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2010-07-27Bugfix #23000: AnimData on Meshes not saved (and loaded)Joshua Leung
* Animation data for meshes wasn't getting saved at all (the linked actions were, but that doesn't really count) * Lib-linked actions from other files may not load correctly too
2010-07-23fix bad memory range of text3d charinfo being used.Campbell Barton
2010-07-15change some references to .B.blend, .Blog to new namesCampbell Barton
2010-07-15To be actually useful, also report the filename when write operation fails.Nathan Letwory
2010-07-04Patch [#22339] File/installation paths changesAndrea Weikert
Patch Tracker: http://projects.blender.org/tracker/?func=detail&aid=22339&group_id=9&atid=127 This patch implements the proposal outlined here: http://wiki.blender.org/index.php/Dev:2.5/Source/Installation/Proposal Original patch by Matt Ebb. Contributions by Nathan Letwory, Damien Plisson and Andrea Weikert NOTE: This is a work in progress commit, some work still needs to be done on the SCons and CMake files for this to work properly, but at least should compile and the files should be created in the right directory. Commit discussed on IRC with Ton and Campbell.
2010-07-03better reporting for file i/o failier, use system error message in more ↵Campbell Barton
places: Permission Denied, No space left, File not found etc. - blend load/save uses os message. - image load gives os message. (remove check for slash at end of line, just let the os report an error) - python api load image/font/text raise errors with message (was just retuning None for image and font) - minor edits to py api errors.
2010-05-25blend file thumbnailingCampbell Barton
- uses same thumbnail system as image browser - blend files show thumbnails in ubuntu/gnome (freedesktop spec) - 128x128 images are embedded into the blend file header, a simple loader avoids reading the entire blend file to extract it when generating thumbnails in the file selector. When the image browser reads a directory it loads images and creates thumbnails, blend files embedded images are treated just like loading an image. - the thumbnail is created from the camera view in solid mode. (no camera == no thumbnal). - readfile/writefile.c: had to use the 'TEST' code name to save thumbnails, anything else would segfault older blender versions on load. (its not used elsewhere).
2010-05-04merging revisions 28564-28569 from render branch into trunkJoseph Eagar
2010-04-25Mesh Deform Modifier: fix problem with saving.Brecht Van Lommel
2010-04-23Some fixes from the render branch:Brecht Van Lommel
* Take border render into account when drawing grid before for render result becomes visible. * Use antialiasing for rendering icon previews. * Fix Full Sample not drawing render result while rendering. * Mesh Deform Modifier: also forgot to commit this file.
2010-04-23svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 ↵Campbell Barton
-r28371:28372 console history save/load from joe
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-04-04Fluid physics for particles by Raul Fernandez Hernandez (Farsthary) and ↵Janne Karhu
Stephen Swhitehorn: This patch add SPH (Smoothed Particle Hydrodynamics)fluid dynamics to the blender particle system. SPH is an boundless Lagrangian interpolation technique to solve the fluid motion equations. From liquids to sand, goo and gases could be simulated using the particle system. It features internal viscosity, a double density relaxation that accounts for surface tension effects, static internal springs for plastic fluids, and buoyancy for gases. --------------------------------------- This is a commit of the core fluid physics. Raul will work on proper documentation soon and more features such as surface extraction from the particle point cloud and increasing stability by sub-frame calculations later.
2010-03-27Second attempt at committing the different render slot implementation. ThisBrecht Van Lommel
has a fix that hopefully solves the problem on mac/win. Also fixes #21322, render slots not working well with FSA.
2010-03-09Fix for earlier cache commit.Janne Karhu
2010-03-08image re-project now uses offscreen render function and has input for render ↵Campbell Barton
size. unrelated changes that ended up being more trouble to commit separate... - removed BLI_split_dirfile(), was nasty, occasionaly modifying the source string, it could create directories and used the $CWD in some cases. was only used in 2 places in filesel.c, if this gives problems can address without bringing back this function. renamed BLI_split_dirfile_basic --> BLI_split_dirfile - view3d_operator_needs_opengl was being called for offscreen render when it wasnt needed.
2010-03-01Bugfix #21262: Loading Alpha 0 project crash in Alpha 1Joshua Leung
Old temp-pointers for File Browser instances were not being cleared on file load, resulting in crashes when trying to free temp screen layouts that contained file browser instance data.
2010-02-26rename extension to addon after discussion with meta-androcto & mindronesCampbell Barton
2010-02-16Revert render slots commit for release, I can't find the bug or even redoBrecht Van Lommel
it myself, there will still be render slots just old implementation.
2010-02-16Render Slots: change the implementation by moving it from the render to theBrecht Van Lommel
image code, this should be clearer and makes reusing the Render struct later on easier.
