Re: [Bf-committers] Delkey for button reset problem (issue 5693045)

2012-02-23 Thread Alberto Torres
Will this also work for any input field? I used to press zero for
resetting fields (but it has some bugs regarding undo) but it seems it
was removed.



2012/2/23  blend.fact...@gmail.com:
 Reviewers: bf-codereview_blender.org, bf-committers_blender.org,

 Description:
 Sorry for creating a new issue but for some reason old one
 (http://codereview.appspot.com/4535083/) fails and throws an error when
 I try to upload new patch set.

 Basically, I've seen some complaints on bf-commiters mailing list that
 use of Del key under Node editor instead of field reset actually deletes
 active node. So, this patch changes Delkey to Backspace key. Again, I
 suggest that sole Backspace key should reset only active field and
 Ctrl+Backspace should reset a whole active array.

 Please review this at http://codereview.appspot.com/5693045/

 Affected files:
   source/blender/editors/interface/interface_handlers.c


 Index: source/blender/editors/interface/interface_handlers.c
 ===
 --- source/blender/editors/interface/interface_handlers.c       (revision 
 44356)
 +++ source/blender/editors/interface/interface_handlers.c       (working copy)
 @@ -4767,10 +4767,10 @@
                }
                /* reset to default */
                /* XXX hardcoded keymap check */
 -               else if(ELEM(event-type, DELKEY, PADPERIOD)  event-val == 
 KM_PRESS) {
 -                       /* ctrl+del - reset active button; del - reset a 
 whole array*/
 +               else if(event-type == BACKSPACEKEY  event-val == 
 KM_PRESS) {
 +                       /* backspace = reset active button; ctrl+backspace = 
 reset a whole
 array*/
                        if (!(ELEM3(but-type, HSVCIRCLE, HSVCUBE, HISTOGRAM)))
 -                               ui_set_but_default(C, !event-ctrl);
 +                               ui_set_but_default(C, event-ctrl);
                }
                /* handle menu */
                else if(event-type == RIGHTMOUSE  event-val == KM_PRESS) {


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Re: [Bf-committers] libredcode

2012-02-23 Thread Andrew Hunter
Hey Ton,

Can we expect an official responsible from the mango production team on
this?

Cheers,

Andrew
On Feb 20, 2012 2:20 PM, François T. francoistarl...@gmail.com wrote:

 2012/2/20 Andrew Hunter and...@aehunter.net

 
 
  More likely, you will end up processing the r3ds in redcine-x pro with
 the
  redlogfilm gamma setting to preserve dynamic range and saving to exr or
  tiff and using those as your master files.
 
 
 This is what I have been doing so far, since I believe every open
 software out there claiming to read R3D files probably have old supports
 like Blender did, and doesn't work in most of the cases.

 F.
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Re: [Bf-committers] Delkey for button reset problem (issue 5693045)

2012-02-23 Thread Damir Prebeg
That zero key was replaced 8 months ago with del key and undo bug was
fixed. So yes, currently del key should work on any field.
But problem is that, if you use del key in the node editor, it'll
delete active node. Until that that key becomes customizable, with
this patch I suggest it should be replaced with hardcoded backspace.

On 23 February 2012 14:52, Alberto Torres kungfoo...@gmail.com wrote:
 Will this also work for any input field? I used to press zero for
 resetting fields (but it has some bugs regarding undo) but it seems it
 was removed.



 2012/2/23  blend.fact...@gmail.com:
 Reviewers: bf-codereview_blender.org, bf-committers_blender.org,

 Description:
 Sorry for creating a new issue but for some reason old one
 (http://codereview.appspot.com/4535083/) fails and throws an error when
 I try to upload new patch set.

 Basically, I've seen some complaints on bf-commiters mailing list that
 use of Del key under Node editor instead of field reset actually deletes
 active node. So, this patch changes Delkey to Backspace key. Again, I
 suggest that sole Backspace key should reset only active field and
 Ctrl+Backspace should reset a whole active array.

 Please review this at http://codereview.appspot.com/5693045/

 Affected files:
   source/blender/editors/interface/interface_handlers.c


 Index: source/blender/editors/interface/interface_handlers.c
 ===
 --- source/blender/editors/interface/interface_handlers.c       (revision 
 44356)
 +++ source/blender/editors/interface/interface_handlers.c       (working 
 copy)
 @@ -4767,10 +4767,10 @@
                }
                /* reset to default */
                /* XXX hardcoded keymap check */
 -               else if(ELEM(event-type, DELKEY, PADPERIOD)  event-val 
 == KM_PRESS) {
 -                       /* ctrl+del - reset active button; del - reset a 
 whole array*/
 +               else if(event-type == BACKSPACEKEY  event-val == 
 KM_PRESS) {
 +                       /* backspace = reset active button; ctrl+backspace = 
 reset a whole
 array*/
                        if (!(ELEM3(but-type, HSVCIRCLE, HSVCUBE, 
 HISTOGRAM)))
 -                               ui_set_but_default(C, !event-ctrl);
 +                               ui_set_but_default(C, event-ctrl);
                }
                /* handle menu */
                else if(event-type == RIGHTMOUSE  event-val == KM_PRESS) {


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[Bf-committers] Animation regression, quaternion normalization

2012-02-23 Thread Nathan Vegdahl
Hi guys, I wrote to the list about this before but received no response.

