- remove brush array for each Paint struct, just use a single brush pointer.
- removed rna function based template filtering.
- filter brushes using a flag on the brush and the pointer poll function.
- set the brushes using a new operator WM_OT_context_set_id().
TODO
- remake startup.blend, currently brush groupings are lost.
- rewrite WM_OT_context_set_id() to use rna introspection.
Fairly closely match some mac application colin has called 'Looks', to give better results.
- lift is now applied non linear (was being added to the color)
- change the color wheel to preserve the luminance of the gamma and gain values, this stops the color from being set too dark (option for the color wheel template).
- sub-pixel precission for the color wheel since the white area at the center can make a lot of difference with a very small change.
This change will make existing node and sequencer setups lift render slighly differently however discussed this with Ton and he's ok with it.
* Constraint template now uses 2 rows as well, when the area width is small.
* UI Code could use some code/layout cleanup still, will look into that soon.
- rename 'no_bg' argument to 'emboss' (and negated)
- added 'emboss' option for operator buttons.
- Addon UI Layout slight modifications, changed enable/disable buttons for checkbox, grey out text of disabled addons to make it obvious at a glance whats enabled.
- column expanded enums now align text to the left.
- renamed ui_item_enum_row to ui_item_enum_expand since its used for columns and rows.
* Now it displays the last report from the global list, not just from operators
* Rather than disappearing when a new operator is run, it stays until it times
out or a new report is added
* Fun animated transitions ;)
http://mke3.net/blender/devel/2.5/reports_header.mov
Now need to investigate report usage with popups. Ideally we can have most
reports non-blocking, so they're less intrusive, only popping up for dire errors.
Problem is many things in Blender right now are marked as RPT_ERROR
when probably RPT_WARNING is more appropriate. Should probably keep
RPT_ERROR for things that demand immediate attention.
by Xavier Thomas
This adds the waveform monitor and vectorscope to the image editor 'scopes'
region, bringing it inline (plus a bit more) with sequence editor functionality,
and a big step closer to the end goal of unifying the display code for image/
comp/sequence editor. It's non-intrusive, using the same code paths as
the histogram.
There's still room for more tweaks - I modified the original patch, changing
the openGL immediate mode drawing of the waveform display to vertex arrays for
speed optimisation. Xavier can look at doing this for the vectorscope now too.
Thanks very much Xavier!
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 and 27683 by Campbell from render25 branch)
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 by Campbell from render25 branch)
Reports (i.e. 'info' or 'errors') are now shown in the info header in place of the scene statistics if the last executed operator had some, with this info disappearing again once another operator is run (to show scene statistics again).
For example, this means that info such as the the number of verts merged, or whether a Keying Set successfully inserted keyframes, etc. is now shown again somewhere, and that this is done in a non-blocking manner.
The current implementation is still a bit crude (i.e. lacking fancy polish), but is at least barebones functional. The todos...
* When more than 1 report message is generated by the last operator, there is currently a display of the number of reports. In future, it would be nice to be able to add a button beside this or make the label clickable with appropriate text indicating this (commented out atm) to show popup menu of all the reports...
* There could probably be some kind of coloured backdrop behind the text. Currently using standard box, but that has padding problems, and lacks visual interest.
* Timer based fade out/disappear?
* The Lift/Gamma/Gain formula previously was incorrect, fixed this and
removed conversions - now the RNA values are the same as what goes into
the formula.
* Because of this, added the ability for the Value slider to map to a wider range
than 0.0-1.0. The black/white gradient remains the same, in this case just
indicating darker/brighter rather than absolute colour values. Also added ability
for color wheels to be locked at full brightness (useful for this case, where the
color value itself is dark).
* Added an alternate formula - offset/power/slope (asc-cdl). This fits the standard
Color Decision List formula, here for compatibility with other systems, though
default Lift/Gamma/Gain is easier to use and gives nicer results.
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.
Most file changes were to make scene available in the isDisabled modifier
callback function.
* Added a generic 'histogram' ui control, currently available in new image editor
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.
It's a baby step in unifying the functionality and code from the sequence editor,
so eventually we can migrate the sequence preview to the image editor too,
like compositor.
Still a couple of rough edges to tweak, regarding when it updates. Also would
be very nice to have this region as a partially transparent overlapping region...
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator,
working nicely using rna properties (fixes#19475 and some todo items)
This ended up being a bit more work than expected, it involved converting the
colour picker to use RNA properties directly, rather than temporary values. This has
several advantages, including being able to type in RGB values greater than 1,
however there are still some redraw issues with sliders.