2010-02-15initial support for extensions in the user preferencesCampbell Barton
only one script at the moment: [#20848] Blender Gears for 2.5 (for ideasman42) from Michel Anders (varkenvarken)
2010-02-12correct fsf addressCampbell Barton
2010-01-29Fix for lack of basic error checking in writing compressed .blend filesBrecht Van Lommel
(which is enabled by default). If there was a problem reading or writing in the compression process, the original .blend file could get lost. Now errors are checked, and writing is done as follows: write .blend@ -> compress .blend@ to .blend@.gz -> rename .blend@.gz to .blend -> remove .blend@ We've had blender crash here, lose the original .blend and leave an empty .blend@. It is not clear to me where this would happen in practice if there is enough disk space and permissions are correct, so the actual crash is likely not fixed by this commit.
2010-01-26panel for adjusting the active vertex groups weightsCampbell Barton
2010-01-22Fix [#20756] Texture painting on 3D tends to forget textures in the new ↵Matt Ebb
texture menu. Part of this fix (loading files with brushes/textures) will only apply for new files saved after this commit
2010-01-21New Compositor node: Hue ControlMatt Ebb
Was very quick to do, now re-aquainted with node editor. http://mke3.net/blender/devel/2.5/hue_correct_node.jpg Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and I can help :)
2010-01-20Bugfix: copying drivers did not set compiled expression to NULL, also tweakBrecht Van Lommel
to set it to NULL on file read instead of write as is done usually.
2010-01-20patch from Bjørnar Hansen (anachron)Campbell Barton
Multiple background images displaying each on a different axis. Changes made from the original patch. - Use an enum rather then multiple booleans. - Reduced the space taken up by the user interface. - Made the image template compact display not show fields & premul options. - Added readfile.c lines so old blendfile images are loaded. - Option to hide BGpic UI (like modifiers & constraints) - Use the index rather then a bgpic from the context for the remove operator. note: could be good to use 1 image for both left+right, for eg, but for this to work as intended we would need to add image flipping depending on the axis so left this commented out for now.
2010-01-08corect error in last commit.Campbell Barton
2010-01-08Remap Relative paths save option.Campbell Barton
If you have a blend file and want to save in a new directory enabling this will save with the paths corrected relative to the new directory.
2010-01-05Durian Request: Drivers RecodeJoshua Leung
Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-03Changes to Brush texture workflowMatt Ebb
This changes how textures are accessed from Brushes, with the intention of simplifying the workflow, and reducing the amount of clicking. Rather than the previous texture slots (which didn't work as a stack anyway), brushes now have a single texture linked. Rather than taking time having to set up your slots in advance, you can now select and change textures directly as you sculpt/paint on the fly. For complex brushes, node textures can be used, or for fast access, it's easy to make a duplicate of your brush with the texture you like and assign a hotkey. Brush textures can now be chosen from a new Textures panel in the brush tool properties - click on the thumbnail to open a texture selector. This is done using a new variation on the ID template - the number of rows and columns to display in the popup can be customised in the UI scripts.
2010-01-01Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1Joshua Leung
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible... (There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.) Currently, the following things have been done: * New datastructures + settings have been tidied up, ready for usage * Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for * File IO code for the new data, including version patching to convert the old system to the new one. * Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems. * Started setting up the motionpath 'baking' code, but the core of this still needs to be coded... Next Steps (after some semi-urgent Durian Driver changes): * Port the ghosting/onionskinning code over too * Finish motionpath baking code * RNA wrapping for the new types * Hooking up all the new code into the operators, etc.
2009-12-13* renamed BKE_sequence.h and sequence.c --> sequencerCampbell Barton
* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
2009-12-10Sculpt Branch:Brecht Van Lommel
Revised external multires file saving. Now it is more manual in that you have to specify where to save it, like an image file, but still saved at the same time as the .blend. It would ideally be automatic, but this is difficult to implement, so for now this should at least be more reliable.
2009-12-09Sculpt Branch:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25180:25245
2009-12-08compile python driver expressions for faster re-evaluation.Campbell Barton
approx 15-25x speedup
2009-12-07Sculpt Branch:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
2009-12-03Fix for one of the issues in #20230: Comp Nodes animations not saving to .blendJoshua Leung
AnimData was not getting written to files for Node Trees.
2009-11-25Sculpt: external file storage for multiresBrecht Van Lommel
* This is experimental, the file format may change still! * Helps reduce memory usage, keeps .blend files smaller, and makes saving quicker when not editing multires. * This is implemented at the customdata level, currently only the multires displacements can be stored externally. ToDo * Better integration with object duplication/removal/.. * Memory is not yet freed when exiting sculpt mode. * Loading only lower levels is not supported yet.
2009-11-25Sculpt: MultiresBrecht Van Lommel
* Displacement coordinates are now stored differently, as a grid per face corner. This means there is duplication of coordinates, especially at low subdivision levels, but the simpler implementation justifies it I think. * ToDo: conversion of existing multires files (2.4x or 2.5x), loading them may even crash now. * Editmode preservation/interpolation code also has not been updated yet. * Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh, which should be more memory efficient. * There are still bad memory peaks (if you're using 32bit) when subdividing or propagating displacements. Though at least there should be no huge memory blocks allocated, which windows is now to have trouble with. * Still found some weird spike artifacts at lower multires levels, some also happening before this commit. Perhaps computation of tangents needs to be tweaked more. * Multires modifier now has viewport, sculpt and render levels. Also the levels have been made consistent with subsurf, previously the same level of subdivision was one less for multires. * Both multires and subsurf modifier now can have their subdivision level set to 0 for no subdivision.
