Commit Graph

543 Commits

Author SHA1 Message Date
c27799910f bug fix:
UV paint tool did not work with swapped mouse buttons in user prefs.
2005-09-12 19:20:53 +00:00
f9acbb7b5d Small fixes;
- "make track" in posemode only worked for objects, so disabled it for now
- in weightpaint, "Clear rotation/location" worked on armature-pose, as well
  as on object. Was confusing... disabled clearing object in weightpaint.
2005-09-12 15:17:35 +00:00
42ee04702c having a "mini gimp" in image editor
{ hope it does not break builds .. mscv6 .. scons works fine here }
2005-09-09 22:31:23 +00:00
e12e2469c8 Bretch's patch for 2D transform. Thanks
Using new transform code to handle UV window.

With the ground work done, Transform could more easily be extended to handle IPO window now.

Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9
2005-08-23 18:13:30 +00:00
056a33ac69 new game-menu option 'Record Game Physics to Ipo'
including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.

(perhaps some better UI in the future?)
2005-08-23 13:16:02 +00:00
dd5410162a New feature; User definable Clipping Planes.
Press ALT+B in 3d window, draw a rect, and it becomes a clipping
volume of 4 planes. You then can rotate the view anyway you like.
Works for each 3d window individually.

Disable it with another ALT+B press.

Commit is huge because it had to change all selection code as well.
The user-clipping planes are in 'eye space', the other clipping
happens in projected 'viewport space'.

Nice to notice is that the 'x=3200' convention (to denote a coordinate
is clipped) now is a define. Define value is still a number though... but
we now can get up to screens of 12000 pixels without issues!

Known issue; here it refuses to draw the 'object centers' or Lamp icons
within the clipping region. Can't find any reason for it... however, we
might move to non-pixmaps for it anyway.

Testing might reveil numerous issues, will be standby for it.

Curious? Check this http://www.blender.org/bf/rt4.jpg
2005-08-20 19:18:35 +00:00
29429d73f2 A couple of smaller fixes;
- Modifier Panel, name label for "Virtual" modifiers was too short
- On extrude Bones, "soft distance" now is always set based on length
  of the bone (also on CTRL+click, also when Envelope drawmode is not set)
- Added undo-push for "Apply Bone Envelopees to VertexGroup" in WeightPaint.
- Menu-buttons in floating panels sometimes gave drawing error
- InfoWindow buttons were always allocated & drawn, even when window was
  zero sized... waste of cpu, tsk!
2005-08-20 09:55:11 +00:00
9e05d6efb5 Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;

http://www.blender3d.org/cms/Armature_Envelopes.647.0.html

Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).

Also part of this commit is:

- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
  keep the PoseMode hidden Bones separate from EditMode.
  (In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
  mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
  data. Sounds logical, but remember that VertexGroups are partial on a
  Mesh, partial on Object. Weird design decision though...
  Anyhoo, at this moment the only way to have Bone Envelopes deform, is
  by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
  depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
  set.
2005-08-19 12:35:15 +00:00
2872263377 - New feature: shift+ctrl+t in Mesh editmode splits quads in exact opposite
way. Requested for low-poly modeling.

- fix: on exit editmode, the code always created a mesh->dvert block...
  silly, this made other code confused which decided whether to use
  dverts (vertex groups) or not.

- removed obsolete call from armature.c. Also fixed name of function there,
  preparation work for nicer support in Blender for "deform envelopes"
2005-08-17 13:26:42 +00:00
Chris Want
c6abd2d106 For lukep:
In face select mode, select faces by triangle/quad/other.
Available through header menu, toolbox, or hot keys.

Hot keys are:

ctrl-shift-alt-3: Select all triangles
ctrl-shift-alt-4: Select all quads
ctrl-shift-alt-5: Select all non-triangles/quads
(maybe a bit sore for the wrist)

And also available through the menu/toolbox.

I've never used f-gons so I don't know if the 'select other'
function works there (or works at all, for that matter).
2005-08-16 22:11:40 +00:00
1dcec68ab4 EditMode armature: mirrored editing feature.
- Option is in EditButtons, Armature panel.
- Currently only local X-axis mirror (seems to be default anyway)
- Transform then applies changes to the mirrored-name bone as well.
- Extrude: also does the counterpart Bone
- New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone.
  (creating names by appening _L and _R)

Or in short: you can now model a full rig without any manual naming!
Of course the names are not too nice... a couple of ideas to explore;
- rename a mirrored bone renames counterpart too
- allow in weightpaint mode to select Bones
- and of course mirrored edit in PoseMode (if that's useful...)

