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2018-09-26Cloth: Collision improvementsLuca Rood
This commit includes several performance, stability, and reliability improvements to cloth collisions. Most notably: * The implementation of a new self-collisions system. * Multithreading of collision detection. * Implementation of single sided collisions and normal overrides. * Replacement of the `plNearestPoints` function from Bullet with a dedicated solution. Further, this also includes several bug fixes, and algorithmic improvements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D3712
2018-09-14Cloth: Improve UILuca Rood
This reorganizes the cloth UI, and changes some of the behaviour to be more reasonable. Changes included here: * Reorganized cloth panels * Improved some tooltips * Removed `vel_damping` option * Removed cloth pinning checkbox * Removed stiffness scaling checkbox * Separated shrinking from sewing * Separated self collisions from object collisions Reviewed By: brecht Differential Revision: http://developer.blender.org/D3691
2018-08-31Cloth: Componentize forcesLuca Rood
This separates cloth stiffness and damping forces into tension, compression, and shearing components, allowing more control over the cloth behaviour. This also adds a bending model selector (although the new bending model itself is not implemented in this commit). This is because some of the features implemented here only make sense within the new bending model, while the old model is kept for compatibility. This commit makes non-breaking changes, and thus maintains full compatibility with existing simulations. Reviewed By: brecht Differential Revision: http://developer.blender.org/D3655
2018-08-24UI: remove hack to align search propertiesCampbell Barton
2018-08-23UI: Physics panel minor adjustmentsWilliam Reynish
Flow panel had a wrong name when the checkmark was used in the header, fixed alignment in softbody panel & fixed wrong active state for Cloth Pin.
2018-07-26UI: Use Single Column and Grid Flow layout for Physics ClothVuk Gardašević
See D3559
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-06-20Cleanup: follow naming conventionsCampbell Barton
Using panels for presets printed warnings for classes named as menus.
2018-06-19UI: Cloth panels as sub-panelsPablo Vazquez
Also remove Cloth suffix from name since they are sub-panels now.
2018-06-13UI: preset popover buttons in panel headers.Brecht Van Lommel
Moves the preset into a menu for the panel header, so it can be changed without opening the panel and takes up less space. Two remaining issues: * For long lists the add new preset button can be scrolled off screen. * We should support showing the name of the chosen preset in the panel header, but the current preset system does not support detecting which preset is used. Differential Revision: https://developer.blender.org/D3366
2018-06-05Merge branch 'master' into 28Campbell Barton
2018-06-05Cleanup: pep8Campbell Barton
Use 'autopep8 --ignore E721,E722' on our UI code, only minor changes.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-21Cleanup: use relative imports in bl_uiCampbell Barton
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-03-20Merge branch 'master' into blender2.8Campbell Barton
2017-03-18PyAPI: remove bpy.utils.register_module()Campbell Barton
In preparation for it being removed, see: T47811
2016-12-28Revert particle system and point cache removal in blender2.8 branch.Lukas Tönne
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
2016-08-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: release/scripts/startup/bl_ui/properties_particle.py release/scripts/startup/bl_ui/properties_physics_cloth.py release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py release/scripts/startup/bl_ui/properties_physics_softbody.py source/blender/blenkernel/BKE_library.h source/blender/blenkernel/BKE_particle.h source/blender/blenkernel/intern/cloth.c source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/library_query.c source/blender/blenkernel/intern/particle_system.c source/blender/blenkernel/intern/scene.c source/blender/blenkernel/intern/softbody.c source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/versioning_270.c source/blender/editors/space_file/filesel.c source/blender/editors/space_outliner/outliner_intern.h source/blender/makesdna/DNA_ID.h source/blender/makesdna/DNA_object_force.h source/blender/makesdna/DNA_particle_types.h source/blender/makesrna/intern/rna_particle.c source/blender/makesrna/intern/rna_sculpt_paint.c source/blender/makesrna/intern/rna_smoke.c source/blender/makesrna/intern/rna_space.c
2016-07-30Cloth Simulation: add time scale propertyCampbell Barton
This setting can also be animated, to create a "time warp" effect. D2122 by @LucaRood
2016-07-30Cloth: option to use dynamic base meshCampbell Barton
This adds the ability for cloth simulations to respect changes in the underlying mesh. So you can for instance, animate shape keys, armatures, or add any deformation modifiers (above the cloth modifier). This is mainly useful for (but not limited to) cartoon animations, where your character might stretch or change shape, and you want the clothes to follow accordingly. D1903 by @LucaRood
2016-07-30Cloth: UI cleanup & quality hard limit removalCampbell Barton
D2121 by @LucaRood
2016-07-28Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll ↵Mitchell Stokes
methods This mostly affects physics panels. Any engines relying on RenderEngine.use_game_engine flag to show/hide panels will need to be updated. The COMPAT_ENGINES technique is how we usually deal with this. One issue with use_game_engine is that I cannot find a way to set it; it appears only the BGE can set it. This means (without this commit) external RenderEngines cannot get rid of the default physics panels. The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky and we should look into removing its usage where possible.
