Age | Commit message (Collapse) | Author |
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* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
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* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
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* Effecting particle properties with textures was possible in 2.49,
but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
for objects with particle systems), which are totally separate from
the material textures.
* Currently a basic set of particle properties is available for
texture control. Some others could still be added, but the whole
system is not intended as an "change anything with a texture" as
this kind of functionality will be provided with node particles in
the future much better.
* Combined with the previously added "particle texture coordinates"
this new functionality also solves the problem of animating particle
properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
"multiply" blending mode, so in order for the textures to effect
a particle parameter there has to be a non-zero value defined for
the parameter in the particle settings. Other blend modes can be
added later if they're considered useful enough.
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- add gplv2 header
- define __all__ so when importing '*' it wont being in locally defined vars.
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from Filiciss Muhgue (filiciss)
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for eg),
would stop the entire menu from drawing if they raised an exception.
now print the exception and continue.
Also added a verbose argument for bpy.utils.(un)register_module() to help test whats being registered.
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this should help with blender leaking memory with python classes though the bug is still not fixed.
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- KeyingSetInfo classes are now collected like Panels, Operators etc so bpy.utils.register_module() can be used.
- move bpy.types.register() to bpy.utils.register_class
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This removes auto-registration, committed by Martin r30961.
Realize this is a contentious topic but Brecht and myself both would rather opt-in registration.
TODO:
- addons need updating.
- class list will be modified to use weakrefs (should have been done for existing system too).
- will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
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also quiet pep8 warnings.
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optional, simply turning town the merge limit just simply do anything, and merging is off by default as this seems more logical behaviour
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from Shinsuke Irie (irie) with some minor edits.
Shinsuke's description from the tracker:
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I have implemented GVFS framework support of blender-thumbnailer.py which allows some file managers like Nautilus and Thunar to show thumbnails in trash or network directories. If Python's gio module is available, the thumbnailer uses it to access to filesystems mounted via GVFS. This change shouldn't affect desktop environments other than GNOME and XFCE.
A function gvfs_open() in this patch is defined to solve a stupid incompatibility between Python file object and GIO Seekable object.
On Ubuntu 10.10, I confirmed thumbnails can be generated for file://, trash://, sftp://, and smb://.
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gains when using really heavy files
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for Auto-keying from the UserPrefs, I forgot to remove the option from
the UI there.
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pinning the texture properties gave python errors.
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* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
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ID's and meshes both have update functions, call the meshes rather then update_tag() for recalculating edges.
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Render engine postprocess property was not named properly
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GPLv2 or later.
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When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
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Did some reorganization of the Game buttons, made a new "Display" Panel.
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* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
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well as anisotropic friction.
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updating and scene.update() executes the update.
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own recent mathutils updates broke this script.
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of arguments
noticed by Shinsuke Irie (irie)
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More debugging info with -d
Also fix some conditions that didn't check the proper list in the ui.
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* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
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Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)
This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.
Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
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Migrating "redraws" settings from TimeLine view data to per Screen.
The options are now still shown in the TimeLine "Playback" menu
though.
This means that whatever redraw settings you set in a TimeLine editor
will be used throughout a screen (i.e. editor layout) to determine
which editors will get updated during playback, instead of only
certain editors doing certain things at vague times.
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Also, I moved some version patches pre 2.56 version bump into a
version-check for 2.56. These must've been missed when doing the
release...
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While animating, I realised that actually the 'only selected' and
'include hidden' DopeSheet filtering options are also useful in the
Action Editor, especially while tweaking the animation for some
characters, where you'd like to focus only on some of the character's
control (i.e. eyelid tweaks, hand tweaks, etc.).
The other DopeSheet filtering options aren't so relevant here, so I've
excluded them from this.
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Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to
browse screens or switch scenes nicely.
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on all files in a directory and optionally save out blend files for inspection.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
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Keyframes" operator
Probably this was missed off, since the DopeSheet doesn't have this
functionality
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added option to overwrite.
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paths as well as strings, support this with blender/rna too.
- bpy.data.*.load() functions were only accepting UTF-8 paths.
- rna functions/properties now accept byte values rather then strings for file paths.
- bpy.path.resolve_ncase now supports byte objects.
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operator to get the correct behavior for center backdrop
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Inlined backdrop's zoom ui limits and hard limits so that
going to minimun and going back to 100 works
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* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense.
* Added a missing notifier for the Node backdrop move operator.
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Alpha blending can be enabled by a button when "Use Backdrop" is selected.
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Better handling of FSAA when downloading results and on slaves.
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