Age | Commit message (Collapse) | Author |
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also change dump_rna2xml.py to dump bpy.data by default.
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Also done a few cleanup here and there...
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ED_object_editmode_load/enter/exit
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added/created objects or other datablocks.
This simply adds a third "translation type" (in addition to iface and tip), "new data", with relevant user settings flag and helper funcs/macros (and py api).
Currently implemented name translation when adding new objects, as well as modifiers and constraints, will add the others (cd layers, scenes, perhaps nodes [though I think they do not need this], etc.) later.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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use mpolys instead and simplify checks for wire edges.
Also rename BKE_mesh_from_curve() --> BKE_mesh_to_curve() since this function converts a mesh into a curve.
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path_util_1.patch from Lawrence D'Oliveiro (ldo)
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Make it set the empty draw type for existing empty object.
change from yakca on IRC
also some whitespace cleanup.
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- linking groups into a scene now uses the objects original layers (some users have the layers set to useful values, so overwriting isnt so nice).
- dropping objects into the 3d view would make them active but not selected, a valid but confusing state, since most tools activate and select now objects.
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also make recent image dnd patch add the new object at the mouse cursor.
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image
from Kevin Mackay (yakca)
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besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
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zero errors.
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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Was silly mistake from rigidbody merge, base was used after it's been
freed.
Now don't free base in BKE_scene_base_remove() and rename it to
BKE_scene_base_unlink().
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Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.
Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.
The position and orientation of the constraint object is the pivot point
of the constraint.
Constraints have their own group in the rigid body world.
To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.
Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic
Note: constraint limits aren't animatable yet).
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Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
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This is just the basic structure, the simulation isn't hooked up yet.
Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.
Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.
Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
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- Drop group into 3d window now puts itself at mouse cursor location.
- Drop objects into 3d window now doesn't move the 3d cursor anymore.
Added new function ED_view3d_cursor3d_position() to handle this,
so the temporarily object-drop operator macro also could go away.
(Which was setting 3d cursor)
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Added drag-drop support for Groups. On drop in 3d window it creates an instance.
Todo: it adds this on 3d cursor position still. The existing drop-object-duplicate operator
is a Macro - with warning. For adding on mouse-cursor position we need a better
way (new function call, just use operator option).
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Setup: 2 windows, 2 scenes, shared objects and groups.
Errors:
- editing in 1 window, didn't correctly update shared stuff in the other
(like child - parent relations)
- deleting group members in 1 scene, could crash the other.
Fixes:
- On load, only a depsgraph was created for the "active" scene. Now it makes
depsgraphs for all visible scenes.
- "DAG ID flushes" were only working on active scenes too, they now take
the other visible into account as well.
- Delete object - notifier was only sent to the active scene.
All in all it's a real depsgraph fix (for once!) :) Using multi-window and
multi-scene setups now is more useful.
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adding meshes were scaling the user input values so the distance on the button didnt relate to the scale of the object added.
Now use an invoke function that scales unset default values.
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There were a bunch of other issues with dupli motion blur and syncing, the problem
being that there was no proper way to detect corresponding duplis between frames
or updates. As a solution, a persistent_id was added to the DupliObject. It's an
extension of the previous index value, with one index for each dupli level. This
can be used to reliably find matching dupli objects between frames. Works with
nested duplis, multiple particle systems, etc.
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few others), and another bunch of UI messages tweaks/fixes, as well as some BKE_report()<->BKE_reportf()...
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group.
Would have liked to rework this whole area, but it's kind of tricky, so better to first fix that bug!
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Made it so meshes, curves, surfaces and metaballs are scaling to a grid cell size,
which makes them behave consistently now.
There're still issues to be resolved still:
- Lattice is not scaled to grid cell size yet, it uses slightly different add
function which makes scaling a bit tricky and hacky. Would prefer to do a
bit bigger refactor here, so it's a TODO for now.
- Cameras, speakers and other helpers are not scaling. They don't have data
on which scale could be applied and perhaps it should be some kind of draw
scale. Also would consider it's a TODO for now.
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Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
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* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).
Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
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Generated and UV coordinates from the duplicator of instance instead of the
object itself.
This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
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object types were already in editmode.
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C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
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split off.
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Note: If you do code cleanups, and revert make sure you revert it correct and not halfway. ;-) r47034
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scale that sets the default size.
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