Tuhopuu3 / Windows (2005/01/03)*updated # 2*

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gabio
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Tuhopuu3 / Windows (2005/01/03)*updated # 2*

Post by gabio » Mon Jan 03, 2005 9:35 pm

Update. Tuhopuu is alive once more. In there you can start to see the future features like transform rewrite, the UV tools rewrite (again!) and some UI design stuff. Enjoy tuhopuu3.
Build with MSVC 7 using Scons
*update* New GUI stuff. See the look of the future interface!
*update2* New GUI stuff. render window
-------------------------------------
Relevant feature:
-bugfixes
-merge with bf-blender tree 2005/01/02
-Now 4 different proportional falloff modes
-Ctrl-X/Y/Z constrain the transformation on the plane perpendicular to the axis
-Some 2d vector operations
-Refactoring of the LSCM unwrapper code for further extensions.
-New object drawing
-new lamp visualisation
-Moved Weld/Align out of transform, and just made it a menu(UV)
-Removed confirmation popups for LSCM unwrapping in the uv editor (E-key)
-Ported stretch optimize to new UvIsland data structure
-Brought back Strip->Cut at Current Frame (sequence editor)
-Allow right mouse button to cancel sequence strip transforms
-New splash! Congratulations dav_!
*update*
-New default button and colour theme.
-Added a theme colour for lamps in the 3D View
-New Object Buttons layout
*update2*
-added a right-click menu for buttons
-added "hide" flag for MetaElem
-Added some projection math in the treatment of planar constraints.
-*New render buttons (WIP ;) )
-preset for rendersize.


Commit:
-theeth
Log:
BugFix: Only use visible objects for proportional editing.

Additions:
- Now 4 different proportional falloff modes: the old Smooth and Sharp and the new Linear and Round (square root based). Shift-Okey cycles through the 4, but the drop down box only shows the first two (3rd and 4rd option shows the smooth and sharp icon too). Also, Shift-Okey can be used to interactively changed the mode during transform.
- Ctrl-X/Y/Z constrain the transformation on the plane perpendicular to the axis (ie: Ctrl-Z -> XoY plane)

Still have to make the constraint work with rotations (and a better support of num input).

-blendix
Log:
Some 2d vector operations: subtract, copy, dot product and normalise.

Log:
View Selected (numpad .-key) for the uv editor.

Log:
Refactoring of the LSCM unwrapper code for further extensions. Then intention
is to have all unwrapping tools use the same UvIsland/UvAtlas data structure.

Except for potential bugs, there are some small changes:
- The coords of pinned uvs are now averaged, instead of being assigned one of
the uv coords.
- Hole filling (to fix overlaps and asymmetry). Detecting the outer boundary
might need more work.

Log:
Two linklist functions used by unwrapper.c for joining lists and extracting a
link from a list.

-broken
Log:
New object drawing, comprised of two related experiments, removing
the object center dots:
http://mke3.net/archives/2004/07/goodbye_yellowp.html

And new lamp visualisation:
http://mke3.net/archives/2004/12/new_lamp_visual.html

Notes:
This is not 100% complete, as without the center dots, some
objects like curves, metaballs that have no obdata/verts/whatever
become invisible (unless selected) :)

I've roughed out a means to do this in drawobnodata(), which just
draws an always-facing hollow circle - I wanted it to look more
like an X inscribed in the circle, like (X) but I couldn't figure
out how to make it always face the view. The other problem is that
I can't find a good way to detect if the object is 'empty' or
not. Mesh objects have me->totvert and Text objects have cu->len
which is nice and easy to check, but other objects don't have a
similar variable. Iterating through and counting all the vertices
in the displist every time the object is drawn doesn't sound very
efficient to me.

Need help/solutions for these...

Log:
Fixed the misaligned lamps center drawing from my last commit

-blendix
Log:
Moved Weld/Align out of transform, and just made it a menu. Doesn't make much
sense to have it there, even more so now we have undo.

Removed confirmation popups for LSCM unwrapping in the uv editor (E-key).

Ported stretch optimize to new UvIsland data structure, and tweaked it some:
- Only redraws every 0.5 seconds, instead of every iteration. No need to
waste cpu cylces there.
- Removed popup menu asking for iterations and precision. It now just keeps
iterating, until you press Enter. The precision option was mainly a debugging
feature.

UvIsland/UvAtlas can now be constructed based on the layout in the uv editor
(as opposed to the seam layout in the 3d view). Only a few lines of code are
now needed for (re-)packing of islands in the uv editor.

-broken
Log:
Trying a 2.0 pixel line for the centre axes, suggested by Jiri

Log:
* Brought back Strip->Cut at Current Frame (sequence editor) from
tuhopuu2 with a new consistentified hotkey, K

* Allow right mouse button to cancel sequence strip transforms, as
in other window spaces

-hos
Log Message:
Merge of Blender/cvs 2005/01/02

Log:
Post merge conflict resolution

Log:
New splash! Congratulations dav_!

