Commit Graph

543 Commits

Author SHA1 Message Date
960eaed6cd added an option to adjust the alpha clipping value in the oprnGL preferenes. in some cases you might
want to use 0.5 to see through more of the texture. (less halo's with clipmaps), defailt is 0.0 so it 
will only clip 0 alpha.
2007-10-20 18:01:57 +00:00
6576464b03 Sequencer...
snapping to unselecrted strips didnt work (I didnt notice find_neighboring_sequence needed them to be touching, added find_next_prev_sequence to get the next/prev seq)
added select linked (L and Ctrl+L)
added Ctrl +/- select more/less
2007-10-18 12:35:58 +00:00
2639404f34 Sequencer
- Draw a verticle line for markers
- Added an option to transform selected markers in the sequencer - useful for Extending time
2007-10-17 18:32:54 +00:00
4b6b27ea70 markers in the sequencer
- added a new redraw type - REDRAWMARKER, at the moment this draws the same windows as REDRAWANIM, but this may not always be true, and it is more explicit whats 
happening, This replaced 5 or so draw calls in quite a few places.
2007-10-17 15:27:38 +00:00
8bb97b6efa patch 7145 - Copy Select objects by PassIndex, Ctrl+C, Ctrl+G
Sequencer Feature, Split Image Sequence.
Splits a image sequence into strips. useful for importing frames for animatics.
 Also added undo calls in a few places that did not have it.
2007-10-17 11:17:11 +00:00
da792a426a Sequence editor, (peach request)
Grab/Extend from frame - similar to a feature thats know as ripple editing in other applications. this is a fast way to add or remove frames 
from 
clips. to use.

Select all, drag the playbak head to the area you want to extend and press Ekey, the clips will be extended on the side the playhead that 
the mouse is on.

Also did more cleanups to sequencer transform code.
2007-10-09 20:37:53 +00:00
74f744010b * Patch #6877: Zoom to Mouse Position
by Fahrezal Effendi (exavolt)

This adds an additional preference to the view and controls section, which uses the mouse's position as the centre of the zoom when zooming in the 3D View with Ctrl-MMB or the mouse wheel. It's very nice for big scenes, thanks Fahrezal!

A nice todo would be to add this for 2D views as well.
2007-10-08 22:17:51 +00:00
c535939726 gridsubdiv was not initialized properly 2007-10-08 17:37:04 +00:00
0b9f1be464 UV Editmode
made UV face selecting into a generic function that respects UV sticky modes.
moved this out of lasso so border select uses too.
2007-10-08 15:13:07 +00:00
9087ff2dec == Sequencer ==
Raised the number of prefetch frames for people with a _lot_ of memory :)
2007-10-07 14:42:14 +00:00
d3382b8d1f UV EditMode
-lasso tool now respects sticky selection setting when used 
with face 
mode
-use constants for sticky value.
2007-10-03 10:36:04 +00:00
f18c673943 == Armature Layer/Move Bone to Layer Popups ==
This commit adds a few quick tools for riggers. In Editmode for Armatures, I've added the popups that show up in PoseMode when Shift-MKEY and MKEY are used. This should speed up the workflow a bit, by requiring less trips between the 3d-view and the buttons panel, as well as providing a 'batch' move-bones-to-layer functionality.

Usage Notes:
* MKEY - move selected bones to layer(s)
* SHIFT-MKEY - change the currently visible armature layers
* CTRL-MKEY - mirror selected bones
2007-10-03 00:05:34 +00:00
5b1d669006 == Sequencer ==
This patch adds prefetch buffering to the sequencer
(see the tracker for additional details:

https://projects.blender.org/tracker/?func=detail&aid=7307&group_id=9&atid=127
)

We create seperate render threads (currently one, because of the fact,
that sequence rendering modifies global structures...), that
render up to the defined userpref value "Prefetch frames" in advance.
(Pressing Alt-A will _first_ fill the buffer and then start playing.)

Bassam and I did some extensive testing, so it should work.

If you don't configure your number of prefetch frames, prefetching is disabled!
(Sane defaults... :)

Also: if the machine is definitely too slow and runs out of the prefetch
area, prefetching is disabled automatically and we are back to good old
frame skipping mode.

My Dual Athlon is able to handle 4 parallel DV streams at once (sometimes
a little bit choppy, but prefetching is never disabled!)

