* 3D view Mesh menu works again, but incomplete.
* Add Properties and Toolbar to 3D View menu.
* Added "specials" menus back, vertex/edge/face and general.
* Various fixes in existing mesh operators, some were not working.
* Add MESH_OT_merge.
* Merge all subdivide ops into MESH_OT_subdivide, subdivide code
changes to make smooth + multi give good results.
* Rename all select inverse ops to *_OT_select_inverse.
* Fix "search for unknown operator" prints at startup, and some
warnings in py code.
* Don't run .pyc files on startup.
* Remove unused image window header C code.
* Rename BIF_transform/retopo.h to ED_transform/retopo.h
for consistency.
* Move MESH_OT_duplicate_add to editmesh_add.c.
* Remove some code from BIF_gl.h which is not needed there
anymore.
* base was referenced before NULL check
* ob wasn't checked for NULL
Still broken: Add Mesh doesn't seem to work in Object Mode.
But now it doesn't crash anymore...
- Scrollers now only disappear for regions with a fixed total view, like
lists, buttons, channels. More or less infinite views keep scrollers to
indicate that you can still pan or zoom further.
- Nodes: put back SHIFT+D "Add duplicate"
(Also fixed duplicate objects menu name... it should be a bit more
descriptive)
* Baked normal particles can now use the "Path" visualization.
* Path "max length" & "abs length" are now history:
- New option to set path start & end times + random variation to length.
- Much more flexible (and calculated better) than previous options.
- This works with parents, children, hair & normal particles unlike old length option.
- Only known issue for now is that children from faces don't get calculated correctly when using path start time.
* New option "trails" for "halo", "line" and "billboard" visualizations:
- Draws user controllable number of particle instances along particles path backwards from current position.
- Works with children too for cool/weird visualizations that weren't possible before.
* Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice.
* New particle instance modifier options:
- "path"-option works better and has controllable (max)position along path (with random variation possible).
- "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path.
- "axis" option to make rotation handling better (still not perfect, but will have to do for now).
Some fixes & cleanup done along the way:
* Random path length didn't work for non-child particles.
* Cached & unborn particles weren't reset to emit locations.
* Particle numbers weren't drawn in the correct place.
* Setting proper render & draw visualizations was lost somewhere when initializing new particle settings.
* Changing child mode wasn't working correctly.
* Some cleanup & modularization of particle child effector code and particle drawing & rendering code.
* Object & group visualizations didn't work.
* Child simplification didn't work.
* Lattices: properties editable, editmode operators, menus working
again. As a bonus you can now edit u/v/w in editmode.
* Shape Keys: some code cleanup, and added more buttons. The
value/min/max buttons don't work correct yet though.
* Fix issue with uv textures, vertex colors not being visible outside
editmode, and a few other issue. Mesh.edit_mesh is now NULL when
not in editmode.
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.
* Added near empty soft body, fluid, field and collision panels,
tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
updates after pointcache refactor?
RNA
* Added the relevant active_*_index properties, with proper
get/set/range, updates and notifiers.
* Context.tool_settings.
* ToolSettings.vertex_group_weight.
Operators
* MESH_OT_uv_texture_add/remove
* MESH_OT_vertex_color_add/remove
* MESH_OT_sticky_add/remove
* OBJECT_OT_vertex_group_add/remove/assign/remove_from/
select/deselect/copy/copy_to_linked
* OBJECT_OT_shape_key_add/remove
UI
* Some updates and cleanups in list template code.
Known issue: when going in & out of editmode, uv textures and vertex
colors dissappear. I thought me->edit_mesh would be NULL when not in
edit mode but it is not?
Test commit; toolbar has 'add operator' menu in mesh editmode.
Nothing stored, freed here...
Also: removed reading .B.blend, since a much better default has
been compiled in now, prevents confusing testers who run 2.5
for the first time. :) Of course .B25.blend still works.
Part one (of probably many :) of Operator review/validation.
Nothing final nor defined, it's reseach :)
- Added tool buttons in "Toolbar" (Tkey). Just four examples
for objectmode, and six for mesh editmode.
