Commit Graph

3955 Commits

Author SHA1 Message Date
623659f72f Animato - Driver + ShapeKey bugfixes
* ShapeKey conversions should now go to the correct places
* Added fix for drivers to prevent crashes when no driver object is provided (Franky from BBB seems to have one such driver for some reason).
* Temporarily disabled a check when evaluating drivers for whether the driver is tagged for evaluation. Drivers still need to be correctly tagged AND ordered by the Depsgraph to work correctly.
2009-01-28 00:50:56 +00:00
c0ee40ab10 2.5
Compositor now uses threaded jobs.

- updates happen per preview node! Check this file for
  fun: http://www.blender.org/bf/composite_image.blend
  (any compo node could get preview!)
- had to ensure the composite data gets fully copied before
  it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
  illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
  use this init to ensure you only do it when job really
  starts.
- added an extra notifier option for WM_jobs, to signal
  finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
  instead of using it.
- commented out annoying prints for missing ops in imagewin
2009-01-27 17:12:40 +00:00
8078bc65d6 Graph Editor:
* Cleaned up code for borderselect with BKEY. There's still a bug here where y-values don't seem to be getting properly checked, so nothing seems to happen.

* Set up some code for transforming keyframes. It currently uses the wrong code though (i.e. it uses the code for Action Editor which is 1D not 2D, and doesn't have some of the special checks needed). More work on this later.
2009-01-27 11:09:30 +00:00
5df6f4d257 2.5
Added add-primitive for Curve objects.
Shift+A, works as usual in our outside editmode.
2009-01-26 15:23:29 +00:00
a34e2e1427 Animato/2.5 - Graph Editor (i.e. the new 'IPO Editor')
This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.

Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.

It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.

Notes:
* Fixed a few bugs in RNA User-Preferences wrapping

* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?

* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.

* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
2009-01-26 11:33:16 +00:00
784d8ee37a 2.5 DopeSheet/Action Editor
* Made the various datatypes in the DopeSheet get shown again (NOTE: some of the types that don't get conversions to Animato yet may need some further checking).
* Did some code cleanup to allow F-Curve channels to always show RNA-based names correctly
2009-01-26 04:13:38 +00:00
3c088f3434 2.5
Simple toolbox-style menu system. Brecht will review it
though, and/or check on way to use it for menus.
I tried to avoid uiBlock and rna stuff all over. :)

Quick image test:
http://www.blender.org/bf/rt.jpg

Examples you can read in:
- editors/screen/screen_ops.c:testing123() (press F5)
- editors/object/object_edit.c:object_add_primitive_invoke()
  (press SHIFT+A)

Concept is simple:

uiMenuBegin(): returns a handle.
uiMenuEnd(): puts it all to work.

In between you can add items like:

uiMenuItemVal(): a name, icon, retval (use uiMenuFunc()) 
uiMenuItemO(): an operator + icon
uiMenuItemEnumO(): an operator, property name, value

Sublevels go easy too:

uiMenuLevel(): creates item for sublevel, with function pointer.
     Inside that function you can use all menu calls again.
     Levels can go as deep you want.

uiMenuLevelEnumO(): creates operator sublevel for an enum
2009-01-25 20:22:05 +00:00
de6d5b1540 Animato - Bugfixes + Nicer names in Action Editor
* Action Editor/Dopesheet now displays names retrieved from RNA in the form - "<Struct/OwnerName>.<PropertyName>.<ArrayIndex>"
i.e. "HeadBone.Location.X"
i.e. "Cube.Rotation.Y"
i.e. "Material.Diffuse Color.G"

For now, the first part of the name may be unclear as it is easy to confuse Material channels with Object ones if the material was called "Object1" or so (theoretrical example only). This will be explored further.