I don't know when this was changed, but quaternion rotations for
objects and bones in Blender are no longer auto-normalized for the
user.  I am frustrated that a release (2.62) made it out the door with
this being the case, as it substantially harms the practicality of
animating with quaternions.  It is not incorrect behavior per se, so
I am hesitant to file a bug report.  But it is something that needs to
be changed.

I think we either need to revert behavior back to how it was before
(quaternions being auto-normalized in the transform panel), or find
another solution.  But as things are right now, quaternions are
impractical to animate with in many circumstances (especially doing
blocking on characters involving large rotations).  I will be happy to
provide a technical explanation of why that is the case, but at the
moment I am swamped trying to finish my rigging DVD.

I just want to make sure this doesn't slip into the next release as
well!  It is a serious regression.

--Nathan
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Re: [Bf-committers] XIM improvement (non-latin support + connection recovery)

2012-02-23 Thread Tamito KAJIYAMA
Irie-san,

The XIM support works fine on Ubuntu 10.04 x86_64 (running on VirtualBox
4.1.8) together with its default ibus input method framework.  Only Japanese
text editing was tested using Anthy.  The text editor can create UTF-8 encoded
text files as expected.

A few issues were observed with the patched Blender as documented below:

1. When Blender is terminated, the following error message shows up on
console.  The serial numbers vary every time the program quits.

 X Error of failed request:  BadDrawable (invalid Pixmap or Window parameter)
   Major opcode of failed request:  14 (X_GetGeometry)
   Resource id in failed request:  0x4e4
   Serial number of failed request:  2267
   Current serial number in output stream:  2267

2. Japanese characters are not displayed properly.  They appear as blank
rectangles instead of glyphs.  This issue seems due to some missing setting
related to fonts and not an issue of the patch.  Anyway, did you need a
specific font setting in your test environment?

Thanks,

-- 
KAJIYAMA, Tamito rd6t-k...@asahi-net.or.jp


-Original Message- 
From: IRIE Shinsuke 
Sent: Monday, February 20, 2012 1:58 PM
Subject: [Bf-committers] XIM improvement (non-latin support + connection 
recovery) 

Hi,

I just posted a patch that improves utf8 input on X11:

http://projects.blender.org/tracker/index.php?func=detailaid=30274group_id=9atid=127

Now I can input Japanese/Chinese in the text boxes :)

Can anyone test it?

-- 
IRIE Shinsuke
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Re: [Bf-committers] Overlay for last poly selected

2012-02-23 Thread Campbell Barton
Sorry for late response on this, I dont think the original question
was answered.

The reason to have this persistent is because of UV mapping - the
image displayed on the UV/Image editor is always from this face.

This is very similar to active object or active pose bone - you don't
want the UV image to flicker about or display nothing when adjusting
the vertex selection for eg.

For a similar reason we have active-unselected Object's and Bones -
the buttons window context would flicker too much otherwise.

On Tue, Feb 21, 2012 at 10:49 AM, Nathan Vegdahl ces...@cessen.com wrote:
 I'd vote for this to appear only on Face Select Mode,

 When doing certain weighting/VertexGroup tasks, being able to see
 which vertex is active is quite useful.

 --Nathan


 On Mon, Feb 20, 2012 at 3:06 PM, PabloVazquez.org venom...@gmail.com wrote:
 I think it serves as the active selection and is used in tools such
 as for example pivot point set to active.

 it does, but if you switch to another Select Mode, these white dots
 still appear even though the active selection is now a vertex or an
 edge.

 I'd vote for this to appear only on Face Select Mode, and being able
 to theme it properly (alpha wise at least, right now it really pops up
 from all the (when selected) orange faces.

 Cheers!

 --
 Pablo Vazquez
 CG Artist
 Blender Foundation Certified Trainer
 E-mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org



 On Mon, Feb 20, 2012 at 09:49, Antony Riakiotakis kal...@gmail.com wrote:
 Hi,

 I think it serves as the active selection and is used in tools such
 as for example pivot point set to active. While I can see that it may
 be annoying it also indicates information used in some of the tools.
 No strong opinion on that, maybe it can be turned on-off like the
 manipulator?
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-- 
- Campbell
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