Commit Graph

47594 Commits

Author SHA1 Message Date
0139d9d121 2.5
Fixed memory leaks when closing Blender without exiting Armature EditMode first.

Ton/Brecht - mesh editmode (and a few others I think) are still leaking in this case.
2009-02-09 01:33:50 +00:00
5e0c553b15 Armature Editing: Subdivide Operators
* Added back the Subdivide tools. Use the Alt-S hotkey (for now) to get a menu with the subdivision options. There are also two standalone operators which are not used yet.

* Fixed the PoseMode checking callback to make sure that it doesn't override any tools in EditMode.

* Fixed an old comment in transform code, and a few warnings in editarmature.c
2009-02-09 01:27:44 +00:00
7d6e7914de Armature Tools - Ported Switch Direction (Alt-F)
This is one of the few armature tools where it is currently not that easy/desireable to port to use context-loops exclusively, since they depend on working with 'chains' of bones from the tips to the roots, which cannot be easily done using EditBones.
2009-02-08 23:41:21 +00:00
ecf5250cf3 == Sequencer ==
Fix for the transform fix. It's getting late...
2009-02-08 19:54:11 +00:00
7877fb2f83 == Sequencer ==
Fixed proxy scale problems in transform effect
2009-02-08 19:28:12 +00:00
eb929804d2 2.5
Added CTRL+W save Blender file.

It's the first user of the uiPupMenuSaveOver() function,
which I've recoded to accept an operator pointer.
This is required because the operator property 'filename'
has to be set to work. Other 'save over' users will
require running operators too I guess.
2009-02-08 19:15:59 +00:00
edc57679e8 forgot this file 2009-02-08 17:31:03 +00:00
eb7feeae77 alt-ctrl leftmouse (e.g. current knife) now uses bmesh edge subdivide! wa-hoo! basically I had to add some slots to the subdivide operator so it could accept custom percentags for splitting edges. also put some commonly passed-around paramters into a struct, so i don't have to constantly keep changing a dozen function signatures 2009-02-08 17:01:28 +00:00
3fcc36d0b0 2.5: RNA auto pointer type detection didn't find right types. If
two RNA structs have the same DNA structs it should use the first
defined one, could be smarter but for now this makes it work again.
2009-02-08 14:56:43 +00:00
1e3a23ee0c merge with 2.5 at r18865 2009-02-08 14:25:04 +00:00
f22bacee3b forgot that you can't simply grow an array by one, when your rotating your indexes. 2009-02-08 12:41:13 +00:00
8c5c7ebb0b 2.5
Scene browse button now works.
Note that animsys currently executes animation for the entire
database, so multiple scenes in multiple windows don't work yet.

Various fixes:

- crash on invoking filewindow when mouse outside (active) window
- removed obsolete error prints (set screen error, copy data error)
- displist fix for loading files with curve/nurbs, the select-outline
  then didnt draw immediately.
- outliner allows scene activating
2009-02-08 12:16:35 +00:00
2934dff13d bmesh esubdivide now supports one of the selection actions the editmesh does (so newly created verts, and newly created edges/faces if all edges of a face are selected are selected). also replaced a few usages of stack temp arrays with dynamically-allocated ones. and made bmesh->face be signed. 2009-02-08 11:53:14 +00:00
fa8d5608dc Animato Conversions:
Added a few Material->Mode bitflag conversions as an example for Roland to extend to the remaining settings. There are currently still quite a few settings missing from RNA to be able to convert all of these.
2009-02-08 11:28:20 +00:00
dd23d47fca Action Editor - Tweaking code for refreshing.
Although there is currently code in place to listen to notifiers + tag updates for regions, these don't actually result in any changes yet. Everything still relies on 'manual' redraw tags for the entire area to have refreshes.
2009-02-08 11:06:26 +00:00
d7f5eab6cb Action Editor - Added back ID browsing buttons. Only browse/delete works for now. 2009-02-08 10:21:38 +00:00
62d61b2f06 yay triangle patterns work in new bmesh esubdivide. 2009-02-08 08:52:25 +00:00
608e6f1d3e edit_tools ops - starting from 4key up to 8key, ctrl and alt. ton: please check if working (especially uv and color functions) 2009-02-07 23:20:36 +00:00
59e96a2831 BGE Py API cleanup: Camera Actuator. 2009-02-07 20:35:16 +00:00
2f0f8c8bae 2.5
- Screen browse button back