* Also, fixed crashes when loading some old files with 'Object' Action Channels in their Actions
2009-01-25 04:02:31 +00:00
0ac35ca7c1 2.5
- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
  so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
  and lattice

(another commit following)
2009-01-24 13:45:24 +00:00
66437a62a7 2.5
Font object + editing back.

Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.

To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.

Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
2009-01-23 14:43:25 +00:00
69310fb107 2.5: WM Compositing
* Triple Buffer is now more complete:
  - Proper handling of window resize, duplicate, etc.
  - It now uses 3x3 textures (or less) if the power of two sizes
    do not match well. That still has a worst case wast of 23.4%,
    but better than 300%.
  - It can also use the ARB/NV/EXT_texture_rectangle extension
    now, which may be supported on hardware that does not support
    ARB_texture_non_power_of_two.
  - Gesture, menu and brushe redraws now require no redraws at all
    from the area regions. So even on a high poly scene just moving
    the paint cursor or opening a menu should be fast.

* Testing can be done by setting the "Window Draw Method" in the
  User Preferences in the outliner. "Overlap" is still default,
  since "Triple Buffer" has not been tested on computers other than
  mine, would like to avoid crashing Blender on startup in case
  there is a common bug, but it's ready for testing now.

  - For reference "Full" draws the full window each time.
  - "Triple Buffer" should work for both swap copy and swap exchange
    systems, the latter still need the -E command line option for
    "Overlap".
  - Resizing and going fullscreen still gives flicker here but no
    more than "Full" drawing.

* Partial Redraw was added. ED_region_tag_redraw_partial takes a
  rect in window coordinates to define a subarea of the region.
  On region draw it will then set glScissor to a smaller area, and
  ar->drawrct will always be set to either the partial or full
  window rect. The latter can then be used for clipping in the 3D
  view or clipping interface drawing. Neither is implemented yet.
2009-01-23 03:52:52 +00:00
2e7f3bb99c Animato Bugfixes:
* Fixed bug in with RNA-paths. String identifiers (i.e. some_collection["somekey"]) were not getting handled at all due to wrong indices it seems. I don't know of any other code using this, so hopefully there aren't any unintended bugs caused by this. 
This means that bone animation now works again.

* Added a few more sanity checks to file-reading code, and heaps of extra prints everywhere else for debugging purposes (these will be removed in due course).
2009-01-23 02:50:04 +00:00
9cc59fb0c3 2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
  of components to get it work:
  - customdata, free callback for it
  - timer step, notifier code
  - start callback, update callback
- Once started, each job runs an own timer, and will for
  every time step check necessary updates, or close the
  job when ready. 
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
  it will prevent multiple jobs to enter the stack. 
  Instead it will re-use a running job, signal it to stop
  and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
  under construction. 
  Fun: BLI_addtail(&wm->jobs, steve); :)

Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see 
  previews update even while dragging sliders!
- Currently it only starts when you change a node setting.

Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.

Also:
- bug in region initialize (do_versions) showed channel list in
  node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
  way! This is for later to work on anyway. 
- recoded Render API callbacks so it gets handlers passed on, 
  no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
  of stuff from code soon.
2009-01-22 14:59:49 +00:00
8d4a9081cc 2.5: WIP commit for WM compositing.
* Drawing code from wm_event_system.c split into separate wm_draw.c file.

Now there's 3 different draw methods implemented, not sure what survives
or will be added but is useful for debugging.

* Draw All: redraws everything each time, for reference.
* Draw Overlap All: what the code did before this commit, only draw
  regions marked for redraw, and anything that overlaps them.
* Triple Buffer: copies/retores all area regions into a texture, and
  blits that before drawing. Menus, brushes, gestures, etc are redrawn
  always on top of that.

Currently "Draw Overlap All" is set hardcoded to be used still. Triple
Buffer code is not complete, it doesn't handle window resize yet. Cards
that don't support non power of two textures can need quite large
textures as well, this could be split into multiple smaller ones.
2009-01-20 21:55:48 +00:00
bd9e896e96 2.5
View3D four-split: added box-clip for the three ortho
windows. Is all on by default, waiting for headers and
buttons to come back.