(Review in progress is operator internal state vs context, what
do redo exactly, undo vs redo syncing, when op->invoke or not,
etc. This has to be pinned down exactly and frozen asap)
- On undo, clear redo-operator-stack for now (won't work)
- Added call to better detect active/current view3d region.
ED_view3d_context_rv3d(C)
- Fixed some operators that missed correct redo (add-prim etc).
Later more fun!
* Moved proportional edit, snap, autokey mode, and a few others
from Scene to ToolSettings.
* RNA wrapped properties in ToolSettings for the UV editor:
proportional edit, snap settings, selection modes.
* 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.
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.
* Make modifier and constraint templates use left/right alignment for
buttons in the header.
* Added mdef bind operator as an example of how to use local context
for a modifier, and add some code I forgot to commit last time to
make this system actually work.
* Fix crash adding rigid body constraint.
* Give new nodetrees NT in ID name to make them recognizned by RNA,
even if the nodetrees aren't actual ID datablock.
* Added some properties of uiLayout that can be set. I've added
some API code for more than the two I've implementeds, so
ignore those for now.
* layout.active = False will gray out buttons inside a layout.
* layout.enabled = False will gray out and completely disable
the buttons inside a layout.
* Also some function renames.
* Added Constraints template and Add Constraint operator.
* Added toggle=True/False parameter to uiItemR, to get a
toggle button (actual button) rather than an "option"
button (checkbox)
* Added OPTION/OPTIONN button type, to distinguish with
TOG/TOGN.
RNA:
* Make all modifier pointers editable, including correct updates.
* Added notifiers and updates to constraints.
* Fix a stack corruption, pointed out by Andrea, and potentially
causing crashes.
Added subdivide operator and button for multires.
Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?
* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
* 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)
A little experiment in putting icons on this menu as per a mockup from William.
However, it appears that there is a minor bug here though with the menu drawing code. I've deliberately left the Mesh entry without an icon for now to illustrate part of the problem (note the placement of the icons for curves and surfaces)
* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.
* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.
* 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.
When inserting keyframes in the 3D-View (support will be extended to other editors in due course) using the IKEY hotkey, the menu which appears will now consist of 3 parts:
* 'Active Keying Set' - this option allows you to use the user-defined KeyingSet which is active for the current scene (i.e. the one seen in the TimeLine/Outliner headers)
* User defined Keying Sets - a list of all such available KeyingSets is included, and entries can be chosen from there
* Built-In Keying Sets - see later...
To achieve this, several changes needed to be made first:
* Added support for 'relative' in addition to 'absolute' Keying Sets. Relative Keying Sets are Keying Sets which operate on data from the current context (i.e. a 'location' KeyingSet will add location keyframes for selected objects/bones/nodes as opposed to location keyframes for some particular object). The is a tentative 'templates' requirement system here, which still needs to be fully fleshed out.
* Added support for builtin Keying Sets (i.e. 'Location', 'Rotation', 'Scaling', and 'LocRot' as a few initial demonstrations), which replaces the temporary Insert Keyframe operator for the 3D-View (IKEY). These are effectively relative Keying Set definitions which are included in Blender by default and stored in a list separate from user-defined ones. Volunteer help in defining a few more of these for other editors will be welcome soon.
* Removed/replaced much of the crappy temporary Keyframing operator code, though a few tweaks could still be done.
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
Assorted smaller fixes:
- Fix: modal keymaps for editmode in view3d were not set again
when you copy areas or go fullscreen.
- Improved "redo last op" (F6) to search back in history for
a redoable operator. Operator also used wrong pupmenu type.
- On creating new FCurve editor, the channel rainbow colors are
set correct.
- EditMesh: fixed code for Spin/Screw, correct props, init and
error reporting. (Spin hotkey ALT+R temporary)
- recompiled all to check for uninitialized variable warnings.
(compile flag should be -O for this). Fixed some proto's.
* Added Particle wrapping patch by Roelf de Kock. It's not
complete yet and I haven't reviewed it, but committing anyway,
will get to it later.
* Added "Percentage" subtype for floats. Doesn't really do
much besides making auto rna buttons into sliders rather than
numeric inputs, but can later display in % rather than 0.0-1.0.