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2010-12-04Maintenance, Campbell Barton
- remove some redundant declarations - changed VertexTangent and Path structs to avoid compiler alignment padding.
2010-11-17use 'const char *' by default with RNA functions except when the value is ↵Campbell Barton
flagged as PROP_THICK_WRAP. Also use const char in many other parts of blenders code. Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-09bugfix [#24616] Apply Visual Transform doesn't always apply locationCampbell Barton
- object updates were not being flushed, so children weren't updating. - apply the matrix relative to the parent, added this as an option to object_apply_mat4() which allows assigning the worldspace matrix in python without worrying about the parent.
2010-10-25bugfix [#24376] Fly mode disturbs the rotation or scale of the camera objectCampbell Barton
2010-10-16most unused arg warnings corrected.Campbell Barton
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating). - mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-07-17- added text3d.body_format to be able to set bold/italic/smallcaps etc on text.Campbell Barton
- the length of a new text object wasnt set on creation. - tex3d and controllers rna name was being set to its body (rather then ID name) - remove reference to wave objects which are very old and not used anymore.
2010-04-17move camera lens/angle conversion to BLI_mathCampbell Barton
2010-04-15Fix [#22029] Camera in degree mode doesn't updateMatt Ebb
Removed the camera->angle from DNA, now it just uses RNA to handle the conversions. Really need to convert this to physical units at some point... :/
2010-04-12- use more inline math funcitons where possibleCampbell Barton
- swapped in less verbose math functons - modifier include cleanup
2010-03-25Restored Fluid Sim bakingMatt Ebb
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-05utility function object_camera_matrix, moved code from RE_SetCamera into this.Campbell Barton
use for getting the render matrix of a camera (view plane, winmat, clipstart/end) without rendering.
2010-02-26fix for fly mode restoring non-euler rotationsCampbell Barton
2010-02-24view selected now uses boundboxes of dupli-objects and ignores centerpoints ↵Campbell Barton
of the instance objects when it has duplis. view selected also working again for selected paint mask faces.
2010-02-12correct fsf addressCampbell Barton
2010-01-20Fix for proxy fix: copy drivers on synchronize now does proper relinkingBrecht Van Lommel
of driver targets, sharing code with make proxy.
2010-01-04copy modifiers, as "Link Modifiers" - in Ctrl+L menu. difference between ↵Campbell Barton
copy and link is vague especially since particle systems are ID data.
2009-12-28- object.add_shape_key(name="Key", from_mix=True)Campbell Barton
- ensure new shape key names are unique - Transfer ShapeKey now can have its settings changes (redo operator)
2009-12-28moved shape key insert function into BKE_object.hCampbell Barton
2009-12-19fix for non Euler-XYZ rotations...Campbell Barton
- Camera to 3D view didnt check for rotation order. - Fly mode didnt check for rotation order. added util functions. - object_apply_mat4(ob, mat4); applies a 4x4 matrix to an objects loc,scale,rot (accounting for rotation modes) - object_mat3_to_rot(ob, mat3, use_compat); apply a 3x3 matrix to the objects rotation, option to use a euler compatible with the existing euler.
2009-10-15made texflag a short everywhere (only stores one flag)Campbell Barton
fix for crash with separate (missing NULL check)
2009-08-25Pointcache:Daniel Genrich
* change function names
2009-08-25Pointcache:Daniel Genrich
*introducing unique ID's following brechts hint from ML Enhancements resulting from this: * multiple caches per modifier stack position
2009-07-22remove scriptlinks,Campbell Barton
they were not working and we have plans for better script integration in 2.5
2009-05-212.5 UI: Modifier TemplateBrecht Van Lommel
* template_modifier creates the modifier box, and returns a layout to put the buttons in. * Only the armature modifier is now done with python code, all other modifiers use C code. To convert a modifier to python, remove the corresponding C code and create a function in DATA_PT_modifiers. * Some modifiers still require some RNA work to get it working well, especially to make pointers editable. Mostly that is a matter of defining an own _set callback and put some of the modifier C code into it. * Still various buttons that don't work, like for hooks or mesh deform binding. * Fix for crashing decimate modifier (still disabled). * Removed UI_BUT_NO_HILITE, HMENU. * Make uiLayoutBox work with align.
2009-01-052.5Ton Roosendaal
Put back Armature/Pose code, including 'heat weight'. I've added reeb.h to get things compile, but Martin will cleanup files and put back? Now where to put all vertexgroup code.... I guess mesh? Note for msvc: yep, another new dir to add! :)
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2008-12-242.5Ton Roosendaal
Removed global "workob" from BKE, should now by passed on as an arg.
2008-09-30Add 2 items to CTL-A menu: Scale to ObData and Rotation to ObData. These ↵Benoit Bolsee
options allows to apply separately the scale and the rotation to the object data. Usefull to physics compound objects that do not support scaling.
