May 12, 2005, 12:33 (GMT) |
* Timeline should display frames by default, not seconds |
Revision 55cf304 by Stephen Swaney May 12, 2005, 05:45 (GMT) |
bugfix: #2254 Curve.appendPoint() gives segfault in PySequence_Check(). Argument tuple not built correctly for CurNurb_appendPointToNurb(). |
Revision 516e214 by Jiri Hnidek May 11, 2005, 21:50 (GMT) |
- it was imposible to select one of two markers laying at the same frame ... this problem is solved now. Drawing of markers is little bit hackish, because it is neccessary to draw unselected markers at the first time (unselected marker can't hide selected marker ... visual information about selection would be lost) |
Revision 884c945 by Ton Roosendaal May 11, 2005, 21:09 (GMT) |
Another update on FTGL texture fonts drawing. Added the same floor() trick to precisely align the glyphs to pixel coordinates as used in the Pixmap version. It now looks fully identical here. |
Revision 6bc1dd4 by Ton Roosendaal May 11, 2005, 20:51 (GMT) |
Removed frontbuffer updating in FileWindow. Not only fixes annoyances on graphics cards (ATIs mostly) but solves drawing errors of hilites while scrolling. Especially apparant in 'animated UI mode'. |
Revision d0cb554 by Ton Roosendaal May 11, 2005, 20:11 (GMT) |
Icon image with pause. |
Revision 1c5c8c0 by Ton Roosendaal May 11, 2005, 20:10 (GMT) |
Correct "Pause" icon for timeline header. |
Revision 0574768 by Ton Roosendaal May 11, 2005, 20:01 (GMT) |
Animated UI for TimeLine "Play" Using the Play button in timeline, now uses an event-driven system to update the animation system and signal windows to redraw. Meaning the full UI remains responsive! Check the new Pulldown "Playback" to set which windows you like to see updated. Same settings is used for LMB 'dragging' frames in Timeline. Implementation notes; - the Icon for 'Pause' (or stop) has to be made yet, I commit this from my laptop... all was coded during a 2 x 5 hour train ride to germany - the anim playback system (ALT+A too) now uses correct "frames per second" as maximum speed. Buttons can be found in 3 places in the UI, also added it as pulldown item - The system works with 'screen handlers', which has been coded with using Python (networked) events or verse in mind too. A doc on that will follow. - the buttons code has been made 'resistant' to animated UIs too, preventing flashing of hilites. - All subloops (like transform) stop playback, with exception of MMB view manipulations. As extra; found tweak to make Textured AA fonts draw without distortion. Looks perfect here on laptop now (like Pixmap fonts) and is 20x faster. |
Revision 57f9553 by Ton Roosendaal May 11, 2005, 19:56 (GMT) |
Testing commit... i keep getting errors. sorry! |
Revision d07dccc by Martin Poirier May 10, 2005, 04:21 (GMT) |
Found some time do sanitize the big Transform call: - Splited off the event treatment into a fonction of its own - Splited off the initialisation phase into a function of its own (will have to do it for the manipulator function too) Calling transform now works like this: initTransform(mode, context) - possible post init calls, constraints mostly Transform() - eventually, the postTransform function, so that Transform is just a simple big loop which could in the end just be tied in the blender event system instead. - Added a state variable in TransInfo to replace the ret_val local variable. Possible values are: TRANS_RUNNING, TRANS_CANCEL, TRANS_CONFIRM - Tied MMB and the hotkey select for constraint together, so selecting an axis with MMB and pressing the axis key after that goes to local mode on that axis. Much less confusing. |
Revision 0c3f055 by Alfredo de Greef May 10, 2005, 02:00 (GMT) |
Forgot part of the vertexcolor endian fix in xml export code. Fixed an as of yet unreported bug, linked data objects which have materials linked to object instead of data have to be exported as normal, they cannot be instanciated, otherwise they will all share the same material. |
Revision 3676fb1 by Martin Poirier May 9, 2005, 23:37 (GMT) |
Fixed rotating, didn't take parent into account properly (hmmm, I'm sure this worked before). That was bug #2516: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2516&group_id=9 Also turned back some changes Ton did to drawing object constraint lines. Explained the why in a longish comment. |
Revision f7ba839 by Stephen Swaney May 9, 2005, 14:11 (GMT) |
epy_docgen.sh: change directory name for generated doc to BPY_API_237 for upcoming release. Font.py: fix a couple of warnings about mismatched header underlines. |
Revision 34cd733 by Joilnen Leite May 9, 2005, 13:40 (GMT) |
fixed a syntax error line 45 . |
Revision dec1c38 by Ton Roosendaal May 9, 2005, 12:59 (GMT) |
New buttons image, with fix for slightly offset icons in top row. |
Revision 6eb57f8 by Joilnen Leite May 9, 2005, 11:43 (GMT) |
doc about Text3d.Font object . |
Revision dcae3d2 by Martin Poirier May 9, 2005, 09:53 (GMT) |
MSVC 6.0 Projectfile changes for the timeline in BL_src.dsp (adding new files mostly). BPY_python.dsp need some changes too (adding Font.c and Font.h) but I've got other changes in there that I can't commit, so someone else will have to update. |
Revision e9545cb by Alfredo de Greef May 9, 2005, 03:46 (GMT) |
bugfix #2494: parented linked data lamps made the export crash. fix for two bugs reported by Diego Pino, an endian issue with vertex colors, and the plugin code didn't export multiple colorbands correctly. Updated the ortho camera export code for the new Blender ortho camera model. |
Revision 09fb5d6 by Willian Padovani Germano May 8, 2005, 21:20 (GMT) |
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed. |
Revision 8077caa by Ton Roosendaal May 8, 2005, 20:44 (GMT) |
Bug fix #2528 Transform on "ipo keys" gave crash on ESC, due to non initialized pointer. (Martin; that idea to not calloc new data... grumble!) Note; that's another Margarita for Randall, at the Figueroa pool. :) |
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