Commit Graph

804 Commits

Author SHA1 Message Date
251ef0a47f Changes to Brush texture workflow
This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
2010-01-03 08:37:18 +00:00
5cd837a562 * speedup for animating bones, in one scene with sintel and a dragon animated its over 4x faster.
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
  eg: 
    ListBase *lb= objects= &CTX_data_main(C)->object;
    Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);

* made some more math functions use const's, (fix warnings I made in previous commits)
2009-12-29 15:40:26 +00:00
8db1349c2c Modifier Drawing Tweaks:
* Reorganised the (template) drawing code for modifiers, removing some old/commented out code, and grouping related sets of info to draw

* Separated the render/realtime/editmode toggles into a separate row below the modifier name so that the layout is less compressed with narrow properties windows (i.e. on the default setup).
2009-12-29 10:25:14 +00:00
f9ee03f1b1 Got rid of some dead code 2009-12-28 05:14:32 +00:00
78aa924206 Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab, 
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to 
change between Brushes. The shortcut keys for changing between tools have 
now been changed to change between named brushes - the G key in sculpt 
mode now changes to any brush named 'Grab'.

The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for 
each brush. This means that for example, you can draw with a strong textured 
Clay brush, but then switch quickly to a weaker, untextured Smooth brush, 
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes - 
just add a keymap entry similar to the existing ones, that references your own 
custom brush names.

To bring over these new default brushes to an existing B.blend setup, just 
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
be55097353 Mesh Animation + Depsgraph Tweaks:
* Mesh data/settings can now be animated. It is not recommended that geometry be animated directly, but other settings such as autosmooth, etc. can be...

* Code cleanups for depsgraph, making sure that drivers get included for all object data types.
2009-12-28 00:52:31 +00:00
d6bee7da75 use rna buttons for color ramps colors so keyframes can be added/deleted. 2009-12-11 02:14:10 +00:00
959ac68914 align option for split 2009-12-10 14:47:07 +00:00
fc69c54c4c Particles: bugfixes
* Don't show Apply as Shape for particle modifiers.
* Fix particles disappearing after exiting particle mode.
* Fix free edit not redrawing the 3d view.
* Fix use of uninitialized variable in layers template.
2009-12-07 18:17:39 +00:00
c1c5acae14 Porting of Graph Editor's UI to python, just header done for now.
Brecht, I added a Layout template function, template_dopesheet_filter -> uiTemplateDopeSheetFilter, this creates the group of buttons for filtering ID type (and some other options) for animation editors (Graph, NLA and Dopesheet). I hope this is all right, if not, we can move this maybe to a .py file as a function for reuse.
2009-12-07 11:50:05 +00:00
46e1abeda7 UI:
* Finished fixing the layer UI template. It's now used in the 3dview header rather than the custom layer grid.
2009-11-29 06:04:39 +00:00
65edb6e55f UI:
* Moved more of 3dview header to python
* Fixed the layout of the ui layers template to show the correct number of buttons
* Added support for layer icons (active layer, used layers)
2009-11-29 02:42:47 +00:00
8be7b757e3 * New option on modifiers that don't change topology: Apply as Shape
Rather than applying the modifier to the object data, it will create a new shape 
with the deformed vertices in there. Only mesh at the moment, other object 
types on the todo.
2009-11-22 13:44:09 +00:00
6dcb4ac7a4 * Fixing various compiler warnings under scons+mingw. Mostly unused variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
2009-11-11 09:59:51 +00:00
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
5d333f72c3 Bugfix: material texture slot checkboxes were not showing up anymore. 2009-10-26 19:54:55 +00:00
e2b74dc736 Shape Keys
Active shape key can now be changed while in edit mode. This is based
on exit/enter editmode again in the background, which is not ideal,
as that loses the undo history. But that already happened anyway when
you did exit/change-active/enter manually.
2009-10-22 17:12:28 +00:00
3ffb695b10 Shape Keys
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).

The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.

One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.

Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
2009-10-22 16:35:51 +00:00
180d74ab57 UI: List Template tweaks to get it a bit more usable
* Mouse wheel now scrolls the list.
* Up/down key and alt mouse wheel change the active item.
* Adding/removing items from the list now automatically scrolls so the
  active item is in the view.
* Shift mouse wheel changes the size of the list widget to display more
  items. Lazy replacement for a proper grip.

* Shape key list now displays the influence value next to the name,
* Also fix the range of the value slider to match the defined min/max
  range.
2009-10-21 20:58:10 +00:00
1f33a90f05 Bugfix to allow list templates to have more than 5 rows when you set
it in the python script, didn't work correct with scrolling.
2009-10-21 09:17:46 +00:00
33cd5fb85a Tiny tweak to make Anim Player button wide enough for icon+text. 2009-10-15 13:52:27 +00:00
d80074f18c Updated icons. Changed some icon names that weren't blank. 2009-10-15 13:47:18 +00:00
384a1b5a5c UI Templates: RNA-Path Builder (Skeleton Code)
Added a base-template for editing/creating RNA-Paths. This is now used for KeyingSets and Driver UI's, so that when the actual magic gets put in, it will work.
2009-10-15 10:13:59 +00:00
cd202a1a24 Drivers UI - Converting to Layout Engine
* Converted Drivers UI to mostly use the Layout Engine
* All the buttons that perform actions are not operators yet (the code for that would be quite icky still)

* I've added some (commented out) calls for the property definitions of Driver properties to perform Depsgraph updates. I've left these commented out until we have the option to turn off auto-updates, since with driver editing, that could be very dangerous.

* Drivers can now (in theory) use any ID-block, using the Any-ID template added earlier. However, be warned that the stupid depsgraph won't be able to cope with most of these cases.


TODO: 
- more fancy widgets for RNA-Path and Index will come later
2009-10-14 11:57:26 +00:00
1ef163f1e0 UI Templates: ('Any ID' Selector)
Added new template for choosing to use any type of ID-block. The first combo box allows you to choose the type of ID-block that gets used, and the second box allows you to choose the ID-block of the type specified by the first one.

This is currently used for setting the ID-block used for Keying Sets, but the main user for this was intended to be the Drivers UI. However, I still need to clear up a few button-event issues there before I can port this over.


Additional Bugfixes:
* Adding new Keying Set path was setting the active path wrong, meaning that you had to click on the list to get some response after adding
* Bone Groups list was being drawn too long by default (when empty)
2009-10-14 09:08:53 +00:00
6b03b4285c *Moved the texture reordering buttons to the side
*Use same icons for reordering in constraints, modifiers.
2009-10-12 17:00:38 +00:00
be3da5dfff 3D View panels now show object and bone name again, not sure it
belongs here still, but this came up often, it avoids having to
switch tabs a lot when creating things.

Also renamed uiLayoutFreeBlock to uiLayoutAbsoluteBlock.
2009-10-09 10:45:11 +00:00
9ebcd9c5e4 A few bugfixes:
* #19583: Keying Sets list issues
Deleting a Keying Set (or a Keying Set Path) set the active index to 0, but that would mean that the first item would be selected but not visible.

* #19590: Keyframing properties of a modifier with more than one of it's type the property will highlight in all
- Modifiers now always have a unique name, so renaming a modifier should check that the name is unique. Most of the files changed in this commit were just to make sure that modifiers got unique names when they were created
- Modifiers path getter was wrapped a bit wrong (missing the "s around the name)

* Constraints Bugs
- Constraints renaming now also makes sure the names stay unique
- Fixed (or attempted to fix) compiler warnings about some enum declaration for distance constraint
2009-10-09 09:48:04 +00:00
66634e2be4 toggle buttons for texture channels (hardcoded like UV layer buttons) 2009-10-08 15:29:43 +00:00
b26ef33b8e Fix #19311: adding/opening datablocks did not always make the right
one active. Now there's a function to get the pointer + property from
the UI, just like for the animation operators.

Also two fixes for fileselect events, regions are now preserved so that
context is restored to the old region, and the cancel callback is called
when the operator is cancelled.
2009-10-01 23:32:57 +00:00
15d07720e5 Sorry, three commits in one, became difficult to untangle..
Editors Modules

* render/ module added in editors, moved the preview render code there and
  also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
  making a single physics_ops.c for operators and keymaps. Also move all
  particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
  specificially.

Updates & Notifiers

* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
  which will go back to a callback in editors. Eventually these should
  be in the depsgraph itself, but for now this gives a unified call for
  doing updates.
* GLSL materials are now refreshed on changes. There's still various
  cases missing, 
* Preview icons now hook into this system, solving various update cases
  that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
  problem is avoided in the new system.

Icon Rendering

* On systems with support for non-power of two textures, an OpenGL texture
  is now used instead of glDrawPixels. This avoids problems with icons get
  clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
  and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
  with the default setup. The glDrawPixels implementation on Mac seems to
  have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
  you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
  be used with threads reliably.
2009-09-29 19:12:12 +00:00
31b77420ea Preview icon rendering for menus now runs in a separate thread, to avoid
blocking the user when opening a menu. Material and texture buttons now
display these icons in the list. Also fixes #19387, icon and full preview
render at the same time would crash.

I'm not really convinced this is thread-safe, but on the other hand also
not sure regular preview render is really thread-safe yet.
2009-09-28 18:33:45 +00:00
558626714e Bugfixes:
* #19459: Shape Keys not Animateable
Shape Keys were missing the appropriate 'path' callbacks.

