Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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January 18, 2009, 18:24 (GMT)
2.5 filebrowser
* slightly improved drawing code
* temporarily added creation of thumbnails within thread in the background until thread job manager is available in WM.
* fixed missing icons in thumbnail view
January 18, 2009, 15:37 (GMT)
2.5 MSVC9 projectfiles
updates:
* RNA: rna_space.c and rna_vpaint.c
* DNA: DNA_anim_types.c
* blenkernel: anim_sys.c, fcurve.c
* editors: space_image several files added
* editors: uvedit several files added
* editors: gpencil: several files added
Revision d862db2 by Michael Fox
January 18, 2009, 11:05 (GMT)
2.5
*******
added RNA for the Vpaint settings
January 18, 2009, 10:46 (GMT)
Changes to functions from blender/windowmanager/intern/wm_event_system.c

Python operator api was using WM_operator_name_call() which was confusing things too much.
Added WM_operator_call_py() which ended up being a very small function and split out operator creation into wm_operator_create()

Python operator now runs the poll() function and raises an error if it fails.

Eventually there should be error messages for poll that python can use to give the exact reason for failing (eg - library linked data, no active object...)

Revision 53ae509 by Joshua Leung
January 18, 2009, 10:41 (GMT)
2.5 - AnimSys Data management stuff...

* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
January 18, 2009, 07:35 (GMT)
Made modal operators print their operator string after executing
(when in debug "-d" mode only)

copy & paste duplicate and transform operations can now be copied from user input and pasted into ./test.py and run with the Pkey (fixed some minor bugs preventing this)

Would be nice if the "mode" setting used a proper RNA Enum rather then an int.

# example, duplicate and transform
bpyoperator.OBJECT_OT_add_duplicate(mode=1)
bpyoperator.TFM_OT_transform(mode=1, options=0, values=(-1.23989, 0.570745, 0, 0), constraint_orientation=0, constraint_mode=0, constraint_matrix=(0, 0, 0, 0, 0, 0, 0, 0, 0))

Revision abfc78a by Michael Fox
January 18, 2009, 01:26 (GMT)
2.5
******
-ported some of the Object mode select menu to use uiDefMenuButO
- select random/layer still uses the hard coded value as no sutible popup exists
- select by type suffers from random crashes, somthing to do with Context
- need some way of doing sub menu's using the operator's invoke
- the old menu is just #if'ed out
- and did a little hous cleaning aswel

- added some undo pushes to the select operators
January 17, 2009, 22:14 (GMT)
2.5: uv editor
- mouse select, loop select, select linked, unlink selection operators.
- added edge selection mode.
- fix 2.45 bug with unitialized theme colors, which caused the active face
and face centers to be not drawn.

January 17, 2009, 18:35 (GMT)
2.5

- Added shift+d duplicate for object and editmode mesh.
Note it uses WM_operator_name_call(), which is fine now,
but in future might put again 2 undo's and operators on
the stack.
Will have to spend some time on how Macros will work!

- added itterator CTX_selected_editable_objects()
(named it first "edible" but that was too funny!)
Also cleaned object_edit.c to use this correctly.

- added CTX_wm_view3d(), especially for hybrid tools
that *can* use view3d, but don't have to.

- moved debug -d print for operators to the real invoke call



January 17, 2009, 16:58 (GMT)
Make sculpt data more like vpaint/weightpaint. SculptData is now in scene->toolsettings, moved the RNA to reflect that too.

January 17, 2009, 16:11 (GMT)
2.5

Made 'select linked' in mesh editmode work (LKEY).
Also added counterpart work with boolean (SHIFT+L).

Brecht: thanks for easier rna property defs :)

January 17, 2009, 15:28 (GMT)
RNA: warning fix for mac gcc.

January 17, 2009, 14:56 (GMT)
2.5

Cleanup warnings from Joshua's commit (mostly unused variables,
but also used functions that were not prototyped).

Two bugfixes; passing on &ob->adt instead of ob->adt

But; the DNA system is now messed up, with two structs using
the same ID (nAction and bAction), that goes horrible wrong!

January 17, 2009, 13:54 (GMT)
RNA: made naming of animateable flags for properties more clear.

Revision 023765e by Joshua Leung
January 17, 2009, 05:36 (GMT)
2.5 - AnimData fixes

* Made AnimData blocks be stored as pointer instead of directly in the ID-datablock, so that fewer files will need to be recompiled everytime some animation settings change.

* Tried to fix some of the compiler errors that pop up in Yafray code. If this commit doesn't fix it, just disable Yafray code for now (WITH_BF_YAFRAY=0 for scons)...
January 17, 2009, 03:51 (GMT)
Added new CMake build option, WITH_YAFRAY. Set to disabled by default.

January 17, 2009, 03:31 (GMT)
Added a brush cursor to sculpt mode.
Revision 44e5b77 by Joshua Leung
January 17, 2009, 03:12 (GMT)
2.5: Blender "Animato" - New Animation System

Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
January 17, 2009, 00:51 (GMT)
2.5: various warning fixes.

January 17, 2009, 00:26 (GMT)
Fixed a crash in sculptmode. Also replaced a degree sign with an underscore in view3d, not sure how that got in there.
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