Age | Commit message (Collapse) | Author |
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libraries
could get loaded twice in some cases, causing issues with e.g. node groups.
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Detail: Smoke solver and Blender side of smoke now share the same cell length.
First reported by the Sintel artists long ago, again reported by MiikaH.
Part of my Smoke Development Project Phase III.
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in particular.
For an detailed user-level description of new features see the following blogpost:
http://code.blender.org/index.php/2012/05/node-editing-tweaks/
TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
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Averages input samples to make the brush stroke smoother. Only mouse
location is averaged right now, not pressure/tilt/etc.
The DNA is in struct Paint.num_input_samples, RNA is
Paint.input_samples. In combination with PaintStroke usage this change
applies to sculpt, vpaint, and wpaint.
The range of useful values varies quite a bit depending on input
device; mouse needs higher values to match tablet pen, so set max
samples pretty high (64).
Release note section:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Input_Stroke_Averaging
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loops
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
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replace do prefix with do_ for bool vars.
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Displaying image layers with flattened names (render_layer.render_pass) can lead to extremely long socket lists, especially with older files that were used with distinct render layers before. In general the flattening of names would be preferable, but it needs a sensible way of limiting the number of displayed outputs. For now the render layer dropdown selection is the best option to ensure usability.
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(3rd time lucky!)
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`````|````` | | | ..''''
| | | |______ .''
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merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
Developers:
* Monique Dewanchand
* Jeroen Bakker
* Dalai Felinto
* Lukas Tönne
Review:
* Brecht van Lommel
Testers:
* Nate Wiebe
* Wolfgang Faehnle
* Carlo Andreacchio
* Daniel Salazar
* Artur Mag
* Christian Krupa
* Francesco Siddi
* Dan McGrath
* Bassam Kurdali
But mostly by the community:
Gold:
Joshua Faulkner
Michael Tiemann
Francesco Paglia
Blender Guru
Blender Developers Fund
Silver:
Pablo Vazquez
Joel Heethaar
Amrein Olivier
Ilias Karasavvidis
Thomas Kumlehn
Sebastian Koenig
Hannu Hoffrén
Benjamin Dansie
Fred M'ule
Michel Vilain
Bradley Cathey
Gianmichele Mariani
Gottfried Hofmann
Bjørnar Frøyse
Valentijn Bruning
Paul Holmes
Clemens Rudolph
Juris Graphix
David Strebel
Ronan Zeegers
François Tarlier
Felipe Andres Esquivel Reed
Olaf Beckman
Jesus Alberto Olmos Linares
Kajimba
Maria Figueiredo
Alexandr Galperin
Francesco Siddi
Julio Iglesias Lopez
Kjartan Tysdal
Thomas Torfs
Film Works
Teruyuki Nakamura
Roger Luethi
Benoit Bolsee
Stefan Abrahamsen
Andreas Mattijat
Xavier Bouchoux
Blender 3D Graphics and Animation
Henk Vostermans
Daniel Blanco Delgado
BlenderDay/2011
Bradley Cathey
Matthieu Dupont de Dinechin
Gianmichele Mariani
Jérôme Scaillet
Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó,
Jonathan Williamson, Michael Ehlen, Karlis Stigis, Dreamsteep, Martin Lindelöf, Filippo Saracino, Douwe van der Veen, Olli Äkräs, Bruno D'Arcangeli,
Francisco Sedrez Warmling, Watchmike.ca, peter lener, Matteo Novellino, Martin Kirsch, Austars Schnore, KC Elliott, Massimiliano Puliero, Karl Stein,
Wood Design Studios, Omer Khan, Jyrki Kanto, Michał Krupa, Lars Brubaker, Neil Richmond, Adam Kalisz, Robert Garlington, Ian Wilson, Carlo Andreacchio,
Jeremias Boos, Robert Holcomb, Gabriel Zöller, Robert Cude, Natibel de Leon, Nathan Turnage, Nicolas Vergnes, Philipp Kleinhenz, Norman Hartig, Louis Kreusel,
Christopher Taylor, Giovanni Remondini, Daniel Rentzsch, Nico Partipilo, Thomas Ventresco, Johannes Schwarz, Александр Коротеев, Brendon Harvey,
Marcelo G. Malheiros, Marius Giurgi, Richard Burns, Perttu Iso-Metsälä, Steve Bazin, Radoslav Borisov, Yoshiyuki Shida, Julien Guigner, Andrew Hunter,
Philipp Oeser, Daniel Thul, Thobias Johansson, Mauro Bonecchi, Georg Piorczynski, Sebastian Michailidis, L M Weedy, Gen X, Stefan Hinze, Nicolò Zubbini,
Erik Pusch, Rob Scott, Florian Koch, Charles Razack, Adrian Baker, Oliver Villar Diz, David Revoy, Julio Iglesias Lopez, Coen Spoor, Carlos Folch,
Joseph Christie, Victor Hernández García, David Mcsween, James Finnerty, Cory Kruckenberg, Giacomo Graziosi, Olivier Saraja, Lars Brubaker, Eric Hudson,
Johannes Schwarz, David Elguea, Marcus Schulderinsky, Karel De Bruijn, Lucas van Wijngaarden, Stefano Ciarrocchi, Mehmet Eribol, Thomas Berglund, Zuofei Song,
Dylan Urquidi )
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from the current blend files path.
also quiet warning.