- Several fixes in using screens in more windows.
  Still has loose ends, but things are definitely more stable!
2009-02-07 19:37:29 +00:00
f78aa0ab65 2.5
F6 menu "redo last operation" now works, mostly :)

Try it in editmode on add-UV-Sphere, or Subdivide, those work
fine. Transform ops have some feedback issues or so.

This is a temporary commit; brecht will take this further with
nice code (event system doesn't make menus as active region
but sets the original context instead, as stored in ui handler.)
2009-02-07 16:43:55 +00:00
d28a05080c 2.5
Edit Mesh: Knife Cut back.

I've put it for now under ALT+CTRL+LMB, modeless direct cutting.
Options for polyline input and snapping is for later. At least
this works cool :)
2009-02-07 15:44:16 +00:00
875a08884b 2.5
- Node editor: link cut back, now under ALT+LMB, to prevent
  accidents. Note it now nicely intersects the real curved
  noodles with a line you draw!
- To make above work, replaced ogl curve draw with own bezier
  code.
- Added new WM standard operator callback for lines-gesture,
  the Lasso gesture now draws a closed line.
- Both callbacks have optional property 'cursor' to make it
  give modal info. For future also linestyle or color can be
  defined.
- Changed 'pin' icon in Image header to something that looks
  less scary... but there's no pin icon yet?
2009-02-07 14:03:34 +00:00
d21a4780da 2.5
Bugfix in ctx itterator: CTX_DATA_COUNT() didn't free memory.
2009-02-07 13:39:54 +00:00
df048070ec 2.5
Hrmf; the patch provided for setting UserDef opengl lights didnt even
work. It was setting flags zero, which just disabled any saved light.
2009-02-07 11:04:13 +00:00
2a638fa3cd View2D bugfix:
The previous fix for zooming only worked as lucky coincident. It was the flag that was wrong, not the var.
2009-02-07 10:39:20 +00:00
19896992ff 2.5
- Added back CTRL+X "reload start-up file".
  (Original name 'erase all' is a bit misleading, but we can
  go over all naming conventions later :)
- Added memfree for triple buffer data.
2009-02-07 10:00:46 +00:00
86f200a510 Started converting over the sculpt header menu to the new system. Added operator and menu items for brush curve presets. 2009-02-07 03:21:28 +00:00
591ab657d6 2.5: UV Editor, more operators.
Border Select
Circle Select
Pin
Select Pinned
Unwrap
Minimize Stretch
Pack Islands
Average Islands Scale
Snap Cursor
Snap Selection
2009-02-07 01:27:46 +00:00
709976a4af 2.5: fix triple buffer memory leak on exit. 2009-02-06 19:58:15 +00:00
e40803a5b3 Fix for bug #18228: OpenGL specular did not get the correct view
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
2009-02-06 19:21:24 +00:00
02d594aba0 2.5
- Corner node 'size' widget works again
- Proper preview events added on linking nodes
2009-02-06 18:38:10 +00:00
09099111e3 Added Scale, fixed bugs incl. patch #18037 2009-02-06 18:09:35 +00:00
f8492383fd Finish Material, Sound and World adr conversion sections. Moving on to particle adr codes, but I have to wrap particle dna first. Ugh. 2009-02-06 17:32:57 +00:00
1b0a49478a 2.5: Enable triple buffer drawing by default (if it doesn't work
or flickers, kick me). Also removed proxy texture test since it
does not seem to be implemented well by all drivers.
2009-02-06 16:51:09 +00:00
84e2de8ca7 2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:

xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
	sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);