Also: hotkey for foursplit now also removes it (toggle)

Also: window_to_3d() function only did delta's, 
renamed it to window_to_3d_delta  and coded a 
real window_to_3d()
2009-01-20 18:31:11 +00:00
822203e4cf Animato - More work on Action Editor
* Added back Auto Preview-Range tool (i.e. set preview-range from keyframe extents)

* Restored delete keyframe tool. For now, this doesn't delete empty F-Curves, even though its keyframe-api counterpart still does. I still need to figure out how to do this in the best way.

* Fixed crashes when selecting keyframes in 'object' summary channels

* Removed prototypes for a few unused/depreceated functions...
2009-01-20 11:56:45 +00:00
e20e4a7afd 2.5
- Previewrender code back, commented out a lot of bad cruft,
  nothing works or is linked even!
- Added NC_GROUP notifier type, used in editgroup.c and 
  listened to in 3dview and outliner
2009-01-20 11:09:26 +00:00
8c479bc933 Animato - Restoring most of Action Editor
* Streamlined the filtering code to remove a few redundant options, which required tweaking the code for most tools 

* F-Curves are simply displayed using their full paths right now. This should eventually be the UI-string stored in RNA, but right now there are still a few missing things.

* There are a few tools which are not available yet which were available in 2.5 before Animato was added:
- Copy/Paste
- Rearrange channels

Also, the DopeSheet is not totally functional (in terms of displaying animation data for sub-object data yet). That will be added tomorrow.

* Added 'Action Group' pointer to F-Curves, as it will be handy for allowing Bone channels to still remain grouped as they were before with the Action Channels. However, reintroducing such a structure to the data-storage is not anticipated...
2009-01-20 11:07:42 +00:00
bc63213844 2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:

- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes

Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).

To see it work; also added new feature for region split, 
press SHIFT+ALT+CTRL+S for four-split. 
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.

Note about the code:
- currently view3d still stores some depricated settings, to
  convert from older files. Not all settings are copied over
  though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
  for it should keep track of that.

Bugfix in transform: quat initialize in operator-invoke missed
one zero.

Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
6d85a0feba 2.5
Transform orientations (Alt-Space and in header)

enum for transform operator parameter.
2009-01-18 21:36:38 +00:00
53ae509cc5 2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
2009-01-18 10:41:45 +00:00
a6edbba8ec 2.5
- Added shift+d duplicate for object and editmode mesh.
  Note it uses WM_operator_name_call(), which is fine now,
  but in future might put again 2 undo's and operators on
  the stack. 
  Will have to spend some time on how Macros will work!

- added itterator CTX_selected_editable_objects()
  (named it first "edible" but that was too funny!)
  Also cleaned object_edit.c to use this correctly.

- added CTX_wm_view3d(), especially for hybrid tools
  that *can* use view3d, but don't have to.
  
- moved debug -d print for operators to the real invoke call
2009-01-17 18:35:33 +00:00
9b558b2116 Added a brush cursor to sculpt mode. 2009-01-17 03:31:56 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. 
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. 
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) 

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
ffeb60e1e5 Added a view3d function to read cached depth buffer, before was in sculpt.c where it didn't belong. 2009-01-16 01:56:11 +00:00
237cd7a7a7 2.5
- Depricated another bunch of globals; all the totobj,
  totmesh, totvert, and so on.
- All code that needs such totals now count it themselves,
  these stats were not supposed to be reliable
- Editmesh now stores and manages own totals.
- Todo: make a scene->stats that tracks notifiers.

