Commit Graph

117 Commits

Author SHA1 Message Date
Ken Hughes
115b65ce7c Fix numerous gcc warnings. 2007-03-16 05:03:38 +00:00
604b423032 - Library linking feature: global undo/redo now doesn't read the linked
library .blend files anymore, making it a load faster to use.

- Fixed ancient annoyance; samples were not properly freed, giving a lot
  "Error Totblock" when using sound.
  This fix also involves removing an ancient NaN hack, which treated the
  samples as fake Library data in the Main database.
  But still, the Blender Sound and Sample code is horrible... :/
2006-11-25 13:07:28 +00:00
9a14548104 Old feature request: undo system now restores images without reloading.
Was surprisingly easy to add, compiant with file reading and undo code.

Currently only the Image->ibuf gets restored, and its opengl binding, so
for realtime texture it works nicely. Also texture images are not freed
inbetween undo steps

Notes:
- Painting textures will just keep the painted image, there's no undo
  yet for that
- If this works satisfying, I'll extend it to compositing previews

TEST IT WELL PLEASE! :)
2006-11-10 10:17:04 +00:00
c56f04cb5f Fixes I did before leaving to siggraph, couldn't commit it due to freeze:
- buffer overflow was possible with providing a file path argument longer
  than 256 characters.
- buttons "VCol Light" and "VCol Paint" were not mutual exclusive
- quicktime error menu (unable to create) had a enter in end
- deleting points in CurveMapping button (like Curves node in compositor)
  did not give proper recalc event
- edges render menu had a tooltip still mentioning the unified render
2006-08-09 10:00:27 +00:00
4ee3515bf1 Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
  to be used in texture paint, vertex paint, weight paint and sculpt
  mode also.
- Being a datablock, these brushes can be saved, appended and linked.
  They have a fake user by default, to make sure they are saved even if
  not selected.

Image Painting:

- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
  be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
  added, code taken directly from vertex paint.

Note to project files maintainers:

- The img module was removed from SCons and Makefiles, and this should
  be done in other build systems also. I'll wait to remove the module
  from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
465ff56d96 Orange: Ack! Yesterday's commit to cleanup relative paths forgot to
change the undo code as well... so on any Undo/redo all the libraries got
lost!
2006-01-05 14:12:07 +00:00
ea7538dca6 Orange: more noodle updates!
**** NEW: Group Nodes

Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.

This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)

So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.

Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).

What works now:

- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.

- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.

- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.

- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.

What needs to be done:

- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.


**** NEW: Socket Visibility control

Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.

A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).

Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.

To be done:
- a way to hide individual sockets, like with a RMB click on it.

**** NEW: Nodes now render!

This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.

What needs to be done:

- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
  shadow value, or light intensity only, etc

Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.

Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.

OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
d024452ebf Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
  groups.
- In Object buttons, a new (should become first) Panel was added, showing
  not only Object "ID button" and Parent, but also the Groups the Object
  Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
  temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
cb988ff8a9 - fix some error handling in blend loader, correct error codes
were not always returned.
2005-07-25 18:35:49 +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
8e92ee8684 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
2005-03-19 21:08:13 +00:00
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +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
3a2194a534 Remove ability to open a published executable from Blender. 2004-04-24 06:29:51 +00:00
Nathan Letwory
39a8c014c4 This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.

Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.

Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).

Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +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