I fixed also a long standing bug in the audio code, that made playback run
backwards at the beginning...
2007-10-01 08:03:11 +00:00
2182f53a9a == IPO Editor Transform ==
* It is now possible to rotate the Bezier controls for the IPO Editor (RKEY)
* IPO Record has now been remapped to Ctrl R.
2007-10-01 07:10:50 +00:00
b47c75953b - rewrote UV Stitch, (seperate from limit stitch now), does much less
work for same results.
- UV Stitch with the V key was not working (as stated in the menu)
- Rotate UV's and Colors now have an option for CCW (was in the menu 
but not implimented)
- Draw face dot in UV when in face mode
2007-09-30 08:28:15 +00:00
8c2ebc2dec glitches with UV tools fixed - P was grabbing, snap cursor to selection
didnt work, and constants for black and white were reversed (not user 
visible error)
2007-09-27 16:47:08 +00:00
ea32119d0b snap transform for UV editing, missing the draw circle at the moment. 2007-09-25 07:42:55 +00:00
4ad6ac1cad store snapping in the scene, (theeth's suggestion) 2007-09-25 04:11:57 +00:00
0b24ca19ff bugfix - running scriptlinks did not initialize the armature weakref dict, thanks for finding caedes!
this bug is in 2.45 but can work around by setting it manually
---
import sys as pysys
try:
	pysys.modules['__main__'].__arm_weakrefs
except:
	pysys.modules['__main__'].__arm_weakrefs = {}
---

changed how draw modes work - when displaying textured meshes in editmode, only draw selected edges when "Edge Draw" is not enabled. this makes it easy to see the texture/mapping without edges getting in the way.
This means editmode can draw like UV/Face mode did when "Draw Edges" was disabled.

Also made the active vert/edge/face color themeable, still need to set the default to somthing other then pink.
2007-09-23 22:02:18 +00:00
0096d180b9 Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot

some tooltips didnt make much sense, edited a few.
2007-09-23 18:27:01 +00:00
0ed3e0bb4f made sticky UV editing options more accessible by adding them to a popup in the header.
Changed how the sticky setting is stored in DNA - (as a char rather then 2 flags).
replaced the UV/FACE icon with another needed for the sticky menu.
removed 2 unused icons.

commented the UV transform panel since it only had 2 buttons in it.

depgraph update calls needed to be added to Ctrl+V/E/F menu's because some commands were crashing.
2007-09-22 06:58:40 +00:00
28ae78a745 reworked how tile functions, seperated image and tile setting functions/events and made tile work with image pinning.
changed how image replace works,
it used to load a new image and then assign that image to all faces in meshes active UV layer.
without replacing images in textures or images on inactive UV layers

now it simply changes the filename of the existing image and reloads the contense.

This is different in some other subtle ways, 
1) replace used to use an existing image if it was available,
this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally.
2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged,
This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again.

Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"
2007-09-19 16:28:52 +00:00
1c603b63c7 Local Image View for UV/Editmode
When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image,
this is an option that only displays UV's for faces use the currently displayed image.
2007-09-19 10:54:49 +00:00
0a8c558c17 The option to automatically run scriptlinks wasnt in the preferences so it was not at all obvious that it was a preference. added a button for this in the prefs. 2007-09-18 12:24:22 +00:00
0a2b8b1308 A user submitted a BVH file that took a long time to import (I didnt end up finishing since it was so slow)
this is mainly because adding pose keyframes recalculates every handle so importing became increasingly slow.

added a 'fast' argument to insertkey that python api's insertPoseKey can make use of since it alredy accepts a 'fast' option.

The ~4450 frame, 31 bone BVH imports in ~108sec now

Seperated editmode switch statement in space.c's event handling,
if editmode is disabled, or the images is a render or composite, UV editing operations are ignored.
In previous releases it has given an annoying warning if selecting or scaling is attempted when out of UV/Face mode.
2007-09-18 06:41:29 +00:00
0c7c57685e New feature for UV/Editmode - 'Sync Mesh Selection' a button in the UV header this mode is disabled by default.
This is implimented by defining macro's that take the mode into account when get/set/checking the selection and that a face can be drawn.

When this is enabled, things work a bit differently
* all faces are drawn in the UV view (except hidden faces).
* selecting faces/verts in the UV window selects them on the mesh also and vice vercer.
* when EditMode (Face only) is enabled, selecting faces in the UV view is not sticky.
* hiding/(de)select all and invert selection simle call the editmesh functions.
* there is no way to select 1 uv corner of 1 face (because a mesh cannot have this as a valid selection) either all UV's that use a vert (sticky), or the whole face.
2007-09-17 18:22:06 +00:00
3a90f211d2 new view option, SolidTex, to draw textures in solid mode.
In the view panel as well as the shortcut Shift+T

this works in editmode as well as object mode

giving results like this
http://members.optusnet.com.au/cjbarton/temp1.jpg

where before you could only see textures in textured draw type like this
http://members.optusnet.com.au/cjbarton/temp2.jpg
2007-09-15 18:12:16 +00:00
b2a8199d4b added a transform panel to the UV/Image window - at the moment it sets UV and teh cursor location.
added a stap menu to the UV/Image window for snapping the selection and cursor.
reverted to drawing face dots in editmode when Limit Selection is enabled. even though its not needed for selection its consistent and dosnt look like modes are being changed.
2007-09-15 10:43:13 +00:00
1bde4e3274 2D Cursor in UV window
this can be placed by the moused and used for transforming around.