Bugfix: selecting failed in editmesh, backbuffer stuff was
too late, already using index ranges before it was set.
2009-01-15 15:01:39 +00:00
52135dd4fa 2.5: Space Image ported back
Organized as follows:

uvedit/
	uv editing related code
	uvedit_draw.c: drawing code
	uvedit_ops.c: operators, just a few done
	uvedit_unwrap_ops.c: will be operators for unwrapping
	uvedit_paramatrizer.c: lscm/abf/stretch/pack

space_image/
	space_image.c: registration and common getter/setters
	image_draw.c: drawing code, mostly functional
	image_panels.c: panels, all commented out
	image_render.c: render callbacks, non functional
	image_ops.c: operators, only view navigation done
	image_header.c: header, menus mostly done but missing buttons

Notes:
* Header menus consist only of Operator and RNA buttons, if they
  are not implemented they're displayed grayed out. Ideally the full
  header could work like this, but std_libbuttons looks problematic.

* Started using view2d code more than the old code, but for now it
  still does own view2d management due to some very specific
  requirements that the image window has. The drawing code however
  is more clear hopefully, it only uses view2d, and there is no
  switching between 'p' and 'f' view2d's anymore, it is always 'f'.

* In order to make uvedit operators more independent I move some
  image space settings to scene toolsettings, and the current image
  and its buffer is in the context. Especially sync selection and
  select mode belonged there anyway as this cannot work correct with
  different spaces having different settings anyway.

* Image paint is not back yet, did not want to put that together with
  uvedit because there's really no code sharing.. perhaps vertex paint,
  image paint and sculpt would be good to have in one module to share
  brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
f08032e8f9 UI: various changes
* View2D to region now returns ints instead of shorts.
* Use "Numpad" instead of "Pad" in automatic keymap menu info.
* Menus can now use buttons other than BUTM and SEPR, in
  particular TOG and ROW are now supported instead of flipping
  bits manually.
* Added a simpler uiDefMenu* api for making menus now, and it
  only supports Operator and RNA buttons at the moment, will be
  used in next commit. Not sure how this will evolve .. makes
  menu code look cleaner anyways.
* Ensure that interface code doesn't crash when getting unknown
  Operators and RNA properties, and display their buttons grayed
  out in that case.
2009-01-15 04:13:38 +00:00
8eb035f64f Fixed warnings in sculpt, also brought back brush curve. 2009-01-14 17:22:30 +00:00
30e851b8a5 2.5
A small round of warning cleanups; unused variables, missing
headers and some const types.
2009-01-14 16:37:52 +00:00
9aec7aaf6c 2.5
GPencil code back!

Joshua will probably take this further. I've added XXX notes
where fixes are required. Also note that ED_gpencil.h has
all old exports, which is probably not needed, most can go
to gpencil_intern.h

Also added Makefile fixes for sculpt
2009-01-14 16:13:50 +00:00
ea2d6fe0d0 2.5
Another one back: editcurve.c

- removed global editNurb everywhere
  (cu->editnurb now has listbase with edit data)
- also added 'active bpoint' and 'active nurb' in
  Curve struct
- editmode in/out works, mouse/border select works
2009-01-14 12:26:45 +00:00
07e85b265d Moved a couple more sculpt settings into operator properties, including shiftkey for flipping stroke direction in or out 2009-01-14 03:02:44 +00:00
d494cd5c6e Added missing sculpt header 2009-01-13 20:38:43 +00:00
b8dac71bda 2.5
- restored three more C files: editlattice, editkey
  and editgroup
- editmode lattice working, (mouse select works)
- accidentally removed yesterday 3d cursor drawing
- removed global editLatt entirely now.
2009-01-13 15:18:41 +00:00
1beef956ca 2.5
Instead of many commits, here 1!

