I wonder how this survived so long in Blender... (2005/03/09 commit).
Reason was the call to BPY_free_screen_spacehandlers(sc) in kernel,
which was freeing up scripthandlers in a weird way. That call is
really obsolete. The real freeing should go in the del_area() call,
to prevent copying and deleting area in the UI to go wrong.
(Crash happened in testing timeline markers, and holding CTRL+Uparrow
a while...)
- now draws on correct height
- selection is clipped correctly (did entire height)
- made showing scene markers default
Actually this implementation should have been a patch review... it was
done with entirely duplicating the code from timeline.c, whilst re-use
and generalizing markers has a preference. That way markers can become
supported in any time-based editor.
Will send an extensive review to Joshua Leung :)
IDProperties now have a sanity check to prevent different ID properties
in the same group from having the same name. The appropriate code has been
added to the python bindings to catch this and raise an error.
This commit adds a new constant dict to the top Blender module
called PropertyTypes. This dict represents all the ID Property
constants: STRING, INT, FLOAT, ARRAY and GROUP.
Further python work, including epydocs, are forthcoming.
This commit adds file reading/writing of ID properties to all ID types,
and also adds python access for NMesh, Mesh, Scene and Image. Note
that the file reading code might need some more work for certain
future/planned features to save right. Also I updated a few comments in idprop.c.
This commit adds supports for per-ID properties to blender.
See http://mediawiki.blender.org/index.php/BlenderDev/ID_Property
for more information on how it all works.
ID properties are accesable by python; but note that
bindings have only been added to Object and Material thus
far. However adding more bindings is easy and I plan
on adding several more hopefully within an hour of this inital
commit.
A generic UI panel is also planned, that will go wherever its
needed; for example in the material buttons, editing buttons, etc.
I'll likely submit the initial code for that as a patch, though,
so matt and ton and others can go over it and make sure it's
all good. :)
VERY important, if you intend to use ID properties please
go to http://mediawiki.blender.org/index.php/BlenderDev/PropertyStandards
and start writing the appropriate standards for it.
and also fixes some further segfaults.
Now it is possible to 'surf' (jump) to different markers. This is only
possible through the hotkeys for this:
* Page Up - Next Marker
* Page Down - Previous Marker
These hotkeys match the ones in the timeline. In order to do so,
I've had to reassign two (rarely used/obscure) hotkeys:
* 'Ctrl Page Up' is now move selected action channel up (was Page Up)
* 'Ctrl Page Down' is no move selected action channel down (was Page Down)
I should also mention here that
* 'Shift Page Up' is move action channel to top
* 'Shift Page Down' is move action channel to bottom
Fixes Bug #5239 reported by Anders Gudmundson:
- Sequencer eats memory like popcorn with metastrips
- Crash on gaps in metastrips
Both were introduces by my last patch that added "Speed Control".
I also forgot to add "Speed Control" and "Color" to the "Add"-menu.
(Simply haven't noticed, I use the spacebar all the time...)
Added a less 'strict' solver step size control.
Cuts down needed loops to a 1/5 in 'regular' collision situations.
So why be a maths smartass when we want to do a skirt in a breeze :)
Is on by default, old mode can be turned on with the 'O' button beside the RK-limit.
Some minor fixes to the UI
- Weight paint options now also show in Nkey panel
- added uiNewPanelTitle() in interface API to rename panels. In use now
for the Nkey panel title.
(Note: original name is identifier, do not change that)
Static particle option: maximum length. Button is next to "Vect" in first
particle panel. This allows weird forcefields and wind to act without
extreme long strands.
Log again:
Log:
1)
Bugfix: Beziers in curve didn't calculate the tilt values correctly for
the endpoint and not for all handle types. That way deforming curves didn't
extend the tilted deform either. (IRC report by Jahka)
2)
If you setup a Proxy for Armatures, the protected bones now have an error
pupup for buttons and for some of the tools in 3d window (constraint edit
mostly).
Also the Bones Panel shows a note when the bone is not editable.
The (#ifdef WITH_ICONV) option to draw International Fonts in file window,
didn't set the rasterpos OK for textured fonts.
Also: cleaned up code so it doesn't complain soo much without iconv.
Bugfix: Beziers in curve didn't calculate the tilt values correctly for
the endpoint and not for all handle types. That way deforming curves didn't
extend the tilted deform either. (IRC report by Jahka)
2)
If you setup a Proxy for Armatures, the protected bones now have an error
pupup for buttons and for some of the tools in 3d window (constraint edit
mostly).
Also the Bones Panel shows a note when the bone is not editable.
* There is now a feature to (de)select all markers. Can be found in menu or
via the hotkey Ctrl A
* The 'Markers' menu is now not drawn when marker set is 'None'
* Some other minor code cleanups
Additional Notes:
* I'm still trying to track down the cause of a bug which means that you can't
select more than one marker (with RMB clicks) at once. For now, just use
borderselect
* Now Blender doesn't segfault when trying to add a marker to nowhere.
(Missing checks for NULL marker lists)
* Line widths should now not be widened after drawing markers.
Thanks malefico and Plumiferos team for testing
Added a simple check to a number of editing operations. If multires is enabled,
an error is displayed and the operation is cancelled. This includes adding and
deleting verts/edges/faces, and anything that would reorder elements.
Loadsa new compo nodes, most added in new menu "Mattes".
- Seperate into YCC
- Combine YCC
- Seperate into YUV
- Combine YUV
- (Chroma) Difference Matte
- Chroma Key
- Luminance Key
- Color Spill correction
Main problem is missing docs still... Bob is working on it, he'll also
make tooltips for all buttons.
Some UI things might change too, like more clear names.
An oldie; if you have a referenced (lib-linked) scene, and copy that one
(use "Full Copy"), the objects in that scene disappeared after saving.
Caused by manual increasing id->us, instead of using the library.c call
id_us_plus(). The latter keeps track of linking issues.
A Plumiferos wishlist item: Markers working in the Action Editor too.
* The user can choose between displaying the scene markers (i.e. the
markers shown in the timeline) or the markers specific to each action,
by using the next list box on the action editor header. This is specific
to each instance of the action editor.
* The display of the markers currently still needs improvement. At the
moment, the triangle icons + text are drawn below all the last row of
keyframes. As such, I've made it draw yellow vertical lines which
span the height of the action editor, to also indicate markers.
Comments on this and also help getting the triangle thingies to 'float'
above the bottom scroll bar are warmly appreciated.
* There are a few minor update issues with editing a marker in the
timeline and the markers in the action editor which will be fixed soon.
* There are also a few hotkeys to still add.
Enjoy!
Prob: selection sometimes gave wrong edges/faces
Selection code for editmesh was still using a short for calculating the
distance of a projected vertex/edge/face from the mouse position. In
zoomed in cases that'll give overflows and unpredictable results.
It was fixed only half before... now all shorts are removed for distance
calculus.
- Now works on selection of Objects (as do allmost all hotkeys)
- If multiple selected have different settings, it sets all the same
- Also does subsurf settings within a dupli-group
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.