2016-04-28Removed UI for point cache users.Lukas Tönne
2015-02-12Removed the cloth preroll feature.Lukas Tönne
This feature has been totally broken for a long time. It was added originally because negative frames were not supported. Giving simulations (cloth and others) time to settle before animation starts needs to be solved in a much better and more generic way.
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28cleanup: py importsCampbell Barton
2014-02-07UI: Fix Cloth panel after 28936a415076, was too large and looked bad.Thomas Dinges
* Move Sewing Springs to a dedicated panel, the "Cloth" panel is too crowded already, and the sewing springs feature is nicely isolated.
2014-02-06Patch T31269: Add sewing seams to cloth simulationDaniel Genrich
Description: -------------------------- Use loose edges marked as seams as sewing springs. Usage: ------------------------- All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together. Example Video: ------------------------- http://www.youtube.com/watch?v=-Y_bC0gjoM0 Original Patch by thesleepless (+ git patch by codemanx) Thank you!
2012-12-18Fix part of #33469: cloth preroll had a wrong tooltip and low limit of 200 ↵Brecht Van Lommel
frames.
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-10-08style cleanup: pep8Campbell Barton
2012-06-08Don't show physics properties in game engine conextSergej Reich
Also rename fluid panels to be more consistent with other simulations
2012-06-06Cloth: Add support for "Self Collision Vertex Group".Daniel Genrich
Self collision vertex groups enable artists to exclude selected vertices from getting involved in self collisions. This speeds simulations and it also resolves some self collision issues.
2012-04-16UI:Thomas Dinges
* Remove un-descriptive Tooltip from Cloth preset menu.
2012-04-04replace relative imports with absolute imports so scritps can be executed ↵Campbell Barton
directly (live editing).
2012-01-23Cloth: Add "velocity damping" to damping options. This will help with the ↵Daniel Genrich
"cloth wobbling" problem which accurs quite often when having animated characters with cloth.
2011-11-11pep/style edits & quiet some warningsCampbell Barton
2011-11-102.6 Physics UI Files:Thomas Dinges
* Remove redundant check for md, this is already done in the super class poll.
2011-11-08cmake & pep8 tidy up, also some style edits.Campbell Barton
remove unneeded collection length function.
2011-09-21remove use of gettext: _("...") style translation now its handled by rna.Campbell Barton
2011-09-15Fixing issues with i18n stuff:Sergey Sharybin
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.
2011-09-01merge with trunk r39834Xiao Xiangquan
2011-08-12import common classes from bpy.types, saves ~1000 python getattrs on startup.Campbell Barton
2011-08-02finish handle for properties_XXX scriptsXiao Xiangquan
2011-05-02=trunk=Joseph Eagar
Recommitted eltopo collision code (but disabled by default) with Genscher's permission. To use, you need to install liblapack and libblas
2011-04-04fix [#26754] Live Edit and Editing UI scripts don't workCampbell Barton
2011-03-25fix [#26601] Python error when use of autocompleteCampbell Barton
Was a naming collision with 'keys' python method, reserve keys/items/values/get for python. Updated animsys_update.py for shapekey data paths. renamed: Particle.hair --> hair_keys Particle.keys --> particle_keys Key.keys --> key_blocks EnumProperty.items --> enum_items KeyMap.items --> keymap_items noted: http://wiki.blender.org/index.php/Dev:2.5/Py/API/Updates#Since_2.56a