Age | Commit message (Collapse) | Author |
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Appending from files also set the string for "last loaded file". That's
a real bad one... so you can save over accidentally libraries.
Another fix: appending from files that have dynamic other files linked
with relative paths didn't work. (Yah, now it should all work!)
renderconverter change is just a more clear comment.
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The bugfix for linking recursively from files worked, but there was another
bug hidden... only showed up when actually *using* the recursive feature,
and not with only testing the bugfix. :) Famous coder error, but yah, we
got luckily users to test it!
I'v asked the reporter to give it more extensive testing!
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in the scene reading function. Caused 2.37 saved files to crash.
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version files. Made test a bit cumbersome.
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Darn #$%#$# code cleanup in NaN days screwed up recursive feature of
linking dynamically data among Blender files. It now only supported 1
'deep'.
Now you can link data from file1 via file2 into a file3, etc. Nasty code,
but supposed to work :)
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Patch provided by Ricki Myers. Works quite obvious, see Theme editor too!
Notes about the provided code;
- The default syntax colors were screaming! Toned it down to match the
default dark on lightgrey background better.
- Added: initializing colors in saved themes (usiblender.c)
- The implementation of the button for this option was quite clumsy...
Blender UI options services this a lot easier.
(Same fixed for 'line numbers' option)
- Bracket matching now uses as color a mix of backdrop and the
selected-text color. Noticed my texteditor did it too...
-> I really miss comments in code describing a little bit the thought
process behind the code. Like a short introduction on this feature
in the top of the drawtext.c, little remarks on new functions.
ALso in patch tracker or the mailinglist no docs was mentioned?
-> drawtext.c now gets messy quickly... lack of overview, structure,
and confusing mix of personal coding styles.
For not-active supported code dangerous...
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Using the Play button in timeline, now uses an event-driven system to
update the animation system and signal windows to redraw. Meaning the
full UI remains responsive!
Check the new Pulldown "Playback" to set which windows you like to see
updated. Same settings is used for LMB 'dragging' frames in Timeline.
Implementation notes;
- the Icon for 'Pause' (or stop) has to be made yet, I commit this from
my laptop... all was coded during a 2 x 5 hour train ride to germany
- the anim playback system (ALT+A too) now uses correct "frames per
second" as maximum speed. Buttons can be found in 3 places in the UI,
also added it as pulldown item
- The system works with 'screen handlers', which has been coded with
using Python (networked) events or verse in mind too. A doc on that
will follow.
- the buttons code has been made 'resistant' to animated UIs too,
preventing flashing of hilites.
- All subloops (like transform) stop playback, with exception of MMB
view manipulations.
As extra; found tweak to make Textured AA fonts draw without distortion.
Looks perfect here on laptop now (like Pixmap fonts) and is 20x faster.
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- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
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Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.
Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html
Notes for using timewindow;
- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers
- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key
- Press S or E to set start/end frame for playback
Notes about the implementation in Tuhopuu:
- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
should deselect all, except the indicated Marker. Not when holding SHIFT
of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
(Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
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Proportional edit:
- Proportional mode added to header as button/menu. Including new option
to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode
Other UI stuff:
- in EditMode, the layer buttons get hidden... the amount of icons in
3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
so it gets saved.
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Works as follows;
- press the 'show bake settings' button (no space left... :)
- define start/end frame for bake, and an interval step.
The baked result interpolates nicely (Bspline, 4 keys) so in general a
step size of 2 or 3 still gives OK results.
- Press "BAKE". This will do a full animation + playback. Press ESC if it
you don't want it.
Once Baked, the BAKE button becomes a FREE BAKE. As reminder the softbody
buttons get blocked with error() menu.
This saves OK in a file. Renders any frame, including fields and moblur.
You can also set a "Timeoffs" for the softbody. And yes, this should be
in the NLA once... :)
NOTE! With this commit, files saved with the old (first commit) version by
Jens Ole won't read the settings back... he stored all sofbody variables in
Object, which was moved to a new struct when I did my first commit on SB
(over a month ago)
Also note that I moved particle deflecting & softbody to a new include.
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Works like a charm... well it now replaces the old base-sorting hack. :)
Next stage will be to define how to further integrate it. Plus some
minor code cleanups... static/internal functions versus external, etc.
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submitted by Alexander, changes/improvements are:
- Moved to new Panel in Scene buttons "Post Effects". Together with other
postprocessing options, such as Edge render. It is also not called DoF,
this because that's a bit pretending too much then. It's a zblur still!