Important note: I tweaked the naming convention a bit; names like
Bone_L.005 and Bone_R.005 are considered counterparts. However, if
you use the "Flip names" option, the number extension is still
truncated.

BTW: Commits in Zr's code are fixes for gcc warnings. :)
2005-08-15 14:02:03 +00:00
e173de2462 Patch provided by Matt Ebb, cut sequence strips (patch tracker).
There were a couple of issues with the implementation:

- there was no proper test if selected strips would be cut or not
- cutting meta strips could go very wrong... for example when the cut
  of meta was in an internal gap. With meta's being recursive, and too
  complex, I've disabled Meta-cutting
- added an OK menu for hotkey K
- added warnings when no cut was done

This is the first time in 6 years I do work in sequencer... man, this has
grown into a messy bizz! Like sequence variables... using names like:
start, startdisp, startstill, startoffs... totally confusing here. Could
use giant cleanup! Implementation was weak from scratch though, Mea Culpa!
2005-08-14 10:31:14 +00:00
65aa88af11 Added the 4 new proportional editing modes also to the uv editor transform.
Eventually the uv editor should use the new transform code and get these
automatically, but until that's done this might fix bug #2920.
2005-08-12 15:33:06 +00:00
2cb9c4db0c Bugfix, the lock button in the uv editor didn't work, the 3d view would
always redraw even if it was disabled (only on non-apple).
2005-08-11 13:08:08 +00:00
2f32c8451c New "Mirror UVs" function in faceselect mode, to complement Rotate UVs.
It mirrors the UVs or Vertex Colors of individual faces (on the red edge
of the UV face).

Patch provided by Martin Poirier, thanks!
2005-08-11 00:00:24 +00:00
1db88bd065 - modify CCG to not crash when passed invalid faces, just ignores
that face... this situation should still not happen with well
   written modifiers but at least it won't crash now
 - bug fix in mirror modifier, calculation during editmode did not
   check to make sure built mface's had valid indices... grr the
   ==0 tagging system is really a pain.
 - convert a few uiDefBut calls to use explicit type
2005-08-03 19:27:19 +00:00
b03a20d272 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuff
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the
   name of the actual bit define instead of just a magic constant, this makes
   searching the code much nicer. most of the credit here goes to LetterRip
   who did almost all of the conversions, I mostly just checked them over.
2005-08-03 18:48:22 +00:00
3f9d13c119 Moved some theme-related defines to BIF_space.h from space.c 2005-08-01 01:46:10 +00:00
b0065e3451 Added PoseMode CTRL+C copy menu. Does loc/rot/size and constraints. 2005-07-26 19:51:15 +00:00
4d273d8d5b Armature-Pose IK goodies!
- Added option to the IK buttons, to have it use the 'tip' as end of the
  IK chain. I never really understood this old convention (IK didn't work
  on the Bone itself).
  Old files still will read OK though. But I made the "To Tip" a default
  when adding new IK constraints.

- Hotkey CTRL+I: add IK, with option to have it adding an Empty target,
  or use a selected Bone as target. With the new non-modal PoseMode, it
  gives instant access to playing with the IK chain.

- Hotkey ALT+I: clears IK, on all selected Bones

- Hotkey ALT+C: clears Constraints on all selected Bones (incl IK)
2005-07-24 11:36:05 +00:00
0e2302bfa5 Big Transform Manipulator Merge
*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.

This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
	- The dropdown in the 3D view header is always visible
	- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
		However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
	- Alt-Space (to change the orientation) works during transform


New Transform orientation: View, using the view axis.

Fixes for the following bugs:
	- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
	- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
	- Numinput with lock constraints didn't work correctly. Reported on elysiun

	Probably some others that I'm forgetting

I also moved a couple of functions around in an attempt to make things clearer.
2005-07-24 06:25:00 +00:00
948f27c0d8 Killed silly modal PoseMode mode! :)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
  for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
  with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
  time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
  Object's PoseMode

It was quite a lot recode, so tests & reports are welcome.

Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
2005-07-23 18:52:31 +00:00
438b5a6733 Fix for bug #2766: Shear shortcut broken
The problem is that the shear shortcut that was originally chosen was
eaten up by the shortcut to switch to the scale blezmo. Changed the
shortcut to CTRL + ALT + SHIFT + S which is painful but seeing as how
shear in object mode has limited use, I don't think it will cause any
real problems. I also updated the menu entry to match.