still need numeric location input but no room left in the image panel.
2007-09-14 16:12:17 +00:00
256ebc10a0 Selecting faces in editmode did not delimit seams as it does in Face/UV mode.
added this to editmode, only delimit seams if face selectmode is enabled.
2007-09-13 17:02:42 +00:00
b2b3b01894 Added UV face rotate and mirror to editmode and re arranged some of the editmode keys
The WKey menu was way too big and not well organized, re-arranged keys like this.

Ctrl+V - Vert Menu  (remove doubles, smooth...)
Ctrl+E - Edge Menu - left as is
Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors)

Wkey menu only has subdivide in it now.

filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
2007-09-12 10:35:48 +00:00
0bd32f3ac6 Changes to "Face Select" mode
* Does not indicate that UV's exist, nor does it add UV's when used.
* Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask)
* Not accessible from the mode menu, this is only an option that applies to paint modes.

This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled.

Other changes
* UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway.
* UVCalc in editmode adds a UV Layer if there is not one alredy.
* texture draw in editmode does not draw the face dots (they are get in the way of texturing)
* some missing updates were added.
* removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
2007-09-10 19:32:44 +00:00
e8a808da24 UV Editing is now done in editmode rather then UV/Face Select mode.
Notes
* you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name)
* going into Face Select mode no longer adds UV's and does not need UV's to work.
* The UV Calculation menu is now in editmode (Alt+W)

Todo..
* Image replace - partly broken in stable also.
* Rotate/Mirror UV/VCol are still only in Face Select mode.
* Hide/Reveal is not quite right, (issue with editmode flushing)
2007-09-10 12:26:36 +00:00
ee740fc601 Made ~ view all IPO's (similar to view all layers in the 3d view) 2007-09-04 07:26:25 +00:00
356ab94373 == imagebrowser ==
Initial commit of imagebrowser in trunk.
BIG COMMIT!

Main changes:
* completely reworked imasel space
* creation and storage of the preview images for materials, textures, world and lamp
* thumbnails of images and movie files when browsing in the file system
* loading previews from external .blend when linking or appending
* thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/
* for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still.
* filtering of file types (images, movies, .blend, py,...)
* preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete)

More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser

Places that need special review (and probably fixes):
* BLO_blendhandle_get_previews in readblenentry
* readfile.c: do_version and refactorings of do_library_append
* UI integration

TODO and known issues still:
* Accented characters do not display correctly with international fonts
* Crash was reported when browsing in directory with movie files
* Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome!

Credits:
Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images.

Many thanks to everyone who gave feedback and helped so far!
2007-09-02 17:25:03 +00:00
8a46c006d6 Add "View Selected" in the IPO editor
- Numpad dot is shortcut key, same as in other windows.

(Peach feature request)
2007-08-20 17:50:04 +00:00
e6838ec5b0 * Change to the working of the left mouse select preference
Previously, the implementation of this was quite awkward, with
the preference swapping mouse buttons globally, rather than just 
selection, as is advertised on the pref. This had the effect of 
changing the painting in sculpt/texture paint/weight paint/etc to 
the left mouse button. This was totally silly, since when using a 
tablet, left mouse select is the sane way to go, but it meant 
that every time you wanted to sculpt or paint, you had to switch 
the mouse buttons around so you could actually use the tablet as 
normal.

This commit fixes that, and makes the preference do just what it 
says, use left mouse for selection (i.e. in object/edit mode) and 
only that.
2007-08-20 01:32:15 +00:00
cb79780abe added a 2 error messages when the user tries to join objects that dont support joining and when there is no active object 2007-08-13 14:52:17 +00:00
fa5b4954a2 == Bone Roll - Align to Cursor ==
In this commit, a new way to set the bone roll is introduced. It aligns the z-axis of the selected bone(s) to the 3D-Cursor, so that the cursor intersects with the YZ plane. 

This makes it easier to align bone rolls to a target, for use in rigs where arms/legs are not horizontal/vertical. To use this, just press Ctrl N, and choose the "Align Z-Axis to 3D-Cursor" option.

Credits go to Robert Christian (wavez) for providing the method as a working BPy script, that demonstrated this in action.
2007-08-03 11:16:12 +00:00
c79e2666a2 == Outliner - Patch #4364 ==
Now the Outliner can be scrolled horizontally too. This was the first patch I ever submitted, but it's gone through many revisions due to ugly Blender bugs that needed to be fixed.