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Added four new functions as shortcuts to creating GHashes that use the
standard ptr/str/int/pair hash and compare functions.
GHash *BLI_ghash_ptr_new(const char *info);
GHash *BLI_ghash_str_new(const char *info);
GHash *BLI_ghash_int_new(const char *info);
GHash *BLI_ghash_pair_new(const char *info);
Replaced almost all occurrences of BLI_ghash_new() with one of the
above functions.
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layers that don't follow Blender's rlayer.rpass naming scheme.
--- Changes to File Output node ---
* Flat layer names in EXR multilayer files.
For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name.
Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below).
* Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template.
* Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively.
--- Changes to Image node ---
* Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now.
Example:
OpenEXR layer name: AAA.BBB.CCC
is split into
Render layer name: AAA.BBB
Render pass name: CCC
If the layer name has no '.' separators the render layer name is empty.
* Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
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CD_PAINT_MASK is a layer of per-vertex floats for non-multires
meshes. Multires meshes use CD_GRID_PAINT_MASK, which is a layer of
per-loop GridPaintMask structures. GridPaintMask is similar to MDisp,
but contains an array of scalar floats.
Note: the GridPaintMask could be folded into MDisp, but this way
should be easier to add mask layers in the future (if we do fold
GridPaintMask into MDisp, the mask array should probably be an array
of arrays with a 'totmask' field so that mask layers can be easily
supported.)
Includes blenload read/write support for CD_PAINT_MASK and
CD_GRID_PAINT_MASK.
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the old file path was split correctly into base path + filename.
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debug mode
- Remove commented out headers from versioning module
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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* ID-blocks referenced by Constraints but not being used as the target objects
(such as Actions in the Action Constraint, or Text Blocks in PyConstraints) now
get usercounts for being referenced in this way. This should fix ancient bugs
such as [#19205] and [#8593]. More tests still needed to verify that this
does now play nicely with proxies.
* Changing actions used by NLA strips should now update the usercounts
accordingly
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new image. (not use existing one)
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also stop numpy from being found in /usr/include with cmake.
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* Fix compile for recent do_versions() splitting.
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a bevelled curve which isn't fully covered with a bevel.
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For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)
The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:
- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
this works as a real lens up to an extent. The final result takes the
sensor dimensions into account also.
.:. to simulate a Nikon DX2S with a 10.5mm lens do:
sensor: 23.7 x 15.7
fisheye lens: 10.5
fisheye fov: 180
render dimensions: 4288 x 2848
- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
this lens. The result is always as a circular fisheye that takes the whole sensor
(in other words, it doesn't take the sensor into consideration).
This is perfect for fulldomes ;)
For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).
Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf
http://www.bobatkins.com/photography/technical/field_of_view.html
Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3
http://www.graphics.stanford.edu/papers/camera/
Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)
Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
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This should make it easier to navigate through readfile.c and also hopefully
will prevent corereview to fail parsing this file.
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All operators which changes tracking data now just tags dopsheet as outdated,
actual re-calculaiton of happens only when this information is actually needed
(like on dopesheet draw).
This makes things a bit faster when there's no dopesheet visible in current
screen and also makes it much easier to update dopesheet using dependency
graph.
Also renamed dopesheet_sort_order to dopesheet_sort_method in rna and internal
stuff which makes much more sense and also correlated with naming in
file browser.
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Supported sorting by name, longest tracked segment and total tracked frames.
Internally tracks are stored in Tracking datablock, but sort order is
a clip editor space property and sorting happens on clip editor draw.
If there's no dopesheet opened with different sort orders it's not
a problem due to re-sorting wouldn't happen.
Also fixed draw issue of tracked segments introduced in previous commit.
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version check.
Fix #31209: weight paint sample & fill not using correct brush/unified value.
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types and make node code more robust for future nodes with extra socket data.
* Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes.
* Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm.
* File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct).
* Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature.
* Added another operator for reordering custom input slots in the file output node.
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* Shadow color now usable in the BGE
* Simplified the shadow panel while "Blender Game" renderer is active
* Added variance shadow maps for the BGE
* Buffered shadows on sun lamps in the BGE (orthographic)
* Light textures in the BGE
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http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Braces_with_Macros
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- Displays dopesheet information for selected tracks, and currently does not
support any kind of editing.
- Changed regions to use the whole main region for such views as curves and dopesheet.
This allows to have own panels with tools/properties in this area.
- Active clip is getting synchronized between different clip editor editors in the
same screen, so updating of curve/dopesheet views happens automatically when one
changes current clip in one of this editors.
- Panels in toolbox and properties panels are now separated to rely on current view
mode, but some operators and poll functions still need to be updated.
- Added new screen called "Movie Tracking" where layout is configured to
display timeline, main clip window, curves and dopesheet.
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frames
Use texture buffers to display frames of footage in clip editor. This allows
to apply bilinear filtering of proxied resolution which.
This also resolves incredibly slow performance when drawing 4K footage on
some videocards (was originally noticed on macbook pro). Also this allows
to avoid sending the whole frame to the video memory when working with a
single frame (i.e. before this patch the whole frame would be send to the
videocard when panning frame).
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