Commit Graph

38 Commits

Author SHA1 Message Date
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
7fa7826da7 The zblur plugin (aka as DoF) integrated in render. Compared to patch
submitted by Alexander, changes/improvements are:

- Moved to new Panel in Scene buttons "Post Effects". Together with other
  postprocessing options, such as Edge render. It is also not called DoF,
  this because that's a bit pretending too much then. It's a zblur still!
- Made it render Alpha as well
- Made it use and deliver float buffers
- Huge cleanup of zblur.c code, was very messy. It was alling things in render
  code without need even (win matrices, transform faces, etc)
- Fixed errors in using Z values (zbuffer is signed int)
- Removed very weird gamma corrections for front/back half
- Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve
- Didn't copy 'auto focus' yet. Use of this is very limited, and gives
  false expectations, nor works for rendering anims with deamons well.

Main issue remains: it's not a very advanced feature... I still doubt
very much if this deserves to be released. Spent 2 days on trying to get
the key issues solved, with not much results.

- gauss filter code has weird side effects on large blur size
- having unsharp (blurred) in front also blurs what's around in back.
  only blurred in back with sharp in front works a little bit
- severe aliasing errors... also due the code splitting in 2 halves
- doesnt work with unified yet
- won't work for halos, spot halos or transparant faces

Anyhoo... It was promised to be committed, so now artists can play with it.
Who knows it's useful after all, or some fixes can be implemented. :)
2005-04-23 20:49:23 +00:00
7943f7990e Softbody:
- Added browsing for vertex group for "Goal" in SoftBody buttons.
- Means the default name "SOFTGOAL" isn't needed anymore
- temporally, on file read, the "SOFTGOAL" vertex group is set, if exists
- removing vertex group possible too
- changed softbody.c code to use this
2005-04-16 14:01:49 +00:00
90df59630e More softbody goodness;
- Added Softbody effect for Lattices (not too useful yet without
  vertexgroups though)
- Added default vertex "goal" value + button, to be assigned when no
  vertexgroup exists (or vertex isn't in the group)
- Made softmin and softmax work as documented (defining min and max range)
- made changes in buttons send 'update' signal to softbody

And:

- added Nkey Properties to show lattice coordinates
2005-04-02 19:52:32 +00:00
f0a8a93292 - removed USE_CCGSUBSURF define (always on now)
- added G.editMesh->derived pointer... idea is to use this
   for mesh derived from editmesh instead of Mesh->derived (as the
   derived mesh tends to vary depending on what it came from).

   This part could be cleaner, also there may problems with it not
   being invalidated correctly.

 - And most importantly: In case people were beginning to worry all
   these edits were just crazy zr stuff, the big point comes about:
   Incremental subsurf calculation is now enabled. This gives massive
   speed improvements when editing a large mesh.

   For the eye-candy happy: try setting G.rt==52 before entering editmode
   and the edges and vertices (in optimal mode) will switch to displaying
   visually the age since a region has last been calculated. Lots of
   fun!
2005-03-31 15:44:05 +00:00
912ef80bdc big softbody commit
some vertex group , weight painting stuff too
/me crosses fingers it does not break anything
2005-01-12 22:28:13 +00:00
610cec55c7 Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
  Currently only works with alternating scanlines, but gives excellent
  performance. For both normal render as unified implemented.
  Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
  getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
  OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
  with chars or shorts.
- Made normal render and unified render use same code for sky and halo
  render, giving equal (and better) results for halo render. Old render
  now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
  after render. Using PostProcess menu you will note an immediate re-
  display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options

- Render module is still not having a "nice" API, but amount of dependencies
  went down a lot. Next todo: remove abusive "previewrender" code.
  The last main global in Render (struct Render) now can be re-used for fully
  controlling a render, to allow multiple "instances" of render to open.

- Renderwindow now displays a smal bar on top with the stats, and keeps the
  stats after render too. Including "spare" page support.
  Not only easier visible that way, but also to remove the awkward code that
  was drawing stats in the Info header (extreme slow on some ATIs too)

- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
  defines.

- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
e6489f4a55 Added
#define B_UNLINKIMA            1358

Since it was undefined and causing things not to compile.  Whoever added it
might want to move it but hey its working again for now. ;)

Kent
2004-12-03 02:42:21 +00:00
d7c8ff725a Bug #1909
When choosing "render engine" in Scene Buttons, the newly added or removed
Panels didn't invoke a re-alignment event yet.
Also added code that inserts new panels as good as possible on their
previous locations. This works reliable for 1 new panel, not for more, this
because a Panel only stores its old location, not the locations of all
Panels in a given configuration. Consider that minor issue...
2004-12-01 12:39:14 +00:00
d5e0c065bc Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.

