Blender Git Commits

Blender Git "master" branch commits.

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Revision e3f3491 by Matt Ebb
October 21, 2003, 07:28 (GMT)
Made pupmenu() separators consistent with pulldowns
TODO: same for popup menu buttons
Revision c6ef2af by Matt Ebb
October 21, 2003, 07:02 (GMT)
Added a function to shade alpha as well as colour
Revision 4405113 by Matt Ebb
October 21, 2003, 07:02 (GMT)
- Lots of tweaks to interface colours, shading, etc.
- Fixed alignment/width of menus

Still needs more work.
October 20, 2003, 23:20 (GMT)
- fixed drawmode 'wire extra'.
it was using some unsupported linewidth trick... I've been trying to
get the official glPolygonOffset to working, but my silly Mac doesnt
support it, it seems.
So! I thought of another trick, and that's just moving the window
matrix a little to the front. :)

- for those interested; the code for glPolygonOffset is still there,
commented out. (drawobject.c)

- btw: the drawobject.c routines are a TOTAL mess!
October 20, 2003, 21:58 (GMT)
- added new drawing type for subsurf editing. Is called 'Optimal' and
can be found under the 'SubSurf' button.
Optimal drawing only shows the subdivided original edges. Quite nice!
And; it's a load faster!

- to evaluate: do we want this in editmode too?
October 20, 2003, 20:12 (GMT)
added sequence editor pull-down menus.

TODO: fix "Enter/Exit Meta Strip" to work correctly for nested
meta strips.
October 20, 2003, 18:57 (GMT)
Exppython: small changes in NMesh internals and docs
October 20, 2003, 18:15 (GMT)
- fixed correct themecolor for popup menus
October 20, 2003, 17:46 (GMT)
- made a template function for editmesh enthusiasts.
- goes in a loop,
- draws current window
- sets view transform to correct matrix
- you can draw stuff
- swapbuffers
- event queue test to escape

Test: CTRL+R in editmode.
Right now it hilites the closest edge to to mouse cursor, just for fun!
Goofster will use it for the loop-cutter tool later. But the template
will remain there, commented out, for others to play with.
Revision 1acf0e4 by Roel Spruit
October 20, 2003, 15:57 (GMT)
added interface_draw.c to msvc 6.0 projectfile
October 20, 2003, 15:40 (GMT)
Another mega commit... loadsof restructure, and a pretty good one! :)

- changed the BIF_DrawString() function. it used to work different for
AA fonts as for default fonts. Now it's identical. Setting color for fonts
can just be done with OpenGL, for both font types.
Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color

- removed entirely the silly old color system (BIFColorID). All color
calls can now be done with a BIF_ThemeColor() call, including fonts and
buttons and opengl stuff

- all buttons in button header have headercolor by default

- recoded drawing icons, it was a really bad & old loop doing manually
colorshading and blending... which was per pixel a load of code!
Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
but have a different alpha to blend in (when not active)


- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
1. main drawing function for text and icons
2. free definable callback for button itself
3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
callback system

- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
UI_EMBOSS : the themable drawing style
UI_EMBOSSP: the pulldown menu system (apart from color not themable)
UI_EMBOSSN: draw nothing, only text and/or icon
UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.

TODO: make UI API call for button alignment

(plus removed another series of warnings from code...)

Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
Revision 628b002 by Matt Ebb
October 20, 2003, 04:05 (GMT)
- Added nicer, smoother tooltip drawing
Revision 3804cbe by Matt Ebb
October 20, 2003, 03:33 (GMT)
- Cleaned, compacted the 3D View header

- Cleaned, compacted and slightly re-arranged 3D View edit menus
- Added Undo and Knife Subdivide to 3D View menus
- Added undo_push_mesh to a couple of menu entries to make them work
properly with undo
Revision e6a86ce by Matt Ebb
October 20, 2003, 02:19 (GMT)
Added
void selectall_type(short obtype);
void selectall_layer(int layernum);
Revision 2aec1fe by Matt Ebb
October 20, 2003, 02:19 (GMT)
Object selection from tuhopuu2:
Select All by Type / Select All by Layer

User info:
Found in (object mode) 3D View header menu > Select >
Select All by Type selects all objects on visible layers of a certain type
Select All by Layer selects all objects on a certain layer (visible / invisible)

These used together are useful for managing a complex scene, for example
quickly selecting all the lamps and moving them to a separate layer, or
selecting the contents of a layer without having to disrupt the view
configuration of visible/invisible layers.