-theeth
Log:
Destroying warnings from editseq.c
One variable was declared in the middle of the code (C++ style) and was named new (C++ keyword), The first one is a straight error in compilers that follow standars, the other is just safer to get rid of.

unwrapper.c was giving lots of compile errors (102) when reaching a windows include file. Putting it earlier in the include list fixed it.

-broken
Log:
Following blendix's changes to the weld align tool, did a little
cleanup bringing those menu items into the image header menu as
well, moving them out of the transform submenu and into the
top-level one (similar to Mesh editmode menu etc). I hope this is
ok blendix, if not, please let me know :)

Log:
Clean another warning - forgot a prototype.

Thanks theeth for the other ones in editseq, Aphex had helped with
a couple of those too in T2, looks like I ported an older version,
woops!

Log:
Fun and games! Hope this goes ok. :)

This commit is the first of a much larger work in progress. Don't
expect things to be perfect and complete, but constructive feedback
on how to *make* things perfect and complete can be nice.
Note: This is not all my work. More info about the project in
general here:
http://wiki.blender.org/bin/view.pl/Ble ... chitecture

* New default button and colour theme. Info here:
http://wiki.blender.org/bin/view.pl/Ble ... rolsDesign

Not much has been written about colours so far, so a few notes:
- The looks-like-a-dogs-breakfast colours are gone
the buttons. The new UI controls are sufficiently different
from each other in appearance and shade to make the colours
unnecessary. Less visual distraction now, easier to concentrate
on the work itself.
- Selection colours have been consistentified to shades of orange.
This creates a stronger and clearer visual language - much
easier to see the state of the app at a glance, in whatever
window space.
Stodgy conservatives ;) can load up the old 2.36 default with this
script: http://mke3.net/blender/etc/236_default_theme.py

* Added a theme colour for lamps in the 3D View

* New Object Buttons layout, info here:
http://wiki.blender.org/bin/view.pl/Blenderdev/ObjectIA
http://wiki.blender.org/bin/view.pl/Ble ... tButtonsDP

The 'Transform' panel is a bit experimental, though it makes sense
and adheres more strictly to the unwritten idea that floating
panels should be for data relevant to the window space itself, not
the objects represented in it. It also provides a more logical
place for the "Center *' buttons, pre-empting new edit buttons.

-jiri
Log:
- some tweak of buttons in MetaBall and MetaBall tool panels

-themyers
Log:
Fixed Highlight bug and removed un-needed functions for indent/comment
Highlight bug was when you indent/unindent etc you lost the highlighted text

-broken
Log:
Fixed a weird declaration - now how did that sneak in there, and
why did I not get errors...

Thanks Gabio for the report/fix!

Log:
A bit experimental - added a right-click menu for buttons, with
Copy and Paste available there. I have ideas for other options to
go in such a menu too, like Insert Key and Remove Key (for the
individual values/channels), web links to help references, etc.
This may not be so easy in practice, let's see how it goes :)

The Panel Alignment menu can now be opened by right-clicking on a
panel header as opposed to anywhere in the buttons space as it was
previously.

PS. Does anyone feel like coding some general cross-platform
os-native copy and paste functionality into GHOST? ;)

-themyers
Log:
Changed declaration of int num to the beginning not after the if's

-jiri
Log:
- added "hide" flag for MetaElem. Hidden MetaElem doesn't influence polygonisation. Some shortcuts (H, Alt-H) will be added in the future. It could be useful for large scenes, when you work with some MetaElems.

Log:
- shortcuts for hiding of MetaElems:

H ......... hide all selected MetaElems
Shift-H ... hide all unselected MetaElems
Alt-H ..... unhide all hidden MetaElems

(works with undow system)

-theth
Log:
Added some projection math in the treatment of planar constraints.

Using planar constraints (especially with Grab) when the plane of the constraint is not parallel to the viewport (which is practicly always) is much more intuitive now in how it computes the final motion from the mouse position.

In non tech talk, it's much easier to position objects where you really want them using planar constraints now (more "point and it goes there" if I may say so).

-broken
Log:
Fixed the overflowing text on TOG buttons (round shaded theme)

Log:
*New render buttons

Standard WIP disclaimers apply, more info about this in the wiki.

The presets menu is a practical implementation of this concept:
http://mke3.net/archives/2004/07/python_presets.html

Old .B.blends may unfortunately display the order of panels wrong.
It's meant to be: Output, Dimensions, Elements, Render. Creating a
new buttons window space (eg. switching the 3d view to a buttons
window) should order it properly.

Todo:
> Change the 'Upper' fields button into a menu.
> Add Python access to get field rendering settings as well as set
(as it only does now)
> More tweaking (especially with the whole float buffer issue)

* Tiny tweak to object buttons

Log:
* Use square pulldown menu titles on non-rounded themes
--------------------------
a new build is available
Last edited by gabio on Sun Jan 09, 2005 1:33 am, edited 4 times in total.

-efbie-
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Joined: Wed Oct 27, 2004 9:47 pm

Post by -efbie- » Mon Jan 03, 2005 11:01 pm

great :)
I just tested it and here are my few comments :
* Bugs :
- the proportional editor doesn't work in edit mode. and when i try to use it it still shows the 'area circle' from the object mode.
- Axis selection with mmb doesn't allow me to select other axis.
- object axis can't be accessed with double x,y,z

the new lamp design kicks ass, however the black color make it hard to locate when you work in texture mode where there is lot of black areas.

