Age | Commit message (Collapse) | Author |
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Added new filtering option for animation editors (indicated as the 'ghost' toggle beside the 'select'(-ed only) toggle), which will include objects/bones that aren't visible (i.e. are hidden or on a hidden layer).
This should make it possible to edit such types of animation, and also prevent flickering as these channels come in/out of view.
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with 2.4x
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.
Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
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- effects strips now add directly above the strips they operate on (almost always what you want)
- blend mode for new image/movie/scene/color strips is now cross: without this adjusting alpha will fade to black rather then the strip below.
- SEQ_HAS_PATH macro didnt include sound-ram or sound-hd
- meta drawing code has misleading variable names (from own commit).
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* Fractional frames support has been changed to use a new var, scene->r.subframe.
This is a 0.0-1.0 float representing a subframe interval, used in generating a final float
frame number to evaluate animation system etc.
* Changed frame_to_float() and some instances of bsystem_time() into a convenience function:
float BKE_curframe(scene) which retrieves the floating point current frame, after subframe
and frame length corrections.
* Removed blur_offs and field_offs globals. These are now stored in render, used to
generate a scene->r.subframe before render database processing.
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* Moved render layer-specific Freestyle options to a separate "Freestyle"
tab (in addition to the "Freestyle: Line Style" tab that has been introduced
in the previous commit).
* Added UI controls for specifying feature edge selection criteria in the
Parameter Editor mode. Feature edge selection starts with a set of all
feature edges in the view map. Each line set specifies edge selection
criteria (e.g., to select only visible crease edges) by enabling appropriate
UI controls (e.g., by turning on the "Crease" and "Visibility" toggle
buttons). Selected criteria are combined by logical conjunction. Logical
disjunction (e.g., "crease edges or contours") is represented by two or
more line sets.
* Slightly rearranged several UI controls in the Python Scripting mode.
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This commit is just meant to give the new GUI framework a concrete shape.
There is no usefulness in newly introduced elements at the moment.
Freestyle options in render layers now include a pull-down menu named Control
Mode that allows you to choose either the Python Scripting or Parameter Editor
mode. The Python Scripting mode is the conventional way of controlling
Freestyle by directly using style modules written in Python. The Parameter
Editor is a new control mode that is intended to be used by everyone without
relying on Python programming.
In the Parameter Editor mode, you can specify multiple line sets for each
render layer. A line set defines feature edge selection criteria, as
well as a line style for drawing the selected feature edges using specific
line stylization parameters. Line style is a new datablock type, meaning
that a line style can be shared by multiple line sets (possibly those in
different render layers in different scenes).
Much more additions are anticipated in subsequent commits to implement UI
controls for specifying feature edge selection criteria and line stylization
parameters.
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- Remove SEQ_DESEL, better not have a flag which includes ~, use ~SEQ_ALLSEL instead.
- Rename recurs_dupli_seq -> seqbase_dupli_recursive
- Rename deep_dupli_seq -> seq_dupli_recursive
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added ED_region_tag_redraw_overlay to only redo overlay drawing, which
in case of triple buffer is much faster.
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This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
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a bit arbitrary but with most cases where solidify is used in durian we get UV texture stretching since there is no way to access the newly created size faces this gives us a way to switch out the material on the rim.
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* Now it displays the last report from the global list, not just from operators
* Rather than disappearing when a new operator is run, it stays until it times
out or a new report is added
* Fun animated transitions ;)
http://mke3.net/blender/devel/2.5/reports_header.mov
Now need to investigate report usage with popups. Ideally we can have most
reports non-blocking, so they're less intrusive, only popping up for dire errors.
Problem is many things in Blender right now are marked as RPT_ERROR
when probably RPT_WARNING is more appropriate. Should probably keep
RPT_ERROR for things that demand immediate attention.
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* filename == "foo.ext"
* filepath == "/path/to/and/including/foo.ext"
this was alredy followed in some places not not everywhere.
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Voxel Data texture of type Image sequence
Cleaned up the code here, made it more efficient and more reliable with threaded render.
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instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
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1) Fixed some weird formatting introduced during math-lib cleanups, and some other inconsistencies
2) Optimised the Maintain Volume constraint by taking the value calculations out
Copy All Constraints Operators:
* Added one for bones too
* These are now included in the menus
* Removed some weird/extra code copying/changing/bleh the actcol/totcol stuff...