Code Notes:
* I discovered an ancient bug which would cause Blender to hang when loading a file saved with horizontal scrollbars turned on for the Outliner/OOPS. 
* Therefore, I've added special B_SCROLLO and HOR_SCROLLO defines for use by the Outliner only. These are used in place of B_SCROLL and HOR_SCROLL so that older Blender's won't choke on this stuff. Thanks for this suggestion Ton.
* The hanging occurred in draw_scroll in draw_ipo.c
2007-08-01 11:38:47 +00:00
876cfc837e Visual Keying refactor
This code was always kludgy and this clean it up a bit.

insertmatrixkey() has been properly renamed insertkey_float().

Matrix calculations have been excised from the interface code,
and placed in insertmatrixkey(), so that you can call it from
anywhere without preliminaries and the proper values are calced
based on the passed adr code.

By much request, several semi-bug reports and discussion with
production animators, visual keying is now used automatic
for objects and bones that have constraints that cause them
to ignore their Ipos (CopyLoc, TrackTo, etc.). In those cases,
visual keying is used instead of the normal Ipo insertion
method. This "auto" functionality is toggled from the 
"Use Visual Keying" button found along with "Needed" and
"Available" in the Edit Methods prefs.

Logic as to which constraints trigger visual keying on
which adrcodes can be tweaked in match_adr_constraint()
src/editipo.c

This has been tested by a couple of people, myself included,
but I may not have hit every constraint case, so evolutionary
feedback is welcome.
2007-07-31 13:37:59 +00:00
3031f1f2bd =Draw Module Fixed=
This commit fixes the Draw module.  All buttons/widgets created via the Draw
module in a SpaceScript area are now inserted into a global list attached to
the SpaceScript data.  This list is cleared before each draw, when freeing
the space, and when the area is switched to another space.c

This is necessary to prevent Blender's internal UI code from getting invalid
pointers to python data.  In addition, it allows storing widget tooltips
inside the python Button objects, which solves that little bit of stupidity.

Note that this reverts the previous weaklist solution.  In fact, I had to go
over each previous commit by Campbell after this code originally branched
before the weaklist commit and re-add each commit.  So if anything is
missing, just tell me, or feel free to re-add it.
2007-07-27 06:14:25 +00:00
f12ed164b7 * Added a hotkey (T) for the sculpt mode flatten brush
(part of this commmit snuck in the last one)
2007-07-03 07:30:42 +00:00
9dd0c5abe5 Whoa, a new feature!
Sequence Editor: SHIFT+R, Remap Paths (also in pull down menu)

This allows to remap the root of a path to another directory.
Works on all selected Image strips. That way you can make absolute
paths relative, for example.

Example:
original path: /mnt/orange/finals/06_which_way/06_03b/
to be remapped: /mnt/orange/finals/
remap to: //
new path: //06_which_way/06_03b/
2007-06-25 13:01:46 +00:00
ab8728df2a == Action Editor - Scrolling Fix ==
This fixes a problem introduced in http://lists.blender.org/pipermail/bf-blender-cvs/2007-May/010005.html

Now channels in older files will be in the view again upon loading.
2007-06-19 11:52:14 +00:00
a499da7192 Curve Selection Tool Refactor:
This commit refactors curve selection system to use certain curve selections
functions that encapsulate setting of selection flags. New function to select
adjacent control points was introduced too. Refactoring made it possible to 
simplify certain existing selection functions quite a bit. 
New functionality was delivered as well. Select more/less works now with NURBS 
as expected. Also two new curve selection functions were added: Select Every Nth 
and Select Random. 

See http://wiki.blender.org/index.php/BlenderDev/Curve_Selection_Tools for 
further information.
2007-06-14 14:36:27 +00:00
024485b9b8 Patch #6759: this speeds up the vertex group editing workflow a bit.
The hotkey Ctrl-G in EditMode for Meshes and Lattices, brings up a menu giving the user options to assign/remove selected vertices to a new/the active Vertex Group.

The hotkey Ctrl-Shift-G in EditMode for Meshes and Lattices, brings up a menu giving the user options to change the active Vertex Group and delete the current Vertex Group.
2007-05-30 10:36:17 +00:00
26e60db6b5 option to limit the size of textures loaded into GL memory, usefull when a scene's models wont fit into GFX memory. 2007-05-22 14:20:18 +00:00
d50ea1bbe3 another little coverity fix.
unused var doredraw  removed and the call to do a redraw, since
its never called I figured we can remove it and if we need it later
put it back in.  (this is in function winqreadbutspace)

Kent
2007-05-08 16:31:51 +00:00
49d680b2f3 == IPO Editor ==
Ctrl-Click to add a keyframe in the active ipo-curve only made sense when showkeys
 was off. Otherwise the drawmode would change from keys to curves then back to keys when some other tool was used.
2007-05-05 10:07:05 +00:00