The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
14f180fa04 2.5
Node editor: 

- Linking sockets back.
- Removed obsolete code 
- Add node gives correct pointers for Render stuff
2009-02-06 16:34:05 +00:00
61fdeb1b2f 2.5
View2D bug: zooming failed in node editor due to check for wrong
variable (keepzoom instead of keepofs :)
2009-02-06 16:31:18 +00:00
8f70b93124 2.4x Sequencer Python API
- add metastrips now possible
- access to speed options
- access to wipe options
- added seq.startDisp seq.endDisp seq.update()
2009-02-06 14:03:29 +00:00
1646f053a5 2.5
Compo node fixes:
- adding new composite in scene crashed, wrong pointers passed on to
  addnode function
- scene render-layer node now gets default scene ID pointer, which
  can be viewed/edited with menu in node
- on using headerbuttons in node window, display refreshes now
2009-02-06 13:07:02 +00:00
9d5958f061 2.5
Bugfix for Bugfix for 2.5 - Bugfix #18251!

- the call to GPU_default_lights has to be done after windows opened,
  in case you have no .b.blend saved it crashed
- further this function is only called on .B.blend reading, so it's
  correct to reset the lighting to user-def.
2009-02-06 12:33:15 +00:00
586d660b21 2.5
Bugfix: on reading multiple pre-2.5 files, the keymaps were generated
again, causing items to be added double.
2009-02-06 11:11:42 +00:00
0355dcc618 2.5 - Armatures Code
* Brought back recalculate bone roll (Ctrl N). This should be quite a straightforward example of a cleaned-up + ported armature tool. 

* Cleaned up a few warnings
2009-02-06 10:48:00 +00:00
2756060a64 2.5
Converted all countall() calls in armature code to armature_sync_selection()
2009-02-06 10:04:44 +00:00
4b0313bf82 2.5 Armature Editing - Restored 'Align Bones' (Ctrl Alt A)
* I've had to remap 'Duplicate window' to Ctrl Alt W instead...

* Fixed some bugs with armature context iterators for X-Axis Mirroring. Now, the code there checks for mirrored bones in the right way. 
For details on how to write tools that need to cope with this option, refer to the 'Align Bones' operator. I'll port another simple operator as another good example soon. 

Additional notes:
Currently, armature_sync_selection() is really buggy (not part of this commit), and needs further attention.
2009-02-06 01:39:55 +00:00
6a669d00b2 Patch #18015, adds "Value to Normal" node 2009-02-06 01:21:38 +00:00
fbdd75a475 Added compose/decompose, fixed bugs. 2009-02-06 00:55:38 +00:00
e1b92bc166 2.5
Safe method to move render results to the displayed image.

It now allocates a single image for display, and on each
refresh callback from render, it copies the refreshed 
section over to this image, in 32 bits. While rendering
that image then only shows progress updates, as usual.
This also now works for scenes in composte and results
for composite.

This should solve reported crashes for MBlur or SSS.
2009-02-05 19:28:28 +00:00
0a3697ccf7 2.5 - Bugfixes for Pose 'Clear' Operators
* Fixed context iterators for PoseChannels. The actual selection test was missing (but layer visibility was getting checked). Also added check for hidden bones here too.

* Removed unnecessary defines added by mfoxdogg in BKE_context.h

* Removed the old hacks in 'Clear ...' operators for ensuring that object animation (ipos/actions) don't overwrite poses. These are no longer necessary, since normal animation calculation is only done in a separate step on frame-changes now.
* Removed the manual checks for layer visibility from 'Clear ...' operators, since that's taken care of by context iterators.
2009-02-05 05:51:21 +00:00
6947624afa 2.5
*******
-ported clear loc,rot,scale operators to pose mode operators
	- for some reason when animated and you clear anything, the whole aramture clears. somthing to do with the depsgraph stuff that was directly ported  from clear armature()
2009-02-05 05:13:08 +00:00