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This constraint allows an object or bone to have their rotations applied as if their origin/pivot-point was located elsewhere. The most obvious uses include foot-roll, see-saws, but could also include more complicated rolling-box examples.
== Usage Examples ==
=== Foot Roll ===
1. Add 'Pivot' Constraint to the bone without any target.
2. Set the 'Y' value of the offset to the length of the bone. Usually this should be negative (if you rig with feet facing 'forwards' along -Y axis). This gives you a pivot point relative to the bone's (preconstraint) location, which should be at the tip of the bone here. Disabling the 'Use Relative Offset' would make this offset be relative to 0,0,0 instead of to the owner/bone-head.
3. Ensure that the 'Pivot When' setting is set to '-X Rot', (default) which means that the pivot will only used when the rotation on the X-Axis is negative to get tip-toe 'roll'.
=== See Saw ===
1. Add a 'Pivot' constraint too see-saw plank object, this time with a target that you wish to have as the pivot-point. It's possible to do this without too (as before), but is less intuitive.
2. Optionally, if you want the plank slightly raised, set the z-offset value, which should make the pivot-point used to be relative to the target with the z-offset applied.
3. Ensure that 'Pivot When' is set to 'Always', which means that the pivot will always be used, irrespective of the rotation.
== Notes ==
* The 'Pivot When' setting has been integrated in the constraint, since this is something that will often be required for these setups. Having to set up additional drivers to drive the constraint to do this kindof beats the purpose of providing this.
* The 'Offset' functionality is probably not presented as clearly as it could be. We may need to go over this again.
* For foot-roll - if any scaling of the foot is required, simply set up a driver on the y-offset to make this dynamically respond to the "scale" RNA property of the bones (don't use the "Transform Channel" vartype since that won't work correct here). However, this shouldn't be common enough to warrant special treatment.
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Now, rather than the bit-too-alarming stop sign, threaded wmJobs
display a progress indicator in the header. This is an optional feature
for each job type and still uses the same hardcoded ui template
(could use further work here...).
Currently implemented for:
Render - parts completed, then nodes comped
Compositor - nodes comped
Fluid Sim - frames simulated
Texture Bake - faces baked
Example: http://mke3.net/blender/devel/2.5/progress.mov
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An entry "Crease Angle" has been added to the Layers tab of the Render
buttons, to allow users to specify an angle (between 0 and 180) used for
crease edge detection. An edge is considered a crease edge if the angle
between two faces sharing the edge is smaller than the threshold. The
default value is 134.43 degrees (for backward compatibility). Be aware
that a larger threshold leads to a larger number of feature edges and
thus a larger memory consumption.
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A checkbox "Material Boundaries" has been added to the Freestyle
options in the Layers tab of the Render buttons. By enabling the
option, any edge between two faces with different materials is
detected as a feature edge. In style modules, edges at material
boundaries can be tested with pyNatureUP1D(Nature.MATERIAL_BOUNDARY).
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calculation process
This works by tricking the depsgraph into giving us a smaller list of objects to evaluate, with all the necessary objects + their dependencies at the start of the list.
On any complicated setup where non-object parameters need to be referred to (i.e. by drivers) to affect an object's transform, these optimisations will fail and the old (slower) method is still the best way (modify the ifdef and comment out the optimise depsgraph call to do so). However, we'll assume that these aren't too common in real productions, so things should be fine with these fixes. If there really is a need for both, then global options to control these things could follow.
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- #22155: keyframe dots not shown on path for bone keyframes that aren't in a group with a matching name. Since this situation is going to become more common in 2.5, I've added an option which will alternatively just search the entire action to find all F-Curves associated with bones. The old option is still the default though for the general cases.
- When keyframe drawing is enabled, the current frame will also be indicated on the path now as a (bigger) green dot, as requested by William. This makes it easier to see the position on the path on the current frame.
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*The narrowui value was hard coded in all ui scripts, made an user preferences option. Basically this value determines on which area width, it should switch between dual/single column layout.
ToDo: The Changes only take effect when reloading scripts/restarting Blender (after saving as default). Will maybe add the "Reload Scripts" operator next to the button in the future.