Coder Info:
Added two functions in editview.c
void selectall_type(short obtype);
void selectall_layer(int layernum);

I committed both of these together since the code/changes are both
very similar.
October 20, 2003, 00:46 (GMT)
Knifetool bugfix:
The call to headerprint left GL environment in wrong state to draw knife
line in all but top view. Moved persp() call to after headerprint().
October 19, 2003, 21:47 (GMT)
Dynamic Face/Vert/Halo/Lamp tables:

User Info:
Hard coded limits on the total number of face, verts, halos, and lamps
is gone. Blender now allocates the tables for these on an as needed
basis. As long as your system can come up with the memory, you won't
run out. As a bonus, it also uses slightly less memory on smaller scenes.

Coder info:
This has been in tuhopuu for a while, but I don't know how hard it
has been tested. Since it now allocates only an initial 1024 tables
(of 256 verts/faces/halos each), it seems like it has been put through
it's paces. Lamps are allocated one at a time, and I start with 256.
I rendered 2.5M Faces/Verts/Halos. 4444 lamps. None the less, I left
a few printf's in the realocation to hunt bugs. I'll take them out
just before the release freeze.

Also, be on the lookout for other "sanity checks" that assume
a limited number of the above items. I think I got them all, but
you never know.
October 19, 2003, 21:08 (GMT)
Unified renderer OSA sample clipping:

User info:
This change limits the contribution of any OSA sample to 1.0 per color
in the Unified renderer. Because color=1.0 gives fully saturated color,
samples contributing more than 1.0 were overweighted in the OSA average
causing aliasing (sometimes quite severe).

Samples can contribute more than 1.0 because a material's spec and refl
values are not normalized (In real world spec+refl <= 1.0). This solves
a large class of aliasing problems in the unified renderer.

Coder Info:
None.
October 19, 2003, 20:52 (GMT)
Editmesh Undo:

User Info:
Pressing UKey in mesh edit mode now undoes only last step. Undo can save
upto 64 steps of undo info. This is configurable under User Prefs->
Edit Methods. The default is 32. High numbers of undo steps use a
lot of memory, since each step stores a copy of the mesh.

Shift-U redoes the last undone step (Undoes the undo.)

Alt-U brings up a menu of possible steps that can be undone. Selecting
an item on the list undoes that item plus all items before it on the list.
The top selection "Undo All" is identical to the old Ukey. It undoes
all editing since entering Editmode, even if all regular undo steps are
used up.

Undo info is only saved for one object at a time. You can leave and re-
enter editmode for the same object, and all undo steps for that object are
preserved. Undo info for an object is lost once a different object is
edited.

Coder Info:
In order for undo to work, a checkpoint save has to be made. This is
done with a call to undo_push_mesh("name of step"). This should be done
after the last quick abort for a function (typ. the
"if (G.obedit==0) return;", or similar). the undo_push_mesh() does alter some
flags, so don't try to be too tricky and call undo_push_mesh() too late.
The step name is what shows up in the undo_menu. The name "U" is reserved.
October 19, 2003, 19:50 (GMT)
Adding Knife tool as to be released in 2.3

User Info:
To use this tool, select a group of verts, it can be larger than the
desired cut as explained below. Then hit Shift-K.
The tool will prompt for cut type (Exact line or Edge centers),
Select, then use LMB to draw a "cut-line". Holding down LMB causes
a freehand draw, clicking LMB causes a polyline draw. MMB locks the axis.
When done press enter to divide mesh on cut line. Subdivide routines have
been modified to produce fewer triangles as part of this tool.
Edge Centers preserves UV info, Exact Line does not (it will be there, just
slightly distorted).

Since the cut line exists in 2D space, and does not make a persistant
selection that can be modified in another 3D view, the knife selection
is the AND of the vertex selection and the knife line, ie; the edge will
be subdivided only if both verts are selected, and the knife line crosses
the edge. Select your verts first, but you don't have to be overly
precise. If you want to cut a few faces on the front of a sphere, you
can select the whole front of the sphere, then knife the faces you want.

Coder Info:
KnifeSubdivide is called with 1 of 3 modes. KNIFE_PROMPT, KNIFE_EXACT,
KNIFE_MIDPOINTS. The hotkey calls KNIFE_PROMPT. When adding to a menu
or button, explicitly call out the mode.

Part of the tool provides get_mouse_trail() that returns a CutCurve struct
that defines a knife line. There are modes defined, but currently they are not
implimented.

Another part of this tool defines new behaviour for subdivideflag().
Setting beauty param to B_KNIFE tells subdivideflag() that the edges
are preselected ans to skip the vert check. Also setting B_PERCENTSUB tells
subdivideflag() to divide the edge at a percentage of the distance from
eed->v1 to eed->v2. This percentage is passed in the eed->f1 flag as a
short (ie, setting eed->f1 to 16384 cuts the edge half-way).
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021