Also removed the alternate color pickers after this time spent testing, the current one
should be sufficient, or alternatives to the wheel can possibly become preferences
in the current design.
Converting the picker to RNA also made it very trivial to make a cool new
ColorWheel template, which can be embedded in UI layouts. I've enabled it already
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab,
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to
change between Brushes. The shortcut keys for changing between tools have
now been changed to change between named brushes - the G key in sculpt
mode now changes to any brush named 'Grab'.
The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for
each brush. This means that for example, you can draw with a strong textured
Clay brush, but then switch quickly to a weaker, untextured Smooth brush,
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes -
just add a keymap entry similar to the existing ones, that references your own
custom brush names.
To bring over these new default brushes to an existing B.blend setup, just
append them in from the new B.blend in svn.
Now the key maps are displayed in a hierarchical list which you can
browse through. As well as in the main list, modal key maps are also
available in context, for example, if you unfold out a Transform key
map item, you'll be able to fold out and access its modal key map underneath.
More work to do, including search, better operator browsing, etc.
Still need to revise the ordering/hierarchy and clean up naming to be
consistent too, it's a bit of an 'evolved' mess right now.
Thanks to theeth for some initial work here too.
Brecht, I added a Layout template function, template_dopesheet_filter -> uiTemplateDopeSheetFilter, this creates the group of buttons for filtering ID type (and some other options) for animation editors (Graph, NLA and Dopesheet). I hope this is all right, if not, we can move this maybe to a .py file as a function for reuse.
* Moved more of 3dview header to python
* Fixed the layout of the ui layers template to show the correct number of buttons
* Added support for layer icons (active layer, used layers)
- remove functions such as operator_int(), operator_enum(), operator_string
this mixed with keyword arguments in a way that made them hard to read.
Instead, have operator() always return properties rather then needing an argument.
- rename prop_pointer() --> prop_object(), pointer is more a C thing.
- missed item_enumR(), rename to prop_enum()
* Mouse wheel now scrolls the list.
* Up/down key and alt mouse wheel change the active item.
* Adding/removing items from the list now automatically scrolls so the
active item is in the view.
* Shift mouse wheel changes the size of the list widget to display more
items. Lazy replacement for a proper grip.
* Shape key list now displays the influence value next to the name,
* Also fix the range of the value slider to match the defined min/max
range.
Added a base-template for editing/creating RNA-Paths. This is now used for KeyingSets and Driver UI's, so that when the actual magic gets put in, it will work.
Added new template for choosing to use any type of ID-block. The first combo box allows you to choose the type of ID-block that gets used, and the second box allows you to choose the ID-block of the type specified by the first one.
This is currently used for setting the ID-block used for Keying Sets, but the main user for this was intended to be the Drivers UI. However, I still need to clear up a few button-event issues there before I can port this over.
Additional Bugfixes:
* Adding new Keying Set path was setting the active path wrong, meaning that you had to click on the list to get some response after adding
* Bone Groups list was being drawn too long by default (when empty)
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
* The image panels in the image editor and texture buttons
should be more complete now, with working new/open,
refreshes, and using the layout engine.
* Paint panels in image editor are now consistent with the
ones in the 3d view toolbar.
* Curves panel also uses layout engine, and doesn't look
squashed anymore.
* Fix problem with curve mapping / color ramps not updating
things like previews propertly. Now it uses the RNA update
of the pointer from the material/texture/.. so each of those
can define their own update, but still share the RNA struct.
* Code for these templates is now in interface_templates.c
* Fix exception for "axis" property, now it always shows normal
widget with the PROP_DIRECTION subtype.
* Remove context from uiBlockLayoutResolve, no longer needed.
* PROP_NEVER_NULL is now a flag instead of a subtype.
* It works for function parameters too now, so setting
this flag can help avoid NULL checks in the function.
* Renamed LocalLamp to PointLamp, making it consistent
with the UI name.
* Set icons for the different lamp struct types.
* Loading newly saved files (where linked-libs were used) crashed.
However, libraries still don't get loaded correctly yet for some reason...
* Pointer layout-items now draw without their UI text if their name is set to "" (i.e. text=""), making the ones with icons appear normal. This is kindof a hack, since it would be better to expose icon_only, but this way is less work.
Make local and make single user are back for ID template.
Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.
Further, some small changes:
* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
Patch by Lorenzo Pierfederici (lento). Many thanks!
* Ported some more menus to python (Pose, Particle...)
* Some cleanup and reorganization in the python file to reduce code. :)
* Cleanup of old C buttons code.
when passing properties=True as argument.
Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
than multiple different "boolean" arguments, but still exposed as
booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.