* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.
* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
bmop, that just multiplies input verts with a matrix. Also
made a derivative translate bmop.
BMO_CallOpf now has a %s format code, which is used to
copy data from another slot.
Also cleaned the extrude code up some more, and restored extrude-repeat
(which is bound to ctrl-alt-4), though this doesn't work right yet
(the view matrix it uses is incorrect, or something like that).
Fix for Spin & Screw Mesh edit operators.
- now center and axis are RNA properties for operator
- axis is drawn as Normal button in properties buttons. Fun toy!
BMO_ITER macros to make defining iterator
loops easier. Moved some files around.
And also made the editmesh conversion functions
tesselate ngons to triangle fans, since it's
more stable for conversion, and editmeshes are
never displayed to the user anyway. And ported
akey to bmesh.
Next up I plan on adding face iterators to DerivedMesh,
since that's the last major chunk of major refactoring
left, I think, except perhaps the uv editor (at the
moment it's probably close to working, but it's still
converting to editmeshes for everything, which is very
bad).
Text drawing in 3D window fixed, using BLF default font (yes, nice AA'ed
fonts too :)
Solved it by gathering all strings that needs to be drawn for an object,
and then draw in end of object drawing, in pixelspace. Also cleaned up
some of the code for projecting 3d coords, much nicer now (mat stored in
region-view3d)
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
the old BMF api.
I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.
MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
Always have to link/include the freetype2 library
Remove any reference to libbmfont
Remove any reference to libftfont
Remove any reference to libbftgl (or libbFTGL)
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
EditMesh *EM_GetEditMesh(Mesh *me);
void EM_EndEditMesh(Mesh *me, EditMesh *em);
as discussed on the mailling list, this is to facilitate migration to bmesh.
next step is to merge this this to the bmesh branch. this was done in the 2.5
branch to prevent too great a divergance.
also, made makesdna/makesrna work on cygwin/msvc2008/scons.
- use select as a suffix eg UV_OT_loop_select -> UV_OT_select_loop
- Each select all operator was using slightly different wording...
select_all, deselect_all, de_select_all, select_de_select_all -> select_all_toggle
- selection -> select
- POSE_OT_select_connected -> POSE_OT_select_linked to match other operators
- NODE_OT_delete_selection -> NODE_OT_delete since its not used in other operators
- ANIM_OT_previewrange_define -> ANIM_OT_previewrange_set to match other operators
- NODE_OT_fit_all -> NODE_OT_view_all to match other operators
- View2D_OT_* -> VIEW2D_OT_* to match VIEW3D
- View2D_OT_view_downscroll -> VIEW2D_OT_scroll_down more logical
- removed MARKER_OT_mouseselect_extend and made extend a boolean property of MARKER_OT_mouseselect
- MARKER_OT_mouseselect -> MARKER_OT_select
- GROUP_OT_group_remove -> GROUP_OT_objects_remove more logical since its removing objects from groups
- MESH_OT_removedoublesflag -> MESH_OT_remove_doubles
- redundant words MESH_OT_split_mesh -> MESH_OT_split, OBJECT_OT_object_delete -> OBJECT_OT_delete
renamed selection operator properties
extend_select -> extend
column_select -> column
select_children_only -> children_only
... Since these are all in the context of selection operators there is no need for the extra 'select' in the property name.
Updated docs
http://www.graphicall.org/ftp/ideasman42/html/bpyoperator-module.html
New extrude code was accessing an uninitialized
variable. Why this sort of thing doesn't cause
crashes on windows, I dont have a clue!
Note for Joe: I see a lot of 'logic' going on in
the client code for extrude that should possibly
put inside the BMOP system itself (aside from the
part about modifiers). This should be cleaned up
in future maybe...
that does that needed to be split in two. this made dissolve faces sometimes
not work.
also added some api functions to recalculate normals for verts, edges and
faces. and added a new flag, BM_NONORMCALC, to prevent this from happening
on individual fgon faces after they are tesselated. and made dissolve faces
happen on fkey in all the selection modes, not just face select.
how original edge loop worked, and made it so if it starts
at a boundary edge, it walks across the boundary. I'm not
sure if this is bad, most of the time I do that I want it
to do that anyway.
like so:
[opname] [slotname]=%[format code]
Before it was relying on the input format codes being in the same proper
order as the slots, which seemed like a potential maintainance nightmare to
me. Also the flags for creating buffers from bmop flags or header flags,
now support additional modifiers for combining vert/edge/face inputs.
E.g. %hfvef would accept all geometry with a header flag, and
%fef would accept edges and faces with a certain bmop flag set.
Example from the UI code:
if (!EDBM_CallOpf(em, op, "del geom=%hf context=%d", BM_SELECT, DEL_ONLYFACES))
return OPERATOR_CANCELLED;
(remember EDBM_CallOpf is the UI wrapper for this that does conversion,
error reporting, etc).
On todo is cleaning up/splitting bmesh_operators.h,
since it's kindof a mesh right now. I'm thinking of adding the slot
names in comments next to the slot ids, but I definitely would have to
clean up bmesh_operators.h first, or it'd just be too chaotic for me.
BTW, the operator API should now have enough meta info to wrap with
a scripting language, not that it matters since that's not happening till
much much later.
Also hopefully corrected some SConscripts, fix mostly provided by Elia Sarti,
though I also copied some SConscripts from 2.5 (not sure if doing
so was especially helpful).
Finally, I refactored a few places to use the new operator calling api,
as an example of how this is beneficial.