After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.

The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.

I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:

- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
  extra things:
  - activates a scene
  - selects/activates the Object
  - enters editmode (if clicked on Mesh, Curve, etc)
  - shows the appropriate Shading buttons (Lamp, Material, Texture)
  - sets the IpoWindow to the current IPO
  - activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view


TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
37f57288cb Lot of code... 2 new features:
1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.

Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody

- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.

2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.
2004-09-14 19:03:11 +00:00
ae9347662b Stretch To constraint
Read today's meeting minutes for a description.

Bjornmose: We'll need some example and screenshots for the dev pages of blender3d.org. If you can do some, neat, if not, I'll do them.

Matt, Emilie and Chris: Please review UI addition. Pixel alignement and all that fun stuff has not be overly looked for (though I did some cleaning by adding alignment blocks).
2004-09-05 20:21:16 +00:00
fe9336eb88 Work on creases editing.
- while editing creases (SHIFT+E) it works like scaling now (towards or
  away from center selection).
- ESC while crease edit now works.
  (note; doesnt fit in Trans structs...)
- button 'draw edges' and 'draw creases' now exclude each other
2004-07-25 13:36:44 +00:00
e077328122 Added LSCM UV Unwrapping:
http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf

Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.

Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.

Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.

LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.

LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.

Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.

Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces

The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
f77bc7eb7d Quite a large one this time... but now we have:
Edges in Mesh
- adds automatic when you use creases. For other situations; call the
  void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
  edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
  wireframe
- render for edges can't work... edges have no material nor tface nor col..
  so here still the faces are rendered in wire

Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
  wire color to edge-select color (as provided in Theme)

Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?

Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
2004-07-08 20:38:27 +00:00
a8ef804146 NEW: Ramp shades for diffuse and specular
http://www.blender3d.org/cms/Ramp_Shaders.348.0.html

Material color and specular now can be defined by a Colorband. The actual
color then is defined during shading based on:
- shade value (like dotproduct)
- energy value (dot product plus light)
- normal
- result of all shading (useful for adding stuff in the end)

Special request from [A]ndy! :)
2004-06-30 18:54:09 +00:00
e750478ce3 The revised patch from Leon for new particle effects.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7

The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:

http://download.blender.org/demo/test/

Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
  So empty objects are typical for it.

Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
2004-06-26 18:18:11 +00:00
c8fadc65dc Bug #1003
Using Nkey in 3d window, you could create a parent-loop, which hangs
Blender.
Added here that it checks loops, as for normal CTRL+P parenting.
2004-04-06 19:16:14 +00:00
7ba91ad2da New UV Calculation panel and code. The uv mapping function was split up into
multiple functions and partially recoded. Because now all the uv mapping
settings are accessible throught the panel, no popus will be shown when
pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder
and From Window to Shpere became obsolete, as you can set this in the new
panel.

The panel contains buttons for all the existing uv mapping modes, and the
following settings:

- Cube size: For Cubical unwrapping.

- Radius: Radius for Cylindrical unwrapping.

- View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere.
Respectively means you are in front of the Cylinder/Sphere, look through the
Cylinder, or use the object rotation to determine how the cylinder is
positioned (old Cylindrical unwrapping).

- Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar
you are looking.

- No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top,
draw all edges, without depth test.

All credits for this part (and also at least half of the other UV editor
improvements) go to Jens Ole Wund aka "bjornmose".
2004-04-05 17:08:00 +00:00
Nathan Letwory
00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00
3ce1dc9065 Area lights and more...
- New lamp type added "Area". This uses the radiosity formula (Stoke) to
  calculate the amount of energy which is received from a plane. Result
  is very nice local light, which nicely spreads out.
- Area lamps have a 'gamma' option to control the light spread
- Area lamp builtin sizes: square, rect, cube & box. Only first 2 are
  implemented. Set a type, and define area size
- Button area size won't affect the amount of energy. But scaling the lamp
  in 3d window will do. This is to cover the case when you scale an entire
  scene, the light then will remain identical
  If you just want to change area lamp size, use buttons when you dont want
  to make the scene too bright or too dark
- Since area lights realistically are sensitive for distance (quadratic), the
  effect it has is quickly too much, or too less. For this the "Dist" value
  in Lamp can be used. Set it at Dist=10 to have reasonable light on distance
  10 Blender units (assumed you didnt scale lamp object).
- I tried square sized specularity, but this looked totally weird. Not
  committed
- Plan is to extend area light with 3d dimensions, boxes and cubes.
- Note that area light is one-sided, towards negative Z. I need to design
  a nice drawing method for it.