This was assigned to Martin but he's busy so I did it... and if I did it
wrong... blame him for not fixing it sooner ;)
2005-07-22 03:25:29 +00:00
8fa42457ca 1) Removed old annoyance in adding armature or bones.
- Add Armature or Bone (SHIFT+A) now adds by default a single Bone, view
  aligned and of unit-size 1.
- Then use E-key (extrude) to draw chains, this option now doesn't popup
  the "OK" requester anymore, so works fast
- Another new method is using CTRL+click to add Bones

This makes it working identical to the other edit modes in Blender. The old
modal loop for drawing bones just wasn't working well either.

Related to this; have a real set of useful Armature primitives?

2) Removed event REMAKEALLIPO, which was added in NaN days for testing, and
proved to be extremely slow. Code is moved now to editnla.c.
Thanks Tom Hendrick to pointing to this nasty buggy feature!
2005-07-19 10:06:57 +00:00
e67ba0ae33 More armature goodies;
The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')

- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
  or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
  Here you can find the "segments" button, which allows bones to
  interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
  work satisfying yet

NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
2005-07-16 19:07:02 +00:00
798d39dd4c Well here it is. Subdivision/Loop Tools Recode Commit #1
Ton has been pushing me to get this in and finish it up with help, so here is a run down of the commit

Revised Features
	Subdivide now is Edge based, allows for multicut
	Loopcut was recoded, now has multi option
	Knife tool now has multi option

New Features
	Edgeslide
	Edgering select

Removed Features
	Alt-B Edgeloop selection (use alt-RMB in edgemode)
	Shift-R Faceloop selection (use alt-RMB in facemode)
	Old Subdivide (Except for smooth which is left in until new one works)

Todo
	Subdivide Smooth Math is broken - could use some help here (look for alter_co in editmesh_tools.c)
	Tweak mouse control of Edgeslide is hackish ATM
	Add Non-proportional movement  to edgeslide
	Add smooth option to new loopcut

I probably left something out.

See here for more info
http://wiki.blender.org/bin/view.pl/Blenderdev/EdgeSubdivision
2005-07-13 15:20:40 +00:00
1b466f7765 Hide .file blocks in databrowse/pop menu.
This is mainly useful for scripts that generate/load datablocks for their own use and don't want to burry the user under an avalanche of datablocks he/she doesn't care about.

This adds a user pref "Hide .data" which now acts as a default value when opening a new fileselector.
It is also used when creating data select pop menus.

The "ghost" button in a fileselect window is independant from the userpref. It can be turned on/off individually without affecting

Note: When turning the option on/off, it sometimes take a couple of times before the pop menu registers it. Probably some caching thing. Will have to look at it.

Default value is Off.
2005-07-11 23:49:06 +00:00
31f50d9247 For long on the wanna-have list;
Ipocurves with "Auto" handles now have option to remain horizontal on the
extrema (tops & valleys). Use ALT+H to set this per selected curve.
Note this is a per-curve feature, not per-handle.

If it works satisfying I can check on making this the default new added
curve.
2005-07-10 12:50:14 +00:00
22a18ecdb8 3D view orbit option: Around Active
This fixes the active object in place when orbiting the view.
	Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html


Image Memory Grabage Collection
	This adds memory handling to the image code. An image is tagged each time it is used.
	During a collection cycle (frequency of cycles is user defined), if an image is older
	than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers.
	Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram.

	Notes:
		Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image.
		I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful.
		Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed.
		Collecting is called in draw_object, most likely not the best place to do it.
		Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened)


Userpref DNA changes:
	I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy.


Info window changes:
	I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer.
	Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this.


Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
Nathan Letwory
c91355f3b6 Rollback of http://projects.blender.org/pipermail/bf-blender-cvs/2005-June/003769.html (which I in my commithappyness did before properly checking) 2005-06-11 16:30:36 +00:00
Nathan Letwory
07fb86d355 * fix for bug #2733 2005-06-10 13:55:09 +00:00
71a2d40b00 * Timeline should display frames by default, not seconds 2005-05-12 12:33:43 +00:00
884c94500b Another update on FTGL texture fonts drawing. Added the same floor() trick
to precisely align the glyphs to pixel coordinates as used in the Pixmap
version. It now looks fully identical here.
2005-05-11 21:09:13 +00:00
0574768f88 Animated UI for TimeLine "Play"
Using the Play button in timeline, now uses an event-driven system to
update the animation system and signal windows to redraw. Meaning the
full UI remains responsive!