* #19458: 3D Viewport doesn't refresh when adding new bone in editmode (using Shift-A)
The 'wrong' notifier was being sent. Currently, Armature EditMode only responds to NC_OBJECT|ND_TRANSFORM, which isn't strictly that correct for all cases.

* Alignment code for constraints headers (i.e. enable/disable lumped with the delete constraint button) was causing the delete button to not work anymore. Removed the offending code (it shouldn't have been there to start off with). 

* When object's don't have their own AnimData (i.e. if you only animate the values of some shapekeys), a space is no longer left beside the object's name for a visibility toggle in the Graph Editor.
2009-09-25 01:30:32 +00:00
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
862ddcc0c4 Fix part of #19307: modifier cage button not working as a toggle button. 2009-09-21 21:03:50 +00:00
61c79adb8b colorbands could display with no items in the colorband array, letting you set 0 and -1 colorband index. 2009-09-21 10:57:46 +00:00
26836bf44f 2.5: Python operators now have a working poll() function,
solved by wrapping all polling in WM_operator_poll and
adding a special callback for python.
2009-09-18 13:02:20 +00:00
b6c6610630 UI
* Removed some legacy code which is not needed anymore now.
* Move some test_*poin_but functions to logic space code,
  since that's the only place using it still.
* uiIconFromID now uses RNA info to lookup the icon, to avoid
  code duplication, and means it works for more ID types.
2009-09-16 19:36:17 +00:00
f8abfce7ce Image Panels
* The image panels in the image editor and texture buttons
  should be more complete now, with working new/open,
  refreshes, and using the layout engine.
* Paint panels in image editor are now consistent with the
  ones in the 3d view toolbar.
* Curves panel also uses layout engine, and doesn't look
  squashed anymore.
2009-09-16 19:27:08 +00:00
3a6bf17b3e UI
* Fix problem with curve mapping / color ramps not updating
  things like previews propertly. Now it uses the RNA update
  of the pointer from the material/texture/.. so each of those
  can define their own update, but still share the RNA struct.
* Code for these templates is now in interface_templates.c
* Fix exception for "axis" property, now it always shows normal
  widget with the PROP_DIRECTION subtype.
* Remove context from uiBlockLayoutResolve, no longer needed.
2009-09-16 18:47:42 +00:00
5dd9f7635a 2.5
Make local and make single user are back for ID template.

Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.

Further, some small changes:

* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
  even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
2009-09-04 21:02:43 +00:00
7df35db1b1 2.5
Notifiers
---------

Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:

* Geometry changes are now done with NC_GEOM, rather than
  NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
  notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
  should only be used for notifying about changes in space data,
  we don't want to go back to allqueue(REDRAW..).

Depsgraph
---------

The dependency graph now has a different flush call:

DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)

It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.

Docs
----

I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
2009-09-04 20:51:09 +00:00
4893cdc338 2.5 - Warning cleanups (for mingw+scons)
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-26 00:38:43 +00:00
706a4c22b5 Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.

Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.

What this means for ID property access:

* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array

What this means for functions:

* more intuitive API possibility, for example:
  Mesh.add_vertices([(x, y, z), (x, y, z), ...])
  Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])

Python part is not complete yet, e.g. it is possible to:

MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad

but the following won't work:

MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
1c614f6cf6 2.5: layout.itemO now returns OperatorProperties to be filled in,
when passing properties=True as argument.

Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
  than multiple different "boolean" arguments, but still exposed as
  booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.
2009-08-21 12:57:47 +00:00
1be67b60fd 2.5: Modifiers & Menus
* Popup menus now remember the last clicked item again.
* Modifier and File Format menus are now organized in multiple
  columns with categories.
* Hook, explode, uv project modifiers have all their buttons
  again with the relevant operators implemented.
* Modifiers that can't be added by the user, or don't work on
  curves for example, are not in the menu anymore.
* Fix search menu overlapping buttons when near the bottom of
  the screen.
* Fix uv layers search menu not working in some modifiers.
* Cleanup popup menu code a bit, layout engine is used in more
  cases now instead of ugly position calculation code.
2009-08-21 02:51:56 +00:00
c9795eae45 Fixed the texture preview to work with multi-output node-based textures. 2009-08-18 19:58:27 +00:00
ac2451c6be 2.5: RNA. Default values were not set when calling functions, this
is fixed now. Also added option for spaces without menus in the
header in uiTemplateHeader.
2009-08-18 12:56:43 +00:00
64fb0667b2 2.5:
Fixed a crasher reported in IRC by DingTo (bad pointer dereference)
2009-08-16 21:05:57 +00:00
55edb016b1 2.5: Sound
* Move sound_init to make sure it gets called everytime user
  preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
  while the other did not, don't see the point of this, so just
  made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
  rather than timeline flag. Since it uses the same playback
  operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
  with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
  stop playing too.
2009-08-16 20:37:22 +00:00