Area Shadow

- Since there are a lot of variables associated with soft shadow, they now
  only are available for Area lights. Allowing spot & normal lamp to have
  soft shadow is possible though, but will require a reorganisation of the
  Lamp buttons. Is a point of research & feedback still.
- Apart from area size, you now can individually set amount of samples in
  X and Y direction (for area lamp type 'Rect'). For box type area lamp,
  this will become 3 dimensions
- Area shadows have four options:
  "Clip circle" : only uses a circular shape of samples, gives smoother
  results
  "Dither" : use a 2x2 dither mask
  "Jitter" : applys a pseudo-random offset to samples
  "Umbra" : extra emphasis on area that's fully in shadow.

Raytrace speedup

- improved filling in faces in Octree. Large faces occupied too many nodes
- added a coherence check; rays fired sequentially that begin and end in
  same octree nodes, and that don't intersect, are quickly rejected
- rendering shadow scenes benefits from this 20-40%. My statue test monkey
  file now renders in 19 seconds (was 30).

Plus:

- adjusted specular max to 511, and made sure Blinn spec has again this
  incredible small spec size
- for UI rounded theme: the color "button" displayed RGB color too dark
- fixed countall() function, to also include Subsurf totals
- removed setting the 'near' clipping for pressing dot-key numpad
- when you press the buttons-window icon for 'Shading Context' the context
  automaticilly switches as with F5 hotkey

Please be warned that this is not a release... settings in files might not
work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
97d4dbc9c3 Another commit for raytracing, now with glass refraction & fresnel!
Changelog:

- enable refraction with button "Ray Transp" in Material buttons.
- set "Angular Index" value for amount of refraction.
- use the "Alpha" value to define transparency.
- remember to set a higher "Depth" too... glass can bounce quite some
  more than expected.
- for correct refraction, 3D models MUST have normals pointing in the
  right direction (consistently pointing outside).
- refraction 'sees' the thickness of glass based on what you model. So
  make for realistic glass both sides of a surface.

- I needed to do some rewriting for correct mirroring/refraction,
  especially to prevent specularity being blended away.
  Solved this with localizing shading results in the rendercore.c.
  Now specularity correctly is added, and reduces the 'mirror' value.
- Localizing more parts of the render code is being planned. The old
  render heavily relies on struct Render and struct Osa to store globals.
  For scanline render no problem, but recursive raytracing dislikes that.

- done test with gamma-corrected summation of colors during tracing, is
  commented out still. But this will give more balanced reflections. Now
  dark reflections that are reflected in a bright surface seem incorrect.

- Introduced 'Fresnel' effect for Mirror and Transparency. This
  influences the amount of mirror/transparency based at viewing angle.
  Next to a new Fresnel slider, also a 'falloff' button has been added to
  define the way it spreads.
- Fresnel also works for Ztransp rendering

- created new Panel for Raytrace options
  I have to evaluate still where it all should be logically located.
- material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
087dda2d64 - forgot a define... 2003-11-27 10:22:13 +00:00
5bd910ae2c - added buttons for NKEY menu editmode curve, nurbs, armature
- same for PoseMode
2003-10-28 16:26:51 +00:00
a5247cf5b8 - fixed bug in wrong event code, causing some plugin buttons not working
- added redraw events to plugin buttons, to show updates better
2003-10-28 14:37:47 +00:00
4bec8ba7d5 Fixing loose ends:
- nkey menu for buttonswindow (hex values) couldnt be restored yet, is
  for next release
- replaced Nkey in IpoWindow with Panel, this now displays the buttons
  that were formerly in 'anim buttons' as well; to view the boundbox
  values of all visible curves, and adjust it.
- the new panel also has the 'set speed' option, fixed stuff in it and
  added better errorwarning... still not a very well coded tool!
2003-10-28 14:20:03 +00:00
0c177df766 - added Panel for 'anim playback settings'
- removed draw rect from avi coded settings (should become label but)
- changing texture settings, now also updates lamp/material/world
  preview when thats open
2003-10-23 16:52:54 +00:00
4efdabfbbc Constraint stuff from tuhopuu including (but probably not limited too):
Axis options for TrackTo
LockTrack
FollowPath

Auto creation of TrackTo constraint from Ctrl-T (old track still an option)

Auto creation of FollowPath when parenting to path (Normal parent still an option)

Backward compatibility stuff to convert the per object axis settings to per constraint when a Track constraint is present.

