Commit Graph

44 Commits

Author SHA1 Message Date
f4eb0f507f #if 0 use of Object.nlastrips, there is no way to add or remove these from blender so better not run. 2011-12-04 17:24:34 +00:00
cbd5b492b1 remove use of deprecated struct members
- editmesh smooth & subdivide were using old mirror axis flag still.
- removed colbits from outliner and object code.
- commented some other parts of the code which access deprecated members and aren't called anywhere.
2011-12-04 06:39:35 +00:00
440c1c2c17 As discussed on the mailing list, removing the non-functional,
incompatible, and unmaintainable Time Offset cruft.

- Slow Parenting lives another day (just), although it now carries
appropriate cautionary disclaimers. It's only really for the Game
Engine nowadays, as that's the only place where it can possibly work
with any reliability.
- "Animation Hacks" panel is now "Relations Extras". I could've merged
the two panels, though I figured these options weren't that frequently
used to justify taking up screen-space by default along with the panel
2011-11-06 05:46:45 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Nathan Letwory
0ff06e21cd doxygen: blender/blenkernel tagged. 2011-02-27 20:40:57 +00:00
d2e6ea65c3 revert r34284, this fix was incorrect. 2011-01-13 10:14:03 +00:00
792f3b11f9 bugfix [#24774] Lattice modifier+Dupligroup+Texture solid=weird result
new 2.5x code was not passing group recalc flags onto objects within them.
2011-01-12 16:53:27 +00:00
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
51dcbdde03 use 'const char *' by default with RNA functions except when the value is flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.

Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-17 09:45:45 +00:00
8268a4be71 most unused arg warnings corrected.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-16 14:32:17 +00:00
0738ae7688 2.5: more removal of G.main. 2010-08-13 14:23:44 +00:00
a824220d3e better errors for failier to read blends 2010-07-04 23:26:55 +00:00
f9933b2fee commenting group timeoffset since it causes groups objects to recalculate modifiers etc. constantly even when animation isnt playing. 2010-07-04 11:56:31 +00:00
a253d2d0f3 add missing include from recent commit 2010-05-03 21:07:57 +00:00
0fdd003d9a have timeoffset use (int)floor(timeoffset+0.5f) when converting to an int to avoid problems with nagative values. 2010-05-03 15:56:44 +00:00
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
546ca400d8 removed unused includes, except for physics and particle related files 2010-03-21 13:42:25 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
78798ba4df rename free_group to free_group_objects since it doesnt free the group its self. 2010-01-12 13:42:13 +00:00
987e9bc172 missing null check from recent changes 2009-12-07 19:49:14 +00:00
f356ea764d - use double underscores to hide members in python (removes them from dir() therefor autocomp.)
- collection functions rename eg. bones_active -> bones__active, add_object -> objects__add since these should be accessed from the collections only.
- fix warnings in last commit
2009-11-11 17:12:48 +00:00
bc6190f3e3 python api for collection add()/remove()
Added a group example
 C = bpy.context
 ob = C.active_object
 bpy.data.groups[0].objects.add(ob)

- add_to_group and rem_from_group now take optional scene and base flags and deal with updating the object & base flags
- operators that add objects to groups were setting ob->recalc= OB_RECALC_OB; looks like its not needed.
- previously add() ignored python args, now add and remove are called like any other FunctionRNA from python.
- made the pyrna api use tp_getset's for collestions active/add()/remove()
2009-11-11 16:28:53 +00:00
5dd9f7635a 2.5
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.
2009-09-04 21:02:43 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
3ecbcb5848 Bugfix #14412
Outliner option 'unlink group' didn't remove its members, in case the
group members were local in file, a confusing situation happened. Now
it removes members.
2008-09-17 17:47:59 +00:00
9101d5689f * Group unlinking wasnt removing groups from particle systems, or render layers light overrid.
* BPath sequencer strip looper was only operating on the active scene, now look through all scenes.
* The active sequence strip wasnt being reset when scenes switched, so you could see the previous scenes strip when switching to a new scene.
2008-04-27 20:43:25 +00:00
57c1fbe557 remove old particle system.
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-27 18:26:20 +00:00
a9518afc67 feature request from peach, remove selected objects from 1 group.
Also made rem_from_group return if it removed the object which save some looping.

Added a node in the blender help message that background mode dosnt load the .B.blend file as a bug was reported recently because of this.
2008-02-03 19:03:18 +00:00
9dd1bcfdfb Render instancing can now also handle the same object in multiple,
non-animated dupligroups.
2008-01-21 22:10:14 +00:00
d450dbec91 add the option to add the parents time offset value. 2008-01-19 16:32:29 +00:00
7b6c88473c find_group would only return the first group, this let to the assumption that an object was only in 1 group, made it easy to loop through all groups an object is in.
group = NULL;
while( (group = find_group(base->object, group)) ) {
	...
}
2008-01-19 15:13:42 +00:00
0b7d7e07c6 Bugfix #6312
When saving files (images), the filewindow was giving relative paths on
a save-over menu.

Also: added in group.c a note about problems with timeoffset.
2007-03-29 10:09:44 +00:00
e0c77c0f14 made all data adding functions accept a name such as add_mesh or add_curve, previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
2007-03-11 16:25:17 +00:00
9ab91ab361 New dupli-group feature: you can now set in Groups the layers you want
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
2006-11-14 17:16:15 +00:00
c0e9d77188 Next level of Proxy support for animation: Proxy for duplicated groups.
Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty

Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)

Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-14 15:27:43 +00:00
b3c6cea315 Bugfix #4391
The option "unlink group" did not remove the group entirely by setting its
user counter on zero. Now it does!
(option available in Outliner only)
2006-06-21 13:40:13 +00:00
9557c3a66d Orange: minor tweak for group user counting. 2006-01-03 21:10:43 +00:00
e65e6237a2 Orange; Magical Group relink option. :)
This is the case:

- Empty has Group duplicator
- Empty has NLA strips to animate the group

On linking the Empty to another group (with button in ObjectButtons), it
checks for the current strips in NLA, and tries to find the proper objects
in the new Group, based on name matches.
If not found, it sets the strip-objects to zero.
2005-12-14 15:58:52 +00:00
d7bee8c117 Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
   enables to control the entire animation system of the Group.

Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
   to override NLA/action of any Grouped Object.

For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.

Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.

Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.

-> Recoded entire duplicator system

The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.

By centralizing the code for duplicating, more options can be easier added.
Features to note:

- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too

Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.

-> Library System

- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.

-> Fixes

- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
  causing unnecessary slowdown on reading.

Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
6555ddbcd8 Orange:
Series of fixes in Library linking of groups;

- On library-linking (SHIFT-F1) a Group, the Objects now don't get a "Base"
  anymore, meaning they won't show up as Objects in the Scene.
  This ensures you can use the linked Group as duplicator without having
  your file polluted with new (and linked) objects.
  (I realize it should be possible to have it with Base too, will check)
- On append or file-read, the linked Group Objects get drawn properly,
  but the animation system doesn't run yet.
- Group buttons (F7) now shows if a Group is from Library
- Outliner draws Library linked data with blue-ish text

Other fixes;

- Using group-duplicator, with originals in hidden layer, now shows and
  updates animated Objects correctly.
- All of Object button panels did not have a proper protection against
  editing Library data.
2005-12-06 15:39:25 +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
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