2008-09-28BGE patch: create new BulletSoftBody data block to store bullet soft body ↵Benoit Bolsee
specific parameters. Previously we tried to share the parameters with the blender render soft body but there were too many differences. MSVC project files updated.
2008-06-09Revision 14929 partial merged from apricot Martin Poirier
(partial because I'll merge all snap code in one fell swoop after the libs are done) ---------------------------------- object: ray - boundbox intersection test
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-01function for getting object texspace settings, without dealing with ↵Campbell Barton
curve/mball/mesh separately.
2008-02-27Bugfix: Copy Modifiers with particle systems crashed, it didn't copyBrecht Van Lommel
the particle systems.
2008-01-19missing header from editipo.cCampbell Barton
2008-01-19add the option to add the parents time offset value.Campbell Barton
2007-10-22== Action Constraint ==Joshua Leung
Now the Action Constraint can be applied to Objects as well as Bones!
2007-09-23Dof Object - set the depth of field to an object - set in the camera edit ↵Campbell Barton
panel but the distance is calculated on the camera object only so linked cameras work. Alt+Period - sets active pivot some tooltips didnt make much sense, edited a few.
2007-08-05Little code cleanup. Joshua Leung
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway. I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-07-15== Constraints System ==Joshua Leung
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-04-14update to center view.Campbell Barton
- Dont do anything if no verts or faces are selected (used to zoom into 0,0,0) - use the centers of dupli objects (should eventually use their bound boxes), much nicer when dealing with many dupli-objects
2007-03-11made all data adding functions accept a name such as add_mesh or add_curve, ↵Campbell Barton
previously only some datatypes adding functions accepted a name. also updated the Bpy.py epydocs
2007-01-24* remove warning about add_only_objectNathan Letwory
2006-11-30Proxy Objects revisited!Ton Roosendaal
The first incarnation assumed that proxies were local objects per definition. Unfortunately that makes it impossible to - for example - reference-link an entire Scene with proxies, to be used as a special character set. This commit makes the proxy implementation also a bit more clear. Related work: the scene-sets were not executed fully or correctly for the dependency graph. That happens now (in 3d view) as well.
2006-11-29Duplicator feature:Ton Roosendaal
Vertex/Face/Frame duplication now draws using OpenGL display lists. Makes drawing go much faster (2-5 times, depending on size of duplicated object). This system uses boundbox checks too, so outside of view it draws faster. Note for face duplication: I've fixe a bug for incorrect alignment when the parent was rotated when a parenting happened, the 'inverse parent correction matrix' then messed up alignment. For face duplication it now works OK, but for vertex-dupli not... need a way to fix this backwards compatible.
2006-11-14Next level of Proxy support for animation: Proxy for duplicated groups.Ton Roosendaal
Notes: - Only referenced groups (from other files) - Only 1 group (no more duplicates using same group yet) - Only Proxy working well for Armature or Empty Is going to be reviewed in Plumiferos team; but target is that this will solve a major animation pipeline bottleneck :) Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-11Experimental feature, especially for the animation department:Ton Roosendaal
THE OBJECT PROXY Or simple said; local control of referenced data from libraries. Having library files with references is a very common studio setup, and Blender did do quite well in that area. Were it not that for character setups it was impossible to use still. This commit will enable a full rig+character to remain in the library, and still have - under strict control - local access for animation edits. Full log: http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-06-14Bugfix #4329Ton Roosendaal
New "Dimension" button: when using TAB to cycle over buttons, the dimension event was sent multiple times, accumulating scaling. The code was also not prepared to handle multiple changes at one event. Also: added object_get_boundbox(Object *ob) in BKE_object.h, so the code now really supports most primitives in Blender.
2006-05-27So! Finally time to work on finishing render pipeline project.Ton Roosendaal
This commit brings back: - Field Render - MBlur Render (old style) - Border render with or without cropping Note: Field Render is not supported in Compositor yet. Blurring or filter will destroy field information. Both MotionBlur as Field render are done before Compositing happens. Fixes: - The "Save Buffers" option only worked on single frame renders, not for Anim render. - Found an un-initalized variable in Render initialize... this might have caused the unknown random crashes with render. Code restructure: Cleaned up names and calls throughout the pipeline, more clearly telling what goes on in functions. This is visible in the updated first image of the Wiki doc: http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-04-02Bugfix #4051Ton Roosendaal
- particle duplicators should not include parent animation (error in duplicator recode of last december) - added exception for 'died' particles to keep correct orientation Also in this commit: - added comment in code to explain why vertexnormals in mesh are equal to vertex location when no faces exist - cleanup of BKE_object.h for functions that don't need export.
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!