Function to convert old track to constraint (commented out)

Revamped the constraints interface with Matt's work from tuhopuu and the stuff we were discussing earlier.

--------------------
For coders:

unique_constraint_name and *new_constraint_data  moved to the kernel (constraint.c)

new Projf function in arithb gives the projection of a vector on another vector

add_new_constraint now takes a constraint type (int) parameter

add_constraint_to_object(bConstraint *con, Object *ob) to link a constraint to an object

add_constraint_to_client(bConstraint *con) to link constraint to current client (object or bone)

add_influence_key_to_constraint (bConstraint *con) to (eventually) add a keyframe to the influence IPO of a constraint
2003-10-21 13:22:07 +00:00
f420f87610 - added Theme for File Window
- made grid drawing using the main theme color
- was annoyed with the primitive grid... so coded something that allows
  zooming in and out a 100fold without losing gridlines
- brought back 'NKEY' for mesh editmode
- added to this a 'median' option; when more vertices selected you see
  the average coordinate. works nice when inputting values as well
  (todo: make this for other editmodes)
- renamed the 'NKEY' panel to 'Transform Properties', also fixed in
  pulldown menu.

I am off for the rest of the day. More committing fun tomorrow!

-Ton-
2003-10-18 12:21:41 +00:00
0321602b65 - The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
  (initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
  3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!

API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:

- void BIF_ThemeColor(ScrArea *sa, int colorid)
  sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)

- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
  sets a color with offset, no more weird COLORSHADE_LGREY stuff

- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
  like opengl, this gives you in *col the three rgb values

- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
  or the one to get 4 bytes

ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.

Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
44344b3501 - More code for handling Panels in other windows.
Added the 'Nkey' object menu as Panel now. Live updates, whoohoo!

closing them, minimizing, etc will follow. first bring back vertex
selection :)
2003-10-15 16:01:08 +00:00
44b32134ae - converted constraint buttons, they're a Panel in Object main menu
- converted sound buttons, part of Scene
- special request Matt: headers of windows 2 pixels higher! (test)
- special request Stefano: icons instead of menu for buttons-header
- 'data browse' buttons now almost all in buttonswindow.
- almost all buttons have been panelized now.

next stage: cleaning up usage of color in Blender, to allow presests!
2003-10-13 23:46:08 +00:00
ceb26d2a4e - experiment: changed drawing style of Panels to minimal and fully
transparant.
- converted the Texture buttons, they're nice too!
2003-10-13 14:57:43 +00:00
12236bcdfa - restored scriptlink buttons
i tried to find place for it in the other menus, like material, object,
  camera, etc. But thats hard... now it's just one nice Panel, without
  the idiot headerbuttons icons!
- changed drawing of 'tabbed' Panels. The old method takes too much space.
  hint from xype! Dragging tabbed Panels can be done with the right hand
  circle. designers are welcom to tweak this.
  main reason: dragging is not meant to be happening a lot... pressing tabs
  is more important.
2003-10-12 22:26:09 +00:00
f729cbdf52 - added radiobuttons
- cleaned unused calls and defines
2003-10-12 19:46:17 +00:00
5f6d8e59c4 - Converted lamp buttons and world buttons, they're pretty!
- menu auto open now is user preset, including 2 thresholds you can set
- hilites of pulldown menus were not cleared, fixed
- changed F4 key to logic. F5 will show lamp buttons, when lamp active
- in 'shader context' buttons, clicking camera will show world
- Converted lamp buttons and world buttons, they're pretty!
- menu auto open now is user preset, including 2 thresholds you can set
- hilites of pulldown menus were not cleared, fixed
- changed F4 key to logic. F5 will show lamp buttons, when lamp active
- in 'shader context' buttons, clicking camera will show world
2003-10-12 13:58:56 +00:00
7913a4a009 - added method to have a preview render in panel
- increased size of preview from 100 to 125 pix :)
- put back header buttons for databrowse, but they need to move to
  buttonswindow itself
2003-10-11 00:21:05 +00:00
0d03929b9b Another huge commit!!!
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.

- editbuts, animbuts, gamebuts, displaybuts, paintbuts,  work now
- i quite completely reorganized it, it's now nicely telling you what
  context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
  (except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore

And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.

Next step: restoring material/lamp/texture/world
2003-10-10 17:29:01 +00:00