Age | Commit message (Collapse) | Author |
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ui/ --> startup/bl_ui
op/ --> startup/bl_operators
scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too.
~/.blender/2.56/scripts/startup works for auto-loading scripts too.
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"timestep" value, which is in seconds.
* Done purely in rna, internally particles still use the timetweak value.
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Not really a "bug", but it was on my todo anyways. Based on patch
[#26508] by Campbell, with a few modifications including extending
this to the Action/DopeSheet editor too.
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People had trouble finding the 'Create New Directory' operator button in the file browser. Changed this to show the text as well and make button bigger.
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* Mistake in the ui file.
* Also found a possible memory leak.
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Discussed with Campbell, it's not actually bug and it's more about limitation
of topology mirror. It will work properly when both sides of mesh have matching
unique topology.
Added note to tooltip, so now unpredictable behaviour shouldn't confuse users
so much.
Also gray out "Topology mirror" when "X Mirror" is disabled.
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existing images for UV window
creating RNA within draw functions can free existing RNA, crashing blender when this is already used in the UI.
disallowing this so it raises a python exception.
This was being used to dynamically generate addon categories so for now they are hard coded and we need proper enum-functions for python to do this.
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* Code cleanup, no UI changes, reduced code from 1244 lines to 1228 lines.
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algorithm remains
the same, but big changes have happened both on the outside and on the inside.
New UI:
* The old parameters were quite true to the underlying algorithm, but were quite obscure
from a users point of view. Now there are only a few intuitive basic parameters that
define the basic fluid behavior.
** By default particle size is now used to determine the interaction radius, rest
density and spring rest lengths so that it's easy to get stable simulations by simply
emitting particles for a few frames and adjusting the particle size (easy when the
particle size is drawn) so that the fluid appears continuous (particles are touching
eachother).
** Stiffness - in reality most fluids are very incompressible, but this is a very hard
problem to solve with particle based fluid simulation so some compromises have to be
made. So the bigger the stiffness parameter is the less the fluid will compress under
stress, but the more substeps are needed for stable simulation.
** Viscosity - how much internal friction there is in the fluid. Large viscosities also
smooth out instabilities, so less viscous fluids again need more substeps to remain
stable.
** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against
gravity, and high pressure areas start to come down.
* In addition to these basic parameters there are separate advanced parameters that can
either be tweaked relative to the basic parameters (or particle size) or defined
independently.
** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this
can lead to small clumps of particles, so the repulsion keeps the particles better
separated.
** Stiff viscosity - the normal viscosity only applies when particles are moving closer to
eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to
particles that are moving away from eachother.
** Interaction radius - by default this is 4 * particle size.
** Rest density - by default this is a density that the particles have when they're packed
densely next to eachother.
** Spring rest length - by default this is 2 * particle size.
* There are also new options for 3d view particle coloring in the display panel to show
particle velocity and acceleration. These make it easier to see what's happening in the
fluid simulations, but can of course be used with other particles as well.
* Viscoelastic springs have some new options too. The plasticity can now be set to much
higher values for instant deletion of springs as the elastic limit is exeeded. In addition
to that there is an option to only create springs for a certain number of frames when a
particle is born. These options give new possibilities for breaking viscoelastic fluids.
New in the code:
* Most of the fluids code is now thread safe, so when particle dynamics go threaded there
will be a nice speed boost to fluids as well.
* Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree
implementation makes the code quite a bit cleaner and should also give a slight speed
boost to the simulation too.
* Previously only force fields were calculated with the different integration methods, but
now the fluid calculations are also done using the selected integration method, so there
are again more choices in effecting simulation accuracy and stability. This change also
included a nice cleanup of the whole particle integration code.
As the internals are pretty stirred up old particle fluid simulations will probably not
work correctly straight away, but with some tweaking the same level of control is still
available by not using the "relative versions" of the advanced parameters (by default these
are not used when loading old files).
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while hidden
* Forgotten settings for the "simple hair" ui.
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'== "win32"' & avoid importing platform.
also add some notes to CMake options.
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Option for tagging creases (Ctrl+RMB) to also re-unwrap the mesh.
In 2.42 this could be done by setting rt==8 (very hidden), now its a little less hidden (in the toolbar).
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for retopo workflow you don't wan't to project the mesh onto its self, added option not to.
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Patch from Miika Hämäläinen.
The old Material "Only Shadow" used an ancient 'best guess'
formula using Lamp Distance and some averaging for converting
shadow values to alpha.
