The missing region was added to the wrong region base.
Bump the subversion, new code to fix wrong region layouts saved in previous subversion and correct all old files correctly.
- appending scenes would not append the sound and scene ID's for sequence strips
- reload button in sequence header now reloads sounds as well.
- redrawing the sequence image view didnt work while plaing (unless play was activated from that region)
- generic functions for running a callback on sequence strips recursively. seqbase_recursive_apply() and seq_recursive_apply()
- bind marker with camera was set to home key, use Ctrl+B instead.
Currently access by selecting a marking and binding with the active camera from the view menu.
Note:
after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc
so this is ifdef'd with DURIAN_CAMERA_SWITCH
Separated preview drawing into own ARegion, this should make using View2D possible
The Sequencer now has three view types: Sequencer, Preview and split Sequencer/Preview.
Changing the preview can be done either by the combobