Age | Commit message (Collapse) | Author |
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isnt saved
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Useful to use before sending blend files to the renderfarm.
* Make all Paths Relative - makes any absolute paths relative.
* Report Missing Files - creates a textblock listing all missing files.
* Find Missing Files - searches a directory recursively for filenames that dont exist at their current path.
Added a path looper type and functions that currently loop on image, sound, font and external library paths.
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* BLI_arithb.h - isnan definition is only needed for MSVC, but gcc/mingw complains about it
* file-selectors - moved BLI_storage_types.h or sys/stat.h includes before BLI_winstuff.h includes, to silence warnings about S_ISDIR.
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This code adds a basic and simple skeleton generator.
Examples and links are in the wiki, docs will come eventually: http://wiki.blender.org/index.php/User:Theeth/skeletor
In a nutshell, select a vertex at the top of the head and press "Generate Skeleton". UI Panel is in the Editing buttons in Edit Mode, tooltips and semi-useful.
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BLI_sortlist simplifications
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was actually due to a numerical issue in the matrix to quaternion
conversion code (which was from siggraph '85), now uses an improved
version. I hope nothing depends on the previous behavior.. though
it should only affect corner cases.
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=========
- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
Amount. The render amount particles are now only distributed and cached
at render time, which should make editing with child particles faster.
- Two new options for diffuse strand shading:
- Surface Diffuse: computes the strand normal taking the normal at
the surface into account.
- Blending Distance: the distance in Blender units over which to
blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
grass. This is a work in progress, and has a number of known issues,
don't report bugs to me for this feature yet.
More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/
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option, needed for leaves.
modifier.c, BKE_modifier.h - flag for modifiers to say they use pointcache, also new func modifiers_usesPointCache
renamed //pointcache to //blendcache_blendfilename so blendfiles in the same dir dont conflict, and other to show this dir isnt limited to pointcache only (nodes way want to use this)
wizard_curve2tree.py - better defaults for pretty tree's
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=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
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Added malloc mutex handling. (Sorry, had to patch threads.c a bit,
since otherwise scene tracks will completely screw things up...)
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NLA Window, Strip blending mode "Add" didn't work at all.
It was using very bad quaternion addition. Replaced with proper code.
For devs; new is the function QuatMulFac(quat, factor) which allows to
multiply a rotation with a value (make it rotate more or less)
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* Added Windows specific implementation for fnmatch taken from GNU/MINGW/MSYS C library
* behaviour should now be the same as under Linux and other OSs
* changed filename for fnmatch.h to ensure we include the correct one if we link with the included implementation
* tested compile with MSVC 7.1 and gcc(MinGW-5.1.3) on Windows.
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- brought back the check for a valid relative base when selecting.
- kept the check for when file is saved too and warning message is printed to console instead of popping up.
Also fixed BLI_split_filedir overwriting parameter passed as const char*
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Issue with dual quaternion scaling + vertex group influence.
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This is very much a work in progress commit to allow me to work outside of home.
While it does somewhat work, I wouldn't recommend anyone to use it.
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Blender.Geometry.ClosestPointOnLine(pt, vec1, vec2) -> (pt, lambda)
This wraps lambda_cp_line_ex
Needed for experemental tree generator
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====================
The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.
http://www.blender.org/development/current-projects/changes-since-244/modifiers/
Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
be built without passing the matrix row by row, but instead with
random access. MDef doesn't need this actually, but it's using this
version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
of barycentric coordinates for polygons with >= 3 vertices. This
might be useful for other parts of blender too.
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New listbase functions:
void BLI_insertlinkafter(struct ListBase *listbase, void *vprevlink, void *vnewlink);
- corrolary to insertlinkbefore
BLI_sortlist(struct ListBase *listbase, int (*cmp)(void *, void *));
- simple in place sorting method. NOT optimized, so use for small lists only. Uses a variant of insertion sort (I was lazy, people should feel free to rewrite).
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- on unix BLI_diskfree was only using 100 chars for the dir name, and
not checking if the name given was longer, increased to FILE_MAXDIR
(160) and added a check, return -1 if its too long.
The file selector only allowed 80 chars to be typed into the directory
entry.
Made the file selector check that the path is less then FILE_MIXDIR, if
you try and enter a path thats longer it will tell you that the path is
too long, before it was writing into other memory and crashing.
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* editaction.c - merged the functions for channel properties (renaming, slider limits, protect/mute, etc.)
* blenlib
- added a new function BLI_findindex which finds the index position of a given item in a list. It will return -1 if it can't find the item
- tidied up code formatting so that (the bits I have checked) have a single formatting style instead of a few different ones
- added a few paranoia checks for NULL in one of the listbase-related functions
- removed some half-dutch variable names still lurking around
- culled a few compiler warnings... there are still two in util.c related to (const char *) and (char *) type things
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EditVert had "float *fp" while the others had "float p".
changed to "float p" and made all code using the float pointer use the already existing tmp.p (void*) instead.
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because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.
This has 2 commands to get and set, so the variable is not accessed directly.
all "UV Calculate" scripts work now
last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.
uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
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This introduces QMC sampling for use in glossy reflections/refractions, soft raytraced shadows, and ambient occlusion.
