December 22, 2014, 09:26 (GMT) |
Merge branch 'master' into asset-experiments |
December 21, 2014, 15:02 (GMT) |
WIP: merge work on local branch about using UILists for bookmarks, be able to rename them, etc. Doing it mostly because I need some update work done here so far to get py uilists/bookmarks working. This exposes/moves part of bookmark code to ED_ area, so that it becomes available from e.g. RNA. And adds RNA struct and such to represent a bookmark entry. Also, Bookmark format is ammended to store optional custom names. All this is still *very* crappy, should probably take some time soon to cleanup the whole branch! See also T42777. |
December 21, 2014, 14:20 (GMT) |
Merge branch 'master' into asset-experiments |
December 20, 2014, 15:47 (GMT) |
Add group preview generation too. |
December 20, 2014, 12:44 (GMT) |
Merge branch 'master' into asset-experiments |
December 19, 2014, 13:54 (GMT) |
Fix stupid error (CMake install does not clean removed files it seems :/ ) |
December 19, 2014, 13:29 (GMT) |
Various improvements to obj preview generation: * Do not render cameras, lamps etc. for now. * Generate bbox in camera local space, gives much better results. * Add an op to clear previews from files. |
December 19, 2014, 12:59 (GMT) |
Merge branch 'master' into asset-experiments |
December 18, 2014, 18:38 (GMT) |
Merge branch 'master' into asset-experiments |
December 18, 2014, 18:36 (GMT) |
First basic pyscripts to generate previews for objects. Much to be done still, but with it you can select some blender file, and generate a basic rendered preview of each object. |
December 18, 2014, 14:26 (GMT) |
Finalized working new 'fit in camera view' code. Now for any object, we have an rna func to call with a set of (flatten :/) coordinates, and we get back location this object should be to 'see' all given points. Would need more refinements, but will do for now. |
December 18, 2014, 11:37 (GMT) |
Merge branch 'master' into asset-experiments |
December 17, 2014, 20:56 (GMT) |
Full WIP work to get better control regarding 'camera' aspect of objects. First expose a method in Object RNA to get camera projection matrix (done). Then, expose a method to get camera position (and scale for ortho) so that it fits a given set of coordinates (still unfinished). this among other things implied rewriting `BKE_camera_view_frame_fit_to_scene()` underlying logic so that it uses `CameraParams` system, instead of `BKE_camera_view_frame()` one. |
December 17, 2014, 09:43 (GMT) |
Fix stupid merge error. |
December 17, 2014, 09:42 (GMT) |
Merge branch 'master' into asset-experiments Conflicts: source/blender/blenloader/intern/writefile.c |
December 16, 2014, 17:03 (GMT) |
RNA access to previews (image and icons). Note since this gives python possibility to change those previews, we add flags to PreviewImage to tag as user_defined. TODO: replace all those shorts-used-as-bools by bitflags! |
December 16, 2014, 15:59 (GMT) |
Merge branch 'master' into asset-experiments |
December 16, 2014, 13:41 (GMT) |
Ensure previews are up to date when saving .blend file. Previuosly, we would only write existing data - and big previews were nearly never generated by default. Now, if saving previews is enabled, `wm_file_write()` will ensure all 'common' previewable datablocks do have up-to-date previews (brushes remain TODO here for now, they have both a preview **and** an icon_imbuf, sigh...). This implied adding an 'immediate' non-job-background version of `ED_preview_icon_job()`. Note this does not include objects/groups/etc. It's not simple to generate previews for those, will probably go for a user-launched py operator here... Also, cleanup some debug prints! |
December 16, 2014, 10:50 (GMT) |
Never write preview data when doing memsave (i.e. undo). Takes useless space, and they even could easily get out of sync. Also, some minor preparative work to (re)generate previews on file write, if needed! |
December 16, 2014, 10:12 (GMT) |
Reshufle a bit icon/preview size defines. We now have a _RENDER_ variant of those, used when creating the previews, so that we create 32x32 icons needed for those special screens... |
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