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bf-blender / Windows (2004/09/19)

Posted: Sun Sep 19, 2004 6:49 am
by gabio
yay. The coder is in fire. Now we can enjoy a superb working undo system!!!
Test it to death this must be flawless. 8)
relevant feature:
-Undo system is now functionnal. the hotkey is ctrl-z
-game engine:Convert and use actuators with no target object set.

Bug fix #1525

RayTransp didnt work on Nurbs anymore (2.34 error).
Just a normal flip problem...
Bug 1568

Wrong usage of B_NOP code in button events (xxxx | B_NOP), which is useles
since it is defined as -1.

Reminder for all: use a B_NOP if you want a button event not to be passed
on to the event queues.
Bug fix in code committed for hooks; mesh check for displist was on
wrong location... causing tremendous slowdowns!

Note: in previous commit some WIP slipped in.. not dangerous. Plus it
has a text typo fix (beaty)
Fixed crash caused by new (strict) rule for displists. Reminder: to signal
that a displist has to be recalculated, you only have to free it.

In the init_render_mesh() not all situations were checked OK.
Thanks Basse for finding it!
curve_modifier() call was in makeDispList() already, and called twice,
causing initrender to free illegal pointer...

Fixed PyObject_IsMT_Matrix

Another step in the undo evolution.

- Made unified API for undo calls, to be found in space.c
BIF_undo_push(char *str)
These calls will do all undo levels, including editmode and vpaint.

The transition is work in progress, because mesh undo needs recode.

- New global hotkey CTR+Z for undo
Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc
the lighting in shaded mode, which already became much more interactive,
like during/after any transform().
Recalc hotkey now is SHIFT+ALT+Z

CTRL+<any modifier>+Z is redo.

- For OSX users; the Apple-key ("Command") now maps to CTRL as well. This
disables the one-mouse-button hack for rightmouse btw, will be fixed in
next commit. At least we can use Apple-Z :)

- Old Ukey for undo is still there, as a training period... my preference is
to restore Ukey to "reload original data" as in past, and only use new
CTRL+Z for undo.

- Added undo_push() for all of editobject.c and editview.c. Meaning we can
start using/testing global undo in the 3d window. Please dont comment on
missing parts for now, first I want someone to volunteer to tackle all of

- Since the global undo has a full 'file' in memory, it can save extremely
fast on exit to <temp dir>/quit.blend. That's default now when global undo
is enabled. It prints "Saved session recovery to ..." in console then.

- In file menu, a new option is added "Recover Last Session". Note that this
reads the undo-save, which is without UI.

- With such nice new features we then can also kill the disputed
Cancel/Confirm menu on Q-KEY.

- Added fix which initializes seam/normal theme color on saved themes.
They showed black now.... (Note: that's in usiblender.c!)
Found little bug in undo system for editing Font objects. Causing
crash at undo after editing.
- redo now also ctrl+y.
- made undo/redo display of previewrender nice

For the Bass* people: pad plus/ pad minus moves nla strips up/down in
the nla editor.

Release note blurb:

Selected nla strips may be reordered down or up in the nla editor using
numpad plus/minus.

Log: (
- Cam added function getUniqueName, which preserve overwriting of existing mesh.
- I removed fixed identing. It uses only tab for identing so Cam will not be fussed anymore:-).

Convert and use actuators with no target object set.

Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene. If the actuator target is always set from Python, this could be annoying.


a new build is available.

Posted: Sun Sep 19, 2004 8:26 am
by Mel_Q
Much appreciated. :D
CTRL-Z shouldn't be that much of a bother for most M$ users, but still I expect an 'uh oh' or two from myself. Thanks for giving us the chance to find out.

Posted: Sun Sep 19, 2004 9:44 am
by Bellorum
the hotkey is ctrl-z
Thanks. Now I don't have to re-adjust my brain when switching between apps:)

Posted: Sun Sep 19, 2004 9:53 am
by ch
but is there a new linux build with it?

Posted: Sun Sep 19, 2004 12:41 pm
by bertram
The Wave-Effect retired!
:cry: :cry: :cry:

Posted: Sun Sep 19, 2004 3:12 pm
by lucky3
The Wave-Effect retired!
Yes, it seems it doesn't work anymore.

Posted: Sun Sep 19, 2004 4:04 pm
by bertram
Rotating vertices around 3d-cursor makes blender crash! Can anyone confirm please.

Posted: Sun Sep 19, 2004 5:15 pm
by Monkeyboi
Ton wrote: New global hotkey CTR+Z for undo
Phew, thanks loads for that one. Suggestion: Turn Global Undo ON by default. ;)

On a UI related note, how about inserting the Undo commands into the Object menu while in Object Mode? Granted most people will probably guess Ctrl-Z, but still... And, it still displays to horrid U key in Edit mode as the hotkey.

Posted: Sun Sep 19, 2004 5:27 pm
by Monkeyboi
Rotating vertices around 3d-cursor makes blender crash! Can anyone confirm please.
Works fine here.

Posted: Sun Sep 19, 2004 5:49 pm
by ElBarto
Pressing horkey Ctrl+X for New does not work in Text Editor

Posted: Mon Sep 20, 2004 12:42 am
by gabio
bertram wrote:Alert!
The Wave-Effect retired!
:cry: :cry: :cry:
i said coder was in fire. and it true.
see the log of this morning:
Removed all calls to object_wave in code, and moved it into the
mesh_modifier() in deform.c.

Now wave works on top of hooks, before lattice/curve deform and armature.
But together!

look like the next one will be even nicer(mmm as usual...)

Posted: Mon Sep 20, 2004 6:51 am
by Saluk
Thanks kester I've been waiting for that fix for a while!

Posted: Mon Sep 20, 2004 10:06 pm
by Zsolt
Okay, the Undo is great! Finally! Thanks to all the coders!
Just now I'm teaching Blender to a close friend of mine, and one of her first questions was: "That's great, but how do I undo the change I just made?". So it's especially good for newbies, who sometimes get scared when they accidentally screw up a scene :)
But: there *has to be* a menu option for this, or even better, a simple backward and forward arrow somewhere on the header. Plus it should be turned on be default, who would ever think that the Undo of a program has to be turned on first? Unintuitive! So is the fact that the cursor has to be in the 3D view... even if the change to be undone was made in the buttons window.
If the power user doesn't want to use it, he can turn it off in the more obscure settings window.

Unfortunately, this build seems very unstable, it crashes for me about 10 minutes after starting it.

Posted: Mon Sep 20, 2004 10:40 pm
by ElBarto

thought about the hotkeys that were assigned for Global Undo. I think it is bad to mix typical Blender hotkeys and standard hotkeys because this generates an inconsistent workflow.

The U key is mostly used for undo like the z keys are used for drawing things. So i would suggest changing the hotkey for Save User preferences and using Ctrl+U for Undo and Shift+Ctrl+U for Redo.

Saving user preferences could be done with Ctrl+Y or is not so often used so it did not really a hotkey.

I think this would be better to create a stronger workflow.

Posted: Mon Sep 20, 2004 11:28 pm
by Bellorum
The U key is mostly used for undo like the z keys are used for drawing things. So i would suggest changing the hotkey for Save User preferences and using Ctrl+U for Undo and Shift+Ctrl+U for Redo.
Then I, being fortunate enough to have being blessed with big hands, will be one of the few people to be able to undo using only one hand. I don't understand how that kind of change would benefit workflow. Ctrl-z works like a charm with me, and I wouldn't want it any other way. I'm v-e-ry grateful for this change, since this is the way it's done in (almost) every other application, and eliminates the need to reset my brain everytime I switch apps. That's improving workflow.