Age | Commit message (Collapse) | Author |
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patch by Guillaume, thanks!
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mapped values now have their influence negated instead. Also a few
RNA changes for TextureSlot.
Bumped subversion for the version patch.
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Since bli_threads.h now includes pthreads directly, we need to had instructions in SConscripts everywhere for proper include path.
Frankly, I feel like this should be done in a global manner and not in a per lib fashion, but that is for another day.
This commit also fixes more missing properties
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Transform manipulator.
* Minor Code tweak in material RNA.
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camera
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* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
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* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
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After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
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Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
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appear upside-down (foreach_set?) and materials don't import.
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* Move mesh API functions to mesh_data.c, would like to keep
RNA layer fairly thin, any non-trivial functions shoud be
in their modules.
* Replace mesh.create_copy by generic id.copy.
* Fix #19250: Mesh.add_geometry() in editmode fails silently,
now gives an error.
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fix implicit declaration too.
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This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations.
I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted).
General Notes:
* By default, Objects still default to using Eulers, while Bones will use Quaternions by default still.
* I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later).
* Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
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* Added missing RNA wrapping for Scene -> AnimData
* Fixed bug (with temp-fix) where sequence strips with no names couldn't be animated properly. Currently, this will just use the index of the strip, although that is likely to be mutable (adding/removing strips will change it).
* Removed some old unused code from action.c
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the necessity of bpy.sys.expandpath().
Added missing Object.dupli_list.
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Main Feature:
* It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.)
* Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying.
* Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region.
--> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen...
--> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors...
Other tweaks:
* Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon
* Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though.
* Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too.
* Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
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* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.
I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
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* #19459: Shape Keys not Animateable
Shape Keys were missing the appropriate 'path' callbacks.
* #19458: 3D Viewport doesn't refresh when adding new bone in editmode (using Shift-A)
The 'wrong' notifier was being sent. Currently, Armature EditMode only responds to NC_OBJECT|ND_TRANSFORM, which isn't strictly that correct for all cases.
* Alignment code for constraints headers (i.e. enable/disable lumped with the delete constraint button) was causing the delete button to not work anymore. Removed the offending code (it shouldn't have been there to start off with).
* When object's don't have their own AnimData (i.e. if you only animate the values of some shapekeys), a space is no longer left beside the object's name for a visibility toggle in the Graph Editor.
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Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
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function and only the OBJ exporter called this.
Converting to tri's on export isnt very important.
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- Use CTX_data_main(C) over G.main
- no need to define object_type_items inline.
- rna_mesh.c - dynamic length array was commented out, not sure why this was needed. Povray and PLY scripts rely on faces having 3/4 verts rather then checking the 4th index is 0 (ok in C, not nice in py).
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* copied I/O scripts
* copied, modified rna_*_api.c and rna_*.c
I/O scripts not working yet due to slight BPY differences and RNA changes. Will fix them later.
Not merged changes:
* C unit testing integration, because it is clumsy
* scons cross-compiling, can be merged easily later
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way to test the overhead of the python api (printed to the consoel on exit).
- rename WM_OT_ten_timer to WM_OT_redraw_timer
- added iterations argument to run more then 10 times (10 is default still)
- use report api rather then always calling a popup directly.
- added a new test that draws every region without swapping.
- dont show the info popup when operators are called from python.
- operators called from python now print reports, useful with the interactive console.
eg.
>>> bpy.ops.wm.redraw_timer(type='DRAW_WIN', iterations=300)
Info: 300 x Draw Window: 4168.56 ms, average: 13.8952
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many tools fail, add objects for eg.), check localvd instead.
- Accent (`) key now sets all layers (like in 2.4x)
- added Alt+C keybinding for converting object types.
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% sign for percentage assuming it is between 0-100, while factor is
for values 0-1.
Move collision setting absorption from modifier to collision settings,
was inconsistent to have it there as the only one, and made it have
range 0.0-1.0 instead of 0-100.
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* Wrapped Color Key and Blur Node.
* Nodes using RNA properties can be animated. You can now choose if the Nodes Window should be updated while animation playback too. (Timeline>Playback Menu)
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sequence RNA now also splits up directory and filename automatic.
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* Extremes are shown as red/pink diamonds
* I've changed the order of extremes and breakdowns in the code to make for nicer sizing/ordering. This might break a couple of files out there, but it shouldn't be too many.
TODO:
Still on my todo is to make these tags more useful (i.e. less likely to be overwritten by keyframing)
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* Fixed an RNA typo to fix ranges in action constraint
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This allows you to do funky things like animating the number of segments in a b-bone.
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Tested in X11 where its fairly confusing.
buttons 4 and 5 are used for the wheel which is well known, but it seems 6 and 7 are used for horizontal scrolling, my mouse assigns the extra 2 buttons to events 8 & 9.
So the X11 events used for buttons called 4&5 in blender are 8&9 in X11.
The mouse buttons can be re-ordered like this once xorg starts (swaps 6,7 with 8,9)
xmodmap -e "pointer = 1 2 3 4 5 8 9 6 7"
Couldn't test Win32, Apple not supported.
If someone wants to add horizontal scrolling its quite easy.
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* Fixed mixdown volume being int instead of float
* Fixed audio muting for sequencer not working
* Added 3D listener settings with RNA (not working in GE yet)
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* Moved AudioData back to Scene
* Updated RNA stuff
* Added mixdown volume
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* Wrapped Invert, PremulKey Levels Node, Distance Key, Difference Key and Color Spill.
* Added RNA for Levels Node.
* Small RNA fixes.
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* Copy Rotation constraint "should" work ok for custom rotation orders now. It now converts both rotations to the form used by the owner. So far, this doesn't seem to have broken any of the test rigs in my test-suite, though new specimens for the hall of flakiness are always welcome.
* Fixed many RNA wrapping bugs for Armature data.
- Fixed a few wrong tooltips
- Made proper refreshes for restpose/posed, etc.
* Started converting special quaternion interpolation for Pose Sliding tools (push/relax/breakdown), though this doesn't seem to be working correctly yet.
-->> Help to get these working right is welcome :)
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* Map Value, Alpha Over, Hue Saturation, Dilate/Erode
* RNA fixes and additions.
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since object constraints also have their own tab, and I didn't
want to break context going from left to right.
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these had wrong DNA variable name already before this change.
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Added the new pose tools in the toolbar.
Changed a few armature values to enums.
Brecht: The Heads/Tails enum seems to also enable armature.draw_axis, and the paths_type enum affects armature.draw_names
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* Breakdown tool for Poses (Shift-E in PoseMode) now works. Now this works as a modal operator when invoked, with the horizontal movement of the mouse (left to right) corresponding the placement of the breakdown relative to the endpoint keyframes.
* Moving bones between armature layers in Edit Mode didn't work (wrong variable name used)
* Fixed several notifier-related bugs regarding editing armature settings and the 3d-view not refreshing
* Duplicating bones preserves the rotation mode
* Animation Data for Nodes is now show in Datablocks viewer (i.e. AnimData for NodeTrees has now been wrapped)
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More Nodes are wrapped to the layout engine. +a bit code cleanup.
Brecht: please check on greying out, it doesn't look correct. :)
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* VecLerp3f and Vec2Lerp3f - interpolate 3 2d/3d vectors from 3 weights
* AngleToLength(angle) - useful for making even width shell/walls based on the angles of the surrounding geometry from each point. (same method used in 2.4x python solidify script).
also quiet some warnings.
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- remove falloff setting now the curve is used.
- bugfix for airbrush & tablet, with no movement it would assume 1.0 pressure.
- rna, use the use_* prefix for brush options.
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