- Made it render Alpha as well
- Made it use and deliver float buffers
- Huge cleanup of zblur.c code, was very messy. It was alling things in render
code without need even (win matrices, transform faces, etc)
- Fixed errors in using Z values (zbuffer is signed int)
- Removed very weird gamma corrections for front/back half
- Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve
- Didn't copy 'auto focus' yet. Use of this is very limited, and gives
false expectations, nor works for rendering anims with deamons well.
Main issue remains: it's not a very advanced feature... I still doubt
very much if this deserves to be released. Spent 2 days on trying to get
the key issues solved, with not much results.
- gauss filter code has weird side effects on large blur size
- having unsharp (blurred) in front also blurs what's around in back.
only blurred in back with sharp in front works a little bit
- severe aliasing errors... also due the code splitting in 2 halves
- doesnt work with unified yet
- won't work for halos, spot halos or transparant faces
Anyhoo... It was promised to be committed, so now artists can play with it.
Who knows it's useful after all, or some fixes can be implemented. :)
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compile. Normally it would probably be best just to wait till Ton committed
but its still pretty early and I didn't want people complaining all night.
Hope its no problem!
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make it slower, higher values faster.
Monkey: accidentally got inverted normals for they eye again. :)
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This will add Minneart diffuse and WardIso specular to our shader menu.
Minneart gives nice control over darkness/brightness areas, the wardIso
over 'plastic' style sharp or fuzzy specular.
Webpage is being made with nice samples. Will be in release log.
Jorge: one change is in the do_versions, you inserted it on wrong location.
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- Added browsing for vertex group for "Goal" in SoftBody buttons.
- Means the default name "SOFTGOAL" isn't needed anymore
- temporally, on file read, the "SOFTGOAL" vertex group is set, if exists
- removing vertex group possible too
- changed softbody.c code to use this
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- Added Softbody effect for Lattices (not too useful yet without
vertexgroups though)
- Added default vertex "goal" value + button, to be assigned when no
vertexgroup exists (or vertex isn't in the group)
- Made softmin and softmax work as documented (defining min and max range)
- made changes in buttons send 'update' signal to softbody
And:
- added Nkey Properties to show lattice coordinates
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- added BLI_str[n]casecmp, use instead of regular versions
- rewrote BLI_str[n]casecmp to not be stupid
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User level notes are in Wiki here;
http://wiki.blender.org/bin/view.pl/Blenderdev/Softbodies
And will be added in blender3d.org CMS later.
Tech level notes are still pending, but here's the most relevant ones;
- made ob->soft struct SoftBody to hold all settings, and read/save in
files
- added (temporal!) conversion for the old settings. So: read old files
with softbody experiments now, and save over!
- cleaned API calls for softbody, which are only 5 of them now:
sbNew()
sbFree()
sbObjectStep() (animation steps)
sbObjectToSoftbody() (full re-initialize data)
sbObjectReset() (only reset motion)
- API calls accepts time in frames now, within softbody.c it converts
Further, internally code was cleaned some (missing tabs etc). Also tried
to keep a well defined structure with hints how to add support for more
objects. Can write notes about that...
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- made more general calls with args for drawing types
- made it accept transparency for all modes (used while transform now)
- added argument to detect 'combo' mode, gave offsets to translate/scale
handles in combos.
- added 'pie chart' on view-aligned rotate for widget
- made trackball for rotate widget rt==4 behave compatible
- removed redundant code for 'ghosting'
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NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
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To use; press the (temporal) icon in header. Switching widget types is by
pressing G, R or S once, if current widget type is different it switches,
otherwise it goes to normal Transform().
Widgets need a bit test for picking accuracy, correct drawing etc.
The rotate widget has a center button for 'trackball' rotate. That latter
can also be used for hotkey-based rotate.
In current code, all widgets remain in "Global" space, also in editmode.
Also widget updates while using normal transform has to be done.
2 Bugfixes:
- rotate in PoseMode had error for 2d 'around' center
- transform in postemode could crash, due to typo (& or |)
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lot of casts, added prototypes, missing includes and some true errors
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#2187: Append to active layer now uses the real active layer
#2191: Stars didnt show up correctly in envmap render
#2194: Startfame > Endframe in anim render crashed (now it gives error)
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It used to be a simple hack, scaling lens with 100, and moving the camera
to the back with an equivalent amount.
Because of the hack, making it 100% compatible with older files I could not
achieve (yet?). To help reminding users, I've added a print when reading
old files with Ortho cameras.
Full description of how it works can be found here;
http://www.blender3d.com/cms/Render_changes.515.0.html
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When using Sequencer for Alpha-Over images, it was assuming "Key" alpha by
default, and converting images to "Premul" (= multiplying RGB with alpha).
This isn't very nice, also because alpha generated by MBlur in Blender
always is of type Premul already.
