- Previewrender code back, commented out a lot of bad cruft,
nothing works or is linked even!
- Added NC_GROUP notifier type, used in editgroup.c and
listened to in 3dview and outliner
GPencil code back!
Joshua will probably take this further. I've added XXX notes
where fixes are required. Also note that ED_gpencil.h has
all old exports, which is probably not needed, most can go
to gpencil_intern.h
Also added Makefile fixes for sculpt
Another one back: editcurve.c
- removed global editNurb everywhere
(cu->editnurb now has listbase with edit data)
- also added 'active bpoint' and 'active nurb' in
Curve struct
- editmode in/out works, mouse/border select works
Cleanup:
- Makefile was using confused link order, now all intern and
and extern libs are put after blender and editor libs
- Old stubs.c in editors/screen removed. The leftover python
stubs calls were moved to python module.
Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?
Now where to put all vertexgroup code.... I guess mesh?
Note for msvc: yep, another new dir to add! :)
- remove Verse support. This will be brought back in The Future (probably jiri + me)
This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
Editmesh code cleaned and compiling/linking. A whopping
20k lines back! :)
Not that it does stuff... editmode in/out has to be done,
and loads of operators. Also linking/exporting editmesh
calls has to be reviewed.
Also: added a blender_test_break() mechanism in BKE.
- Ported over view3d header buttons.
Most of the options don't work :) but some do!
- Fixed makefiles for new animation module
- added icon definitions in resources to match current trunk.
- Added file space (too) :) Andrea was first, this is more
complete.
- Suggestion from Joshua: move all standard header buttons to
1 function, makes it all easier, less code, and less area/space
stuff needs to be exposed.
The basics for InfoSpace.
Also added InfoSpace data to area by default, older files allowed to
have nothing here (space empty). (prevents reported crasher in switching
space info to others).
Also: added ifdeffed code in readfile.c to debug missing memory frees
from data read from files. (instead of "data from SCR" it will print
the actual struct names).
Resolved cyclic calls for editors.
Now there's a space_api/ module, here you can use functions calling
other editor modules. The functions in the module are only used by
the WindowManager module to initialize space types.
Note for sconzers and MSVC and cmake: the proper linking order for
editors is:
- space_api
- space_xxx
- object / mesh / transform / etc
- interface
- util / datafiles
- screen
Today's progress; half working, but i better commit to prevent
conflicts tomorrow :)
- added storage for regions in spacedata
- added space switching (unfinished, gives mem-free errors)
- bugfix: icon of timewindow gave error on split-area
- cleaned interface_icons.c a bit, no warnings
- first work on space new() callbacks, they have to make regions too
NOTE: probably files saved with 2.5 crash now. Have to look at
patching this.
NOTE2: the Makefiles required libeditor screen twice... scons too?
- RMB select, also with SHIFT
- RMB tweak for translate
- SHIFT+D dupli
- BKEY border select/deselect
- AKEY (de)select all
- XKEY delete
- GKEY grab
Added some XXX comments for future todos, especially for when other
spaces come back with time markers.
Also added ED_util for putting in all to-be-cleaned cruft
Context conflict: input methods for Markers can conflict with other
spacetypes. It was solved in pre-2.5 with manually tweaking it all over,
but I would prefer one keymap for all marker stuff. Needs some thinking...
could be solved with a boundbox check for bottom part of 2d window.
Tweak issue: both tweak styles are possible:
- Hold mouse button, move, operator ends on mouse release
- Hold mouse button, move, operator ends on mouse click
Problem is that modally handled operators use fixed keymaps... like ESC,
SPACE, ENTER, or press/release mousebutton for 'assign'. There's a lot
to say for making this all consistant, or become part of 1 general keymap?
Should also be possibe to define 'tweak' defaults for Tablet different
than for mouse...
* Added RNA list viewer. This is currently drawn in the outliner
window, the UI is limited but it is just intended to test RNA
at the moment.
* Added UI names for currently wrapped properties.
* Made iterating collections a bit more convenient.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
This is the first code for the Data API, also known as RNA system in the
2.5 Branch. It does not include a user interface, and only wraps some
Scene properties for testing. It is integrated with Scons and Makefiles,
and compiles a 'makesrna' program that generates an RNA.c file.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataAPIhttp://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA
The changes are quite local, basically adding a makesrna module which
works similar to the makesdna module. The one external change is in
moving genfile.c from blenloader to the makesdna module, so that it can
be reused by the RNA code. This also meant changing the DNA makefiles.
It seems to be doing dependencies correct still in my tests, but if
there is an issue with the DNA not being rebuilt this commit might be
the one causing it. Also it seems for scons the makesdna and makesrna
modules are compiling without warnings. Not a new issue but this should
be fixed.
The RNA code supports all types as defined in the Data API design, so
in that sense it is fairly complete and I hope that aspect will not
have to change much. Some obviously missing parts are context related
code, notify() functions for updates and user defined / ID properties.
work in the game player, now the IK lib is linked into the player.
Makefiles/Scons/CMake buildsystems have been updated.
Fix materials nodes to work in the game player.
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
Now you can do one of the following to disable it:
export NAN_NO_PLUGIN=true
export WITH_BF_WEBPLUGIN=false
or
export WITH_BF_WEBPLUGIN=true to enable building it.
(Its set to false by default)
Kent
- crash on start because of unitialized pointer
- Makefile had the python lib on weird location... I prefer all
blender/source/blender/ libs together on 1 place? The Make needs
cleaning... it assumes publisher stuff. :)
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
review, wait a bit for docs?
Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.