A couple of bug reporters already complained about the not
very predictable renders. Miika fixed this by adding two
new options, to only give the true shadow factor exclusively,
or to give a result including light intensity values.
More info:
http://projects.blender.org/tracker/index.php?func=detail&aid=26413&group_id=9&atid=127
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lookups are also faster then tuples (though this isn't a bottleneck).
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for building py3.2 on *nix see:
http://wiki.blender.org/index.php?title=Dev:2.5/Doc/Building_Blender/Linux/Troubleshooting#Python
also fixed possible buffer overrun with getting the fake filepath for a blender textblock.
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* Code cleanup, no layout changes.
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run do_versions() on use_rim_material option so Sintel's jacket loads ok.
(request from Bassam)
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the old FH setting was blended with the other physics settings (friction and elastic)
Also in the Physics panel it was saying "Use Material Physics" but the button is only for Force Field.
Since I was here I decided to change the Constraint FH ui name from Fh to Force. I don't think users really understand what FH is (I for once don't).
Thanks to Carsten Wartmann for pointing that out.
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- Added option "Fixed Texture" to the UI. Because of strange reason,
this feature was implemented but hidden from users.
Would be cool, if somebody familiar with 2d texture paiting check.
- Fixed some issues in existing code of fixed texture paiting.
It now handles brush radius and curve correct.
- Also fixed issue with paiting with texture from node tree - it used
to be painted with regular brush color instead of texture.
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Py3.1 for windows doesn't have os.path.samefile(), has been added in 3.2.
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* Removed some unused code.
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Finally, the Blender icon can be used for the splash screen menu entry, on own todo for almost 1 year!
Thanks to elubie for fixing this in the code. :)
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scripts but considered bad practice by python devs)
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* Code cleanup and some assignment names fixes.
We still have the code guidelines. http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Layouts
So please only use subsub if absolutely necessary!
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* Minor fix for my commit yesterday, label in FLOOR constraint was missing for location property.
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and a new line in the end of constraints ui file
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limits etc) by Juha Mäki-Kanto + ui changes pour moi
From the tracker:::
Issues fixed:
- ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params.
- UI wasn't using angles where applicable.
- btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt.
This is an issue when setting limits.
Changes:
- UI: Hinge limits can be set (and disabled).
- UI: ConeTwist only has max-limits and only the twistX can be disabled
- PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min,
limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge).
- PyApi: dropped python-function limit_cone_min.
.:. Extra:
UI Changes:
- renamed "RigidBody Joint" to "Rigid Boidy Joint"
- reorganized UI to conform with other parameters (e.g. Limit Rot)
- added dis/active all over the place :)
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* Added back selector for active UV texture. IRC Request by _BigWings_ :)
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* More code cleanup.
When removing the narrow_ui feature, a lot of split functions were kept. Changed them to rows, which are more easily readable. Check out properties_data_lattice.py for a good example.
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markers.
This is useful for when working with lipsync shots, where you've used
markers for noting down key syllables and want to separate these out
into chunks to manage things better.
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the strength of the brush, as it was in 2.49
Layer height used to be controlled with brush radius, quite confusing decision.
Added new property for brushes - height for adjusting affectable brush height
(it could be not only layer height in the future).
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* inv_ -> inverted_
* flagged image dirty after invert.
* restored properties accidently cut out of unpack operator.
brecht.beers[lmg]++
thanks for paying attention! :)
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* This is basically a total rewrite of the edge split algorithm. The old one didn't handle tris at all and quads were cut wrong in some cases too with the addition of not handling uv coordinates at all.
* This new algorithm uses a flag system to categorize different splits and the identical but rotated cases in a similar way to how marching cubes indexes different cases.
* It cuts quads and tris and creates proper uv's for the new faces too.
* I also renamed the option to "edge cut" to differentiate if from the edge split modifier and added an option to override a uv-channel in the exploded mesh with particle age as x-coordinate so that the shrapnel can be faded out nicely etc.
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Invert Image Colors (RGB)
--
Invert Red Channel
Invert Green Channel
Invert Blue Channel
Invert Alpha Channel
mostly because of the recent changes in normalmap channels,
so users can adopt old bakes quickly.
though they might aswell prove useful in other situations.
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hash in 2.4x.
available from vertex menu.
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- add info to create_dupli_objects rna function docstring.
- transform snap had bad define, disabling BVH accelerated snap (own fault).
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Now we have the old UI again, as suggested by several developers on the Mailing List.
At least for simple materials. For Node Materials we keep the new Pipeline panel.
This should make both sides happy. :)
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