Solution; make this an option. In the Nkey panel for strips you can set
or disable Premul now. As extra also added the "Filter" and "Mul" options,
as already there for Movie strips. Can easily be extended to more options
for various postprocess effects.
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When loading a file with linked external scene, and that external scene
didnt exist anymore, and that scene was active in the file -> crash!
Render code; changed to use local 'puno' flag for threaded render.
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Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
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or deleted without keeping track of spaces in names, causing in potential
loss of data.
Needs review!
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Sequence editor crash when you delete Scenes which were used as a strip.
Related to that, file reading code didn't restore pointers for strips
correctly when you save with open "Meta" strip.
First bug 8 year old. Second 1 month. :)
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Appending objects with constraints expands links to objects (according
code) but doesn't give such objects a link to Scene.
Apprently, somewhere in NaN days, someone commented a call, which
already invoked comments... here's the full code + comments now:
/* give a base to loose objects */
give_base_to_objects(G.scene, &(G.main->object));
/* has been removed... erm, why? (ton) */
/* 20040907: looks like they are give base already in append_named_part(); -Nathan L */
/* 20041208: put back. It only linked direct, not indirect objects (ton) */
:-)
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oops code, having pointers to ID structs that are invalid.
This solves at least it crashing... oops needs to be refreshed once :)
(occurred on testing complex files, with conversion from nurbs=>mesh)
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While going over the code, I found out the "nabla", the size of offset
vectors for calculating derivatives of a texture, is a built in constant.
Even worse, the value was different for new noise types (musgrave etc).
So I've added a new slider for it in the procedural texture panels, which
by default is set to 0.025, the value of the old constant. Also made sure
it works with equal effect in all procedurals.
NOTE: a small Nabla will give sharper, detailed bump, but the effect also
becomes smaller, correct that in the Mapping Panel of materials.
For better & compliant control over the bumpmapping, I've also included
the Colorband output in derivatives calculus, so the bump output then
matches the color created. It's also a nice tool to finetune output of
textures for bumpmapping in general.
Bug fix; clicking on the rightmose 'item' in ColorBand didn't activate it.
Found out the ColorBand was slightly drawn off (2 pixels).
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channels to link texture to.
The amount of code changes seems large, but is mostly getting rind of
hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX.
Further did some fixes;
- Ipo for Lamp showed too many mapping channels
- Texture MapTo buttons for lamp missed the slider to blend texture color
- Lamp texture mapping "View" only worked for Spot, now it uses lamp-
view vector for all types. (Nice for projections!)
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When choosing "render engine" in Scene Buttons, the newly added or removed
Panels didn't invoke a re-alignment event yet.
Also added code that inserts new panels as good as possible on their
previous locations. This works reliable for 1 new panel, not for more, this
because a Panel only stores its old location, not the locations of all
Panels in a given configuration. Consider that minor issue...
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On appending in posemoding, Blender could crash.
Found out the new 'select appended' also sets the 'active base/object'.
This isn't OK on that level of the code, 'active' exists (and needs to be
set) on UI code level in src/, not in the middle of file reading function.
Also removed weird negative bitflag that enforced 'select appended' to
be default. If you want that, set the flag itself in do_versions or so.
In my opinion it is best saved in .B.blend instead. Another time...
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Appending or Linking data from other file always cleared scene scriptlinks,
due to having 1 line of code just on wrong location... is bug since 2.25,
so finally something again I didn't recently break in working code :)
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- Nurbs objects didnt render ray-transp. Was caused by 1) wrong normal calc
and 2) quads with vertices on same locations. Solved it with nice code that
checks illegal quads and turns them into triangles
- Made 'physics engine' variable SUMO default
- Typo in toolbox fix; cyclic isn't F but C
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removed calling function from src/ and added the few lines in readfile.c
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localview got stuck after an Undo command, it now restores to normal view
when no localviewed objects are there.
Please note again; localview is UI, so actually not saved in the undo...
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This was actually a wrong pointer check in fileread that caused no harm
in past, but with UI-less file save it wreaked havoc!
Decided to add undo in sequencer window after all... it also involved
saving Meta strip settings in files. Very nice :)
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- themecolor for the 'bars' in NLA used signed char
- global undo, restore pointers for UI accidentally added user values for
oops and outliner, causing unused blocks to show used
- moved popup menus one pix up or down, it was overlapping the button
causing accidental selection of menus
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(prevents crash reported by sgefant!)
- Selection outline for Curve objects didnt draw right after leave
editmode
- outliner now default when first viewing Oops window (dangerous?)
- Zoom with ctrl+middlemouse works in Oops again
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