2009-11-10use armature active bone as a pointer rather then a flag for each bone that ↵Campbell Barton
needs looking up. - rna vars arm.bones.active & rna.edit_bones.active - needed special undo support. - readfile.c loads. - duplicate and copy_armature support. - keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing. Note: it may be better to allow active/unselected as with objects.
2009-11-01Rigging Goodies: Spline IK ConstraintJoshua Leung
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve. Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file: http://download.blender.org/ftp/incoming/250_splineik_spine01.blend Screenshots of this in action (as proof): http://download.blender.org/ftp/incoming/b250_splineik_001_before.png http://download.blender.org/ftp/incoming/b250_splineik_001_after.png I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :) Finally, a few notes on what to expect still: * Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still. * Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though * Control over the twisting of the chain still needs investigation. Have fun!
2009-10-28Added support for custom RNA properties on Bones, only worked forBrecht Van Lommel
PoseChannel previously.
2009-10-20Bugfixes for quit.blend + library linking, the last commit didn't solveBrecht Van Lommel
that completely: * quit.blend is saved from the undo file, which did not save out library ID_LI and ID_ID blocks, for quick undo keeping the library datablocks. However this means library links are lost on reading the quit.blend, so now instead of not writing them, they are not read on undo. * Libraries were not not using the right path yet always. Note the screen setup is still not recovered from the quit.blend if no auto save happened yet, but that is not important enough to spend time on now.
2009-10-20Auto SaveBrecht Van Lommel
Auto save is now working again in 2.5. It will also remember now what the location of the original file was when recovering it, so that library links still work and saving the restored file does not save to the temp directory. There is also a new Recover Auto Save operator which will open the filebrowser in the temp directory and show the auto saved .blends. Implemenation Notes: * Timer storage was moved from window to windowmanager, so we can have windowmanager level timers too now, doesn't make sense to have autosave timer attached to a particular window. * FileGlobal now has a filename field storing where the file was saved. Note that this is only used when loading a file through the recover operators, regular file read doesn't use it, so copying the quit.blend manually over the original file will still work as expected. * Jobs timer no longer uses operator now, this seems more like an internal thing, changing keymaps should not make it possible to break the jobs manager. * Autosave is postponed by 10 seconds when a modal operator is running, e.g. transform or file browsing. * Moved setting G.sce in setup_app_data before depsgraph updates, these can use the filename for pointcaches.
2009-10-08Key ConfigurationBrecht Van Lommel
Keymaps are now saveable and configurable from the user preferences, note that editing one item in a keymap means the whole keymap is now defined by the user and will not be updated by Blender, an option for syncing might be added later. The outliner interface is still there, but I will probably remove it. There's actually 3 levels now: * Default builtin key configuration. * Key configuration loaded from .py file, for configs like Blender 2.4x or other 3D applications. * Keymaps edited by the user and saved in .B.blend. These can be saved to .py files as well to make creating distributable configurations easier. Also, user preferences sections were reorganized a bit, now there is: Interface, Editing, Input, Files and System. Implementation notes: * wmKeyConfig was added which represents a key configuration containing keymaps. * wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap. * Modal maps are not wrapped yet. * User preferences DNA file reading did not support newdataadr() yet, added this now for reading keymaps. * Key configuration related settings are now RNA wrapped. * is_property_set and is_property_hidden python methods were added.
2009-10-08Smoke:Daniel Genrich
* Enable external forces like e.g. wind
2009-10-05General particle bug fixes + few small goodiesJanne Karhu
The goodies: * Curves can be used as normal dynamic effectors too with the new "curve" field shape. * Group visualization has optional duplication counts for each object in the specified group. * Object & group visualizations, which are done without taking the dupliobject's global position into account (unless the whole group is used). This is much nicer than the previous behavior, but I added a "Use Global Location" option for those who want to use it the old way. * The active particle system's particles are now drawn a with theme coloured outline instead of pure white. * Added object aligned velocity factors (buttons categorized and re-organized too). Bug fixes: * Absorption didn't work as the ui toggle button was forgotten. * Some other force field ui tweaks. * Crash after adding children and changing trails count. * Display types "cross" and "axis" crashed. * Particles weren't drawn with correct coloring. * Billboards didn't update properly in viewport to camera location changes. * Particle rotation wasn't recreated correctly from point cache. * Changing particles amount crashed sometimes. * Some files with child hair crashed on loading. * Compiler warning fixes. * Adding boids crashed on frame 1;
2009-10-03UI: BugfixesJoshua Leung
* #19529: Saving in edit mode causes problems in mode buttons when reopening * Fixed compiler warning in writefile for mingw * AnimData for Lamp data was not recognised by RNA