Commit Graph

11 Commits

Author SHA1 Message Date
9e1b15ff19 [#6787] OOPS window draw changes patch from Matthew Plough (meestaplu)
And added groups to the oopsview
2007-06-04 00:09:41 +00:00
e1c56fc201 Made WeightPaint use shaded mode. This thanks to the preparations as done
by daniel before. :)
Note; the shaded display uses smooth normals by default, because thats how
the derived mesh works!

Daniel; I've changed the G_WEIGHTPAINT hack in derivedmesh code... no idea
how this could work even. Still ugly though.
2005-09-24 13:49:55 +00:00
aad31875d7 Special bf-committers request; Lamp/World/Material now each have 10
channels to link texture to.

The amount of code changes seems large, but is mostly getting rind of
hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX.

Further did some fixes;
- Ipo for Lamp showed too many mapping channels
- Texture MapTo buttons for lamp missed the slider to blend texture color
- Lamp texture mapping "View" only worked for Spot, now it uses lamp-
  view vector for all types. (Nice for projections!)
2004-12-04 21:49:02 +00:00
91f48d0734 Two fixes;
- Bug #1890. While render subsurf in editmode, orco coordinates were
  incorrect (subsurf vertices in editmode have different ordering)
  Bug was oldie.
- IRC reported by Stefano; oops (not outliner) didnt show lamp textures
  nor material ipos correctly.
  Found error in oops curved lines too (the ones starting at right side)
2004-11-26 12:20:35 +00:00
d5e0c065bc Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.

After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.

The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.

I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:

- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
  extra things:
  - activates a scene
  - selects/activates the Object
  - enters editmode (if clicked on Mesh, Curve, etc)
  - shows the appropriate Shading buttons (Lamp, Material, Texture)
  - sets the IpoWindow to the current IPO
  - activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view


TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
bf83f6ddd8 Second itteration of global undo system. Now based on:
- file-to-memory save
- incremental difference steps (compression)

everthing has been tightly coded to use minimum of memcpy or allocs. In
fact this system works with a single full buffer (=file) in memory, and undosteps as differences from it.
Speed gain is factor 4-8 faster. I've added it in CTRL+ALT+T timer menu for
a test. Please note the gain is especially in the undo-storing, not in
retrieving undo.

Also new: file read option to skip UI read (file menu). This now also is
default for the undo system.
2004-09-05 13:43:51 +00:00
349617b872 * Added OOPS Schematic menus 2004-01-07 12:26:40 +00:00
4a5ae4a55f Fix for undo... it didn't do the UV coords (tface) nor the vertexpaint
colors. This because of the pretty weird (ab)use of load & make editmesh...

For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.

Solved it in 2 steps:

1. removing the ->tface pointer from EditVlak, and make TFace a builtin
  struct inside EditVlak. This didnt cost much extra mem, since it already
  stored UV and color. This enabled some pretty cleanup in editmesh.c as
  well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
  link to the undo Mesh.
  Even when it wasn't in the actual Mesh, at exit editmode the original
  Mesh is used as reference anyway, and undo-meshes are freed correctly.

The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
2003-11-19 22:00:14 +00:00
9174db096b LAST of the c code comment translations... hooray!
Might be possible I mised an .h or so, just notify me in that case.
2003-04-30 13:22:26 +00:00
d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00