- Constraint edit code back
- Removed XXX stubs for constraints
  (make parent follow path works)
- Removed XXX stubs for armature
  (make parent deform, do center, etc works)
- Found a bad uninitialized global Scene * in code, especially
  in kernel it wreaked havoc.
- added missing include in blenkernel/brush.c
- fixed Nicholas' fix for editmode subsurf crash
  (It needed to check for editmode)
2009-01-10 19:34:23 +00:00
3c2b772a23 2.5
Transform draw callback: constraints, snapping, prop circle
2009-01-10 18:33:16 +00:00
446933c73f 2.5
Added custom data pointer to custom region_draw_cb
Also removed the test with green rect.
2009-01-10 16:49:22 +00:00
f26d9b8771 2.5
rename transform mode enum to something proper
2009-01-10 16:46:29 +00:00
dd97c08006 2.5
- Weightpaint back (CTRL+TAB or menu)
  Also weightpaint is sortof non-modal, allowing to use all existing
  hotkeys while in paint mode. Only leftmouse is overridden.
- Made vpaint and wpaint entirely local, stored in scene (and saved!)
- Small bugfix (also in 2.48): on weightpaint mode, all armature objects
  in 3d window were drawing as active poses. Now only the armature 
  deformer is.

Nice point for the UI agenda: are paint modes on ACTION mouse? Only then
you can combine it with SELECT mouse...
2009-01-10 14:19:14 +00:00
2fe5005bbb 2.5
New: Custom region draw callbacks.

For Martin: an example is now in space_view3d/view3d_edit.c
On middlemouse rotate view, it draws a small square in center.

It works likes this:

#include "ED_space_api.h"

handle= ED_region_draw_cb_activate(region->type, drawfunc, type)

and to stop it:

ED_region_draw_cb_exit(region->type, handle)

drawfunc is of type (const bContext *C, ARegion *ar)
currently it gets called only as type REGION_DRAW_POST, later we
can add more (PRE, POST_XRAY, POST_2D, etc).

For correct usage, these calls should return leaving view transform
unaltered.
2009-01-09 15:04:52 +00:00
c7fa55eebd 2.5
Vertex Paint back!

Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes. 

- Activate it with WM_paint_cursor_activate(). That function wants two
  callbacks, a poll(C) to check whether there's a cursor in given context
  and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
  for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
  end the paint cursor. This handle also means you can register as many
  custom cursors as you want.

At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the 
future todo.
2009-01-09 13:55:45 +00:00
879aa81743 2.5 filebrowser
cleanup of space initialisation
fix for filebrowser opening with wrong parameters from window pupmenu after having been opened with F1.
2009-01-08 18:47:16 +00:00
a8f8bf1dc5 2.5
Transform editbones
2009-01-08 17:12:50 +00:00
e4ce05dda7 2.5
Two more files, vpaint.c and editdeform.c
No functionality working related to this yet, tomorrow!

(Added editdeform.c in mesh after all, it's doing hardly no lattice
 stuff, and it seems out of place in anim_api)
2009-01-07 19:23:22 +00:00
4ef6bb5559 2.5 filebrowser
fixes for crashes that seem to have been introduced by changes in context handling.
TODO: initialization for windowtype pupmenu if a previous SpaceFile was there.
2009-01-06 22:48:58 +00:00
fc28d3cf75 2.5 filebrowser
further cleanup:
- moved struct FileList* back to SpaceFile
- fix for memory related errors and freeing operator in file_free
- removed wmSubWindowSet, we're not doing OpenGL select in filebrowser
- removed drawing of load button when invoked from windowtype pupmenu
2.5 MSVC projectfiles:
- slipped in removal of multires_firstlevel.c in blenkernel
2009-01-06 19:22:29 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
02003021a6 2.5
Made ED_screen api calls:
- ED_screen_full_newspace()
- ED_screen_full_prevspace()

Which now gets called by F1 operator, to move to 
full-screen-sized browser. For testing fun its default 
now. Might become user setting. Also have to check
on opening a temp window for this (and for render).
2009-01-06 18:52:18 +00:00
1c933cdb78 2.5
Cleaned area prevspace, and made exported API for it.
Also added operator-free on 'cancel' in filewindow.
2009-01-06 18:14:37 +00:00