Check the new Pulldown "Playback" to set which windows you like to see
updated. Same settings is used for LMB 'dragging' frames in Timeline.

Implementation notes;

- the Icon for 'Pause' (or stop) has to be made yet, I commit this from
  my laptop... all was coded during a 2 x 5 hour train ride to germany
- the anim playback system (ALT+A too) now uses correct "frames per
  second" as maximum speed. Buttons can be found in 3 places in the UI,
  also added it as pulldown item
- The system works with 'screen handlers', which has been coded with
  using Python (networked) events or verse in mind too. A doc on that
  will follow.
- the buttons code has been made 'resistant' to animated UIs too,
  preventing flashing of hilites.
- All subloops (like transform) stop playback, with exception of MMB
  view manipulations.

As extra; found tweak to make Textured AA fonts draw without distortion.
Looks perfect here on laptop now (like Pixmap fonts) and is 20x faster.
2005-05-11 20:01:42 +00:00
d07dccc386 Found some time do sanitize the big Transform call:
- Splited off the event treatment into a fonction of its own
- Splited off the initialisation phase into a function of its own (will have to do it for the manipulator function too)
	Calling transform now works like this:
		initTransform(mode, context)
		- possible post init calls, constraints mostly
		Transform()
		- eventually, the postTransform function, so that Transform is just a simple big loop which could in the end just be tied in the blender event system instead.
- Added a state variable in TransInfo to replace the ret_val local variable. Possible values are: TRANS_RUNNING, TRANS_CANCEL, TRANS_CONFIRM
- Tied MMB and the hotkey select for constraint together, so selecting an axis with MMB and pressing the axis key after that goes to local mode on that axis. Much less confusing.
2005-05-10 04:21:11 +00:00
09fb5d6b8d BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events).  Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).

- Updated Window and Window.Theme with new theme vars and the Time space.

- Script links:

-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.

-- Added "Enable Script Links" button in the script buttons tab.  Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default.  "blender -y" also disables all slinks as happened before with OnLoad ones only.

-- Other small changes in the script buttons tab:
  When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
  Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type.  Cancel the popup to leave the string button empty (link exists, but has no script assigned).  A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown.  With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.

-- Implemented Ton's space handler script links:

Right now only for the 3d View,  but it's trivial to add for others.  There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window.  Ton's idea was to give scripts a controlled way to integrate better within Blender.

Here's how it works:

- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT

and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu.  Check (mark, click on it) a script to make it active.

EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:

import Blender
from Blender import Draw

evt = Blender.event
if evt == Draw.AKEY:
  print "a"
elif evt == Draw.LEFTMOUSE:
  print "left mouse button"
else:
  return # ignore, pass event back to Blender

Blender.event = None # tell Blender not to process itself the event

DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.

To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.

Still need to code some nice example, which should also serve to test properly space handlers.  Simple tests went fine.

- doc updates about the additions.

=======

Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable.  Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are.  The tooltips may not be accepted either, since other menus don't use them.  Opinions welcomed.
2005-05-08 21:20:34 +00:00
744bb6f19a UI goodies & cleanup
- TimeLine: Marker grabbing works now. Use GKEY or select+drag, as usual
  Holding CTRL will step with 1 second (corrected for ntsc dudes yes!)
  Also added this in header pulldown

- Time values and Time grid draw fixed for Seconds display. It used to
  draw steps of 2/5/10/20/50/100 etc. frames. Now does steps in seconds.
  Again corrected for "Frames/Sec" value.

- "Frames/Sec" button redraws TimeLine, Secquencer, etc

- Bug fixed in editing Theme for TimeLine (was editing Image Select...)

- Added Grid color to Theme choices for Ipo, TimeLine, Sequencer, NLA,
  Action, Sound. Was missing!
2005-05-08 11:24:46 +00:00
b33536cdaa Two little issues for Timeline window;
- Using Arrowkeys to change frames didn't give proper redraw
- Option "Record" now tied to the User-preset "Auto key insert". It is
  no user preset anymore even, I thought to leave a button in the User-
  presets for the time being though...
2005-05-05 18:31:39 +00:00
f0a4ce98f9 Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.
Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.

Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html

Notes for using timewindow;

- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers

- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key

- Press S or E to set start/end frame for playback

Notes about the implementation in Tuhopuu:

- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
  should deselect all, except the indicated Marker. Not when holding SHIFT
  of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
  (Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
  was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
422b69fe1e UI cleanup work;
Proportional edit:

- Proportional mode added to header as button/menu. Including new option
  to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
  The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
  so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode

Other UI stuff:

- in EditMode, the layer buttons get hidden... the amount of icons in
  3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
  of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
  the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
  so it gets saved.
2005-05-03 10:54:42 +00:00
42126cb5fc Added baking for softbodies.
Works as follows;
- press the 'show bake settings' button (no space left... :)
- define start/end frame for bake, and an interval step.
  The baked result interpolates nicely (Bspline, 4 keys) so in general a
  step size of 2 or 3 still gives OK results.
- Press "BAKE". This will do a full animation + playback. Press ESC if it
  you don't want it.

Once Baked, the BAKE button becomes a FREE BAKE. As reminder the softbody
buttons get blocked with error() menu.

This saves OK in a file. Renders any frame, including fields and moblur.
You can also set a "Timeoffs" for the softbody. And yes, this should be
in the NLA once... :)

NOTE! With this commit, files saved with the old (first commit) version by
Jens Ole won't read the settings back... he stored all sofbody variables in
Object, which was moved to a new struct when I did my first commit on SB
(over a month ago)

Also note that I moved particle deflecting & softbody to a new include.
2005-05-02 13:28:13 +00:00
79e333343b Dependency graph patch, provided by Jean-Luc Peuriere.
Works like a charm... well it now replaces the old base-sorting hack. :)
Next stage will be to define how to further integrate it. Plus some
minor code cleanups... static/internal functions versus external, etc.
2005-04-30 21:27:05 +00:00
42ae9128fa Removal of old transform() <sob> part one.
- added in new transform the (not so useful but yah) old feature that
  does scrollwheel zoom during transform
- had to change transform call arguments for uv-window/sequence/oops to
  match new transform for mouse callback

TODO (for martin?)

- pulldown menu support to call with local axes compliant as for pressing
  it with hotkey
- mirrormenu() still uses old transform stuff...
2005-04-30 21:19:19 +00:00
d8f23c8d3c Reflecting the discussions on Transform Manipulators...
Here you can see the notes and pictures:
http://www.blender3d.org/cms/Manipulator_Widgets.548.0.html

The alternative rotate widgets are still under rt=2 and rt=3.

Still enough work todo here, but hope it's a good step forward!
2005-04-24 13:22:24 +00:00
0016d29b51 Make view translation and zooming 'smooth' in the uv editor. Power-of-two
zoom levels can be found in the View > View Navigation menu. Also Ctrl+MMB
zooming was added.

Added the E-key, LSCM unwrap popup back again.
2005-04-24 11:57:23 +00:00
c333ba8dfa Merging over some uv editor tweaks from tuhopuu:
- Moved Weld/Align out of transform code, now it's a menu.
- Removed confirmation popups for LSCM unwrapping in the uv editor, didn't
  make sense anymore now we have undo.
- Extended select linked, to work more like it does in edit mode:
	- L: select linked uvs/faces under the mouse
	- Shift+L: select/deselect linked uvs/faces under the mouse
	(like shift+click for selecting single uvs/faces)
	- Ctrl+L: how L worked before
- More accurate uv selection: when selecting one uv from a group of uvs that
  are in the same position, it now selects the uv belonging to the face the
  mouse is over, instead of a random uv.
- 'View Selected' (numpad .-key) for both faceselect mode and the uv editor.
2005-04-23 01:36:08 +00:00
6a00fcd90c Add "View Selected" (numpad .-key) for faceselect mode and the uv editor.
Also includes some 2d vector operations (subtract, dot, normalise).
2005-04-22 20:16:02 +00:00
8a02dc11de Patch provided by Andrea Weikert (elubie):
With a few tests I have discovered that when quitting Blender the filelist
in SpaceFile doesn't get free'd.

storage.c:
I have replaced strdup for the relname member in BLI_builddir with BLI_strdup.
and malloc with MEM_mallocN for the string member in BLI_addstrings().

filesel.c:
Of course also had to replace free with MEM_freeN in freefilelist().

In freespacelist (space.c) I added call to freefilelist for the SPACE_FILE
space type.
2005-04-17 15:50:52 +00:00
1bde293997 Bug fix #2394
While in camera view, going to local axis rotation (R, X, X) the view
became instable. Was still using the view3d view matrix, instead of
initialized TransInfo->viewmat.

Martin; you could check on the mouse motion in this case, for some reason
it only uses horizontal motion?

ALso; renamed button in InfoWindow "Disable sound" to "Disable Game Sound".
2005-04-12 10:08:04 +00:00