Bellorum
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Post by Bellorum » Mon Jan 03, 2005 11:22 pm

Ooh :shock: Christmas comes late sometimes:)

edit: New lamps indeed kick mucho backside! 8)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

theeth
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Location: Montreal
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Post by theeth » Mon Jan 03, 2005 11:55 pm

-efbie- wrote:great :)
I just tested it and here are my few comments :
* Bugs :
- the proportional editor doesn't work in edit mode. and when i try to use it it still shows the 'area circle' from the object mode.
- Axis selection with mmb doesn't allow me to select other axis.
- object axis can't be accessed with double x,y,z
It's more a case of "Work in progress" than bugs. :)

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

matt_e
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Post by matt_e » Tue Jan 04, 2005 12:02 am

-efbie- wrote:the new lamp design kicks ass, however the black color make it hard to locate when you work in texture mode where there is lot of black areas.
Perhaps would a new 'Lamp' theme colour (instead of reusing wireframe colour) help here?

-efbie-
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Post by -efbie- » Tue Jan 04, 2005 12:11 am

the first thing that i did is looking for a theme color for the lamps :)

matt_e
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Post by matt_e » Tue Jan 04, 2005 2:46 am

-efbie- wrote:the first thing that i did is looking for a theme color for the lamps :)
I've just added it in my version here, will go up with the next commit.

solmax
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Post by solmax » Tue Jan 04, 2005 11:31 pm

(transform) bug:

i created a bezier spline, selected one vertex and tried grab, rotate or scale via shortcut (g, r, s) - in any of the three cases the vertex went off screen and moved "strange", i.e. not according to the mouse. using gestures to invoke transform commands, however, worked fine (|, C, V)

SamAdam
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Post by SamAdam » Wed Jan 05, 2005 1:05 am

question directed at broken:
1. do you have plans to release any of your gui refactoring code soon?
2. on that same note, is there any way to differentiate between grouped toggles and radios? because if I look at some of the demo stuff you had in the wiki it looks to me like the grouped toggles are all radios, even though they arent.

matt_e
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Post by matt_e » Wed Jan 05, 2005 1:22 am

SamAdam wrote:question directed at broken:
1. do you have plans to release any of your gui refactoring code soon?
Heh, beat you to it! http://projects.blender.org/pipermail/t ... 01214.html :)
2. on that same note, is there any way to differentiate between grouped toggles and radios? because if I look at some of the demo stuff you had in the wiki it looks to me like the grouped toggles are all radios, even though they arent.
Yep, there are some issues right now where a few buttons that seem to function as radio buttons are represented internally as toggles (because they toggle a bit in memory on or off), and will therefore display that way. An example of this is in the Render buttons (soon to be committed):

Image

when it should really look like this:

Image

I've asked Ton about this, and he says it will be quite easy to make it so that other button types such as radios and menus can toggle bits as well (in the case that there are only two available choices, of course). Now he's back from Scotland, hopefully I can get him to code this for me.

sunray
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Post by sunray » Wed Jan 05, 2005 10:44 am

Thanks for the great work.
I just download it from the URL above.
But there's something wrong in my windows xp sp2.
Some text out of the frame.
Look the pic please.
Image
Image

matt_e
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Re: Tuhopuu3 / Windows (2005/01/03)*updated*

Post by matt_e » Wed Jan 05, 2005 11:10 am

gabio wrote:This commit is the first of a much larger work in progress. Don't expect things to be perfect and complete
:) New render buttons coming soon, with user-defined presets.

sunray
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Joined: Wed Jan 05, 2005 2:48 am

Re: Tuhopuu3 / Windows (2005/01/03)*updated*

Post by sunray » Wed Jan 05, 2005 11:20 am

broken wrote:
gabio wrote:This commit is the first of a much larger work in progress. Don't expect things to be perfect and complete
:) New render buttons coming soon, with user-defined presets.

Thanks for your reply broken

Best regards!

franzrogar
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Post by franzrogar » Wed Jan 05, 2005 12:42 pm

And with the new gui refactoring, maybe
correct this bugs?

http://perso.wanadoo.es/picassocr/bug.html

They're annoying for who's translating Blender
interface.

Thanks in anyway,
Franz Rogar

*UPDATE*
Well, after download the update tuhopuu,
i go to User Preferences -> Language & Font,
select "International Fonts"
select "Language: Spanish"
pick up "Tooltips"
pick up "Buttons" and CRASHES.

Operating System: Windows XP SP2
Graphic Card: ATI Radeon 9200
Micro: Pentium 4 HT

matt_e
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Post by matt_e » Wed Jan 05, 2005 1:18 pm

Well, I don't know anything about the translation systems so I don't know if I can help much there, but #4 is technically easy to fix, just will take work. The problem is the buttons not being redrawn when ones like that are pressed. If you could make a list of the buttons that cause this problem, it would help a lot.

Cheers

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