then with the opengl view. 2010-01-21 11:34:36 +00:00
Joshua Leung 9d54d6ba4e Patch #20693: add parameters for FPS and wait timer for screen cast
This patch by Guillaume Lecocq (lguillaume) adds user preference settings for setting the playback frame-rate and delay between captured frames for the screencasting feature. 

-- 

I've made a few tweaks for a few minor issues
- Made DNA vars for these settings shorts instead of ints, reducing the number of unnecessary extra pad vars 
- Added version patching to ensure that these settings are initialised by default
- Made tooltips for the settings more descriptive
2010-01-21 10:28:19 +00:00
Joseph Eagar 7ad7820f7f Added a new notifyer, NC_SPACE_CHANGED, to signal an editor that
replaces another so it can do updates (e.g. dopesheet editor can
sync channel selection).

Also coded a simple optimization for allocating small objects,
based on mempools.  It's #ifdef'd out, you can enabled it by 
defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to
your compiler flags).

We suffer from a great deal of performance loss from the system allocator
(vgroups, ghash, edgehash, the singly-linked list implementation in blenlib,
editmesh, and likely a great many areas I'm forgetting), and this is the 
common solution for handling the many-small-objects problem.  It's not
really production-ready yet (it's long-term memory consequencers need to
be profiled first, and the implementation tweaked as necassary), but for
people on systems with slow system allocators it's worth trying.

Note that since this creates a guardedalloc<->blenlib link, the build systems
need to be updated accordingly (I've already done this for scons, though I'm
not sure if the player builds).
2010-01-21 03:08:57 +00:00
Joshua Leung a8a5defc0c Preview Range Tweak:
Made preview range be turned on/off using a proper flag instead of just relying on checking for start-frame = 0. It is no longer satisfactory to do that since we can have negative frame numbers, and also having it as a proper flag means that the range can be toggled on/off non-destructively.
2010-01-19 20:30:04 +00:00
Campbell Barton d77c51a476 bugfix [#20736] crash if lasso select while invisble object is selected
- also dont display empty menu's
2010-01-19 16:38:48 +00:00
Matt Ebb aab8196a1c Finished some work from the weekend to keep local tree clean..
* Added a generic 'histogram' ui control, currently available in new image editor 
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.

It's a baby step in unifying the functionality and code from the sequence editor, 
so eventually we can migrate the sequence preview to the image editor too, 
like compositor.

Still a couple of rough edges to tweak, regarding when it updates. Also would 
be very nice to have this region as a partially transparent overlapping region...
2010-01-19 01:32:06 +00:00
Campbell Barton 9ae90efc8e - opengl render anim exec function so python can render opengl animations without and have it block until its done.
- timeline rna camera access.
- new textblocks have tabs as spaces enabled by default since this is blenders default.
2010-01-18 14:40:06 +00:00
Campbell Barton 9c9209f7e5 resizing any area/region would redraw all views in every window.
This means a large scene will make blender resize the border between the timeline and the graph editor slow since it redraws the 3d view for each update.

edited the operators to only redraw whats needed. since tons away IFDEF'd this incse it needs to be reverted.
2010-01-16 22:56:52 +00:00
Campbell Barton 5272991e8b generic operator menu was searching for "type" and using the first enum property if it wasnt found.
this is too arbitrary and could break if roperty order is changed.
store the property in the operator type that is to be used for menu and enum search func's.

python function for searching operator enums on invoke. (just need dynamic python enums now)
 wm.invoke_search_popup(self)
2010-01-15 22:40:33 +00:00
Matt Ebb f3c89524c3 Fix [#20663] Mouse cursor icon changes back to default in edit mode
Seemed simple but actually turned out to be quite complex.

ND_MODE notifier was being misused, changed to ND_TOOLSETTINGS

Note: Although the fix itself doesn't involve this much, debugging uncovered 
that listeners can't rely on notifier->swinid to be correct, since notifiers can 
now be added from RNA without a region context.
2010-01-14 01:47:25 +00:00
Martin Poirier 9bcfcfb873 [#20112] User Preferences window causes a crash
Opened preference window caused a crash (context pointing to freed screen) when Load UI was turned off.
2010-01-13 21:37:13 +00:00
Matt Ebb 8e076e0341 Fix [#20649] when header is on top of 3D View and all regions are collapsed, expansion icons overlap 2010-01-13 00:43:59 +00:00
Martin Poirier 17108481a9 [#20093] Consistent Crash in properties window
Fun bug, took me the better part of the day to track down.

Happens because maximizing swaps spacedata lists between the old area and the newly created maximized area (this one being empty) while ui handlers are still hanging with references to the first area (then trying to access spacedata when handled). And then only if a maximizing operator was run before the UI realign timer event from the previous maximize was handled (fun, I told you).

After discussion with Matt on irc, we decided the best way to deal with that was to remove ui handlers that reference areas of a screen that is no longer used. That solution reflects the fact that the bug is more general that the reproducing steps would lead to believe. There's also absolutely no reason to run UI handlers on invisible areas.
2010-01-12 23:30:19 +00:00
Campbell Barton a868e8623c - RNA support for returning copied strings from functions, flagging strings as PROP_THICK_WRAP does this.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
2010-01-08 13:52:38 +00:00
Matt Ebb ce538a0694 Added the svn revision number to the splash screen (when buildinfo is
enabled). Also fixed cmake so buildinfo works.