This work includes many new features and speed-ups, so check out the nice docs here:
Glossy Reflection/Refraction
http://www.blender.org/development/current-projects/changes-since-244/glossy-reflectionrefraction/
Raytraced Soft Shadows
http://www.blender.org/development/current-projects/changes-since-244/raytraced-soft-shadows/
QMC Sampling
http://www.blender.org/development/current-projects/changes-since-244/qmc-sampling/
Many thanks to Brecht van Lommel for some initial code snippets and for reviewing the patch, and especially to Alfredo de Greef who gave me a lot of guidance and help along the way!
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unused variables
undefined variables
discarded qualifiers
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sprinkle a few 'const char*'s around to remove warnings
about discarding qualifiers in imbuf code.
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Mat3ToScalef and Mat4ToScalef
These return a floating point scale value which is the average of the 3 axies.
Use this to adjust curve radius when applying scale/rot
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Initial commit of imagebrowser in trunk.
BIG COMMIT!
Main changes:
* completely reworked imasel space
* creation and storage of the preview images for materials, textures, world and lamp
* thumbnails of images and movie files when browsing in the file system
* loading previews from external .blend when linking or appending
* thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/
* for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still.
* filtering of file types (images, movies, .blend, py,...)
* preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete)
More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser
Places that need special review (and probably fixes):
* BLO_blendhandle_get_previews in readblenentry
* readfile.c: do_version and refactorings of do_library_append
* UI integration
TODO and known issues still:
* Accented characters do not display correctly with international fonts
* Crash was reported when browsing in directory with movie files
* Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome!
Credits:
Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images.
Many thanks to everyone who gave feedback and helped so far!
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Basically I moved -funsigned-char -fno-strict-aliasing
from individual Makefiles to nan_compile.mk defines for CFLAGS and CCFLAGS
Kent
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Crazyspace correction for quaternion deform interpolation was broken.
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===============================
This is a new armature deform interpolation method using Dual Quaternions,
which reduces the artifacts of linear blend skinning:
http://www.blender.org/development/current-projects/changes-since-244/skinning/
Based on the paper and provided code:
Skinning with Dual Quaternions
Ladislav Kavan, Steven Collins, Jiri Zara, Carol O'Sullivan.
Symposium on Interactive 3D Graphics and Games, 2007.
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===============================
An improved CrazySpace correction is now used for Armature modifiers that use
vertex groups, and that are the first enabled modifiers in the stack. This is
a a specific case, but also a common one.
http://www.blender.org/development/current-projects/changes-since-244/skinning/
Implementation Notes:
- The quaternion crazyspace correction is still used for modifiers other than
the armature modifier.
- Modifiers can now provide a deform matrix per vertex to be used for
crazyspace correction, only the armature modifier implements this now.
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===================
This is a new automatic vertex weighting method, next to the existing
envelope based method. The details are here:
http://www.blender.org/development/current-projects/changes-since-244/skinning/
This is based on section 4 of the paper:
"Automatic Rigging and Animation of 3D Characters"
Ilya Baran and Jovan Popovic, SIGGRAPH 2007
Implementation Notes:
- Generic code for making mesh laplacian matrices has been added, which
is only used by bone heat weighting at the moment.
- Bone to vertex visibility checking is done with the raytracing code.
- Fixed an issue in the subsurf limit calculation function, where the
position of vertices on boundary edges was wrong. It is still not the
correct position, but at least it's in the neighbourhood now.
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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
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* Formatting 'fixes' for more consistency with rest of code
* Moved Mat4BlendMat4 from constraint.c to arithb.c/h
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In order to give import/export script authors the ability to add properties
to inidividual faces, vertices and edges in the same manner as they are able
to do with ID structures three new custom data types have been added to blender
for floats, integers and strings.
Things to note:
-Since property Layers are custom data, they are added to all verts, edges
or faces at once.
-Only one property layer for each unique property name may exist. In other
words, you cannot have a float layer as well as an integer layer
both with the same name.
-No user interface for this exists at the moment.
The following methods and attributes have been added to the Blender.Mesh
Python module and it's object types:
->MVert/Edge/FaceSeq:
addPropertyLayer(name, type)
removePropertyLayer(name)
renamePropertyLayer(original name, new name)
properties(readonly list.)
->MVert/Edge/Face
getProperty(name)
setProperty(name, value)
->Mesh module
PropertyTypes (readonly dictionary)
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Kent
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has to be finished.
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The good news; previously written 64 bits are still valid! All fixes
appeared to be possible in code, no versioning patches needed. :)
That also removes the I AM STUPID 64 bits ban from the code.
The bad news:
I couldn't get a 64 bits Blender running here (ghost-mac issues... it
has to be recoded using Quartz to be able to run 64 bits). So what I
have tested was:
32 bits binary:
- Appending/linking data from 64 bits file.
- Reading 64 bits chained library-linked files (file -> file -> etc)
- Linking 32 bits files with 64 bits files
This has to be tested for 64 bits too. Will drop in IRC now to help.
Note: part 3 is fixing memory issues for addressing > 4 GB data. A first
start has been made for a blenlib API function.
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Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places.
added error_libdata() for library error messages that are everywhere.
added object_data_is_libdata to test if the object and its data's are from a library.
fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!)
made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
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* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
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made LSCM UV Unwrapper use boxpack2d
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