* Small fix for Fluid Add Button, when in single column mode. Didn't expand like the other "Add" Buttons.
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http://www.pasteall.org/pic/show.php?id=3255
New design, with an option to hide/unhide it.
Matt:
1) the way I managed to have the I selected is kind of nasty :) but I think it will have to wait for proper icons.
2) the ALL is so far only working visually, It's still have to change the code to make all sensors and actuators visible when ALL is on. I think this is better than actually marking all states as before (2.49). Maybe it's even nicer nice to have not only have the states disactivated (in gray as they are now), but also to show them as temporary marked. Is that interesting/possible?
3) Can't centralize it :(
4) I think you are right, the icons are nice, but uninformative ... for someone else curious:
http://www.pasteall.org/pic/show.php?id=3254
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(i.e. no DNA changes here)
Also: extra set funcs, layout adjustments
The patch for the subversion commit was getting too big, and it will be hard to distinguish what was essentially do_version + DNA changes and what was layout adjustments.
So this is the first part of the commit. The next may take a bit more because I'm not so confident in my readfile changes.
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Also unified the scope vocabulary.
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- smooth scrolling to editable button after new directory is created
(for now scrolling starts as soon as the mouse moves back to the file list area, for Matt to check if immediate scrolling is possible)
- fix for autocomplete directory, show first matching part if directory doesn't exist, otherwise won't work for directories starting with the same prefix like textures_walls and textures_grass for example.
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there are some cases (i.e. Constraint Actuator) where the same DNA property is being used by different RNAs with different ranges.
It's easy to change (reset the values to their default in the set func of the constrant type rna).
Not sure it's necessary though.
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tile cache code in imbuf, but it is not hooked up to the render engine.
Imbuf module: some small refactoring and removing a lot of unused or old code
(about 6.5k lines).
* Added a ImFileType struct with callbacks to make adding an file format type,
or making changes to the API easier.
* Move imbuf init/exit code into IMB_init()/IMB_exit() functions.
* Increased mipmap levels from 10 to 20, you run into this limit already with
a 2k image.
* Removed hamx, amiga, anim5 format support.
* Removed colormap saving, only simple colormap code now for reading tga.
* Removed gen_dynlibtiff.py, editing this is almost as much work as just
editing the code directly.
* Functions removed that were only used for sequencer plugin API:
IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp,
IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace,
IMB_dit0, IMB_dit2, IMB_cspace
* Write metadata info into OpenEXR images. Can be viewed with the command
line utility 'exrheader'
For the image tile cache code, see this page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
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While I was looking in outliner.c, made some changes to let extra passes display
there such as environment (commented out before due to a previous limitation).
Also changed outliner object visbility/selectability/renderability toggles to use
RNA buttons so you can insert keyframes with RMB menu etc.
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needed for sintels hair to be baked locally.
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Notes:
1) I had to pass Context to the draw_actuator_sound in order to access the open_sound_operator
uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL);
According to Campbell they are better ways to do that (mdef bind for reference). but for now it works.
2) for the record: action actuator is equal to shape actuator (but runs in armature)
3) in Constraint Actuator I think I should unify all the limit_loc_max_, loc_min, ... properties. I was thinking about replacing it with a single limit_loc_max, limit_loc_min, range, distance, and use get/set funcs to find the correct one.
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* Re-structured code (can delete the old function entirely when this is done)
* Fixed links/inlinks
* Fixed some bugs in add and remove controller/actuator
* Cleaned up some ui layouts
* Use key event types in keyboard sensor
* Implemented object controller 'state' in RNA/layout engine (still needs tweaks)
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* Matt, I'm marking some "property" rna properties that will need some speacial lookup.
Talking with Campbell we thought that it will be nice to have the lookup with autocomplete for the properties, but giving you the freedom to type whatever prop_name you want (so you can use python created properties).
That way we would still store it as a string.
Whenever the property doesn't exist (or was renamed, therefore can't be found) the property name tints in red ...
Is that possible?
* Matt: in draw_actuator_random I used a uiItemL for one of the modes. Is there another way to do that (having the label in the rna file?). I noticed draw_nodes has some cases of that as well.
* Andrea, the actuator_game property filename (in rna_actuator) is the one that needs to open the filebrowser but saving the result as relative path (or to have relative path as the default in this case)
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