Note to all:
** Please mention the revision number when making a bug report **
2010-01-08 05:51:51 +00:00
Matt Ebb 169626fa92 MSVC compile fix 2010-01-06 04:08:06 +00:00
Matt Ebb 06e6011ae9 Restored Compositor 're-render single layer' functionality (buttons on renderlayer comp nodes).
This works with operator properties - if you pass the name of a scene and renderlayer to 
the screen.render operator, it will render that layer as a single layer re-render.
2010-01-06 00:09:07 +00:00
Matt Ebb 5838c80038 More "Window" terminology corrections 2010-01-05 03:06:02 +00:00
Matt Ebb 665011e410 Fix for some confusing terminology: Window type -> Editor type
Correct hierarchy of terminology should be:
* Window (OS level window with borders)
* Area (top level subdivision in Blender UI), containing an
* Editor (actual UI functionality such as 3D View, Properties)
* Region (subdivision of an area, i.e. a header, a properties panel or toolbar)
2010-01-05 00:45:05 +00:00
Matt Ebb a37aa8d11d * Added back some shortcuts from 2.4x using ctrl/alt/shift/etc mouse wheel to scrub frames, pan view, etc.
* Redraw the 3D View on brush edit changes (for [ and ] keys)
2010-01-04 00:39:55 +00:00
Stefan Gartner 382e52e5c7 OS X Makefiles: append -DPARALLEL=1 to CPPFLAGS when compiling with OPENMP 2010-01-02 09:32:32 +00:00
Campbell Barton 266271d65a - closing the user prefs accessed the temp screen after removing it.
- colorband drawing could use un-initialized vars (probably wouldnt crash)
2009-12-26 00:17:45 +00:00
Brecht Van Lommel d653192751 Reports: writing movies now uses the reports mechanism to throw errors.
Also fixes bug #19463: screencast to xvid ffmpeg crash.
2009-12-22 12:01:32 +00:00
Campbell Barton 371571fed6 - camera switching didnt work for openGL render
- UV Project (Bounds) wasnt in the menu
2009-12-21 11:42:31 +00:00
Campbell Barton 50544ea645 - sequence strips without scenes would crash on display
- appending scenes would not append the sound and scene ID's for sequence strips
- reload button in sequence header now reloads sounds as well.
- redrawing the sequence image view didnt work while plaing (unless play was activated from that region)
- generic functions for running a callback on sequence strips recursively. seqbase_recursive_apply() and seq_recursive_apply()
- bind marker with camera was set to home key, use Ctrl+B instead.
2009-12-18 13:28:03 +00:00
Damien Plisson 1975ee5eec OSX vs OpenMP : implement workaround to fix crashes when using mop from a background thread
Fix# 20043 & 20392

The issue is that OSX lib does not implement TLS (Thread Local Storage), so  libgomp uses pthread functions to read/write thread specific vars.
But this implementation is currently (gcc 4.2) buggy : the write function is called only at lib start (in main thread), and the var is undefined for background thread.

The workaround is to perform this gomp_tls_key var write at beginning of background threads that use openMP. (Currently: render & fluidsim)
2009-12-17 17:05:28 +00:00
Campbell Barton 88d72e796a remove warnings. Sequencer selection for fcurve view didnt work in metastrips.
- added RNA_property_string_set to the RNA_access.h
- include BKE_animsys.h in pipeline.c for sequencer update, hope these are ok.
2009-12-17 11:16:28 +00:00
Matt Ebb 6c006b2ebb Fix [#20397] Saving with F2 on multiple windows layout crashes 2009-12-17 10:01:08 +00:00
Campbell Barton c3401eb5cb camera switching via markers
Currently access by selecting a marking and binding with the active camera from the view menu.

Note:
after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc
so this is ifdef'd with DURIAN_CAMERA_SWITCH
2009-12-16 19:49:33 +00:00
Matt Ebb 7e7e1018ac Added back rendered animation playback (in a sense), with a
customisable player.

You can choose a player in User Preferences -> File Paths. You can 
choose a plan custom command line, otherwise there are presets available
for the Blender 2.4 player or DJV (where it will give it the correct filename, 
fps, etc on the command line). So for example if you have a Blender 2.4 
version installed, you can enter the path to the blender 2.4 executable, 
and the playback will work just like before.

Any info on other frame players (FrameCycler? pdplayer?) and their 
command line settings could be useful for adding some more presets too, 
if anyone knows of them.

It's available in Render->Play Rendered Animation (Ctrl F11)
2009-12-11 08:05:05 +00:00
Matt Ebb 34ec7474fd Tweak to make temp 'fullscreen' screens be alphabetically similar to the previous ones that spawned them, so you can switch screens (ctrl left and right arrow) more smoothly ( [#20301] Screens and Fullscreen still doesn't work ) 2009-12-11 04:03:55 +00:00
Matt Ebb 24be31bda0 Fix for [#19776] Header bar problem in 2.5
Prevents dragging region edges outside area boundaries or into other regions.
2009-12-10 09:25:30 +00:00
Matt Ebb 4bcb759c94 Attempted fix for [#19810] Crash when flipping header with F5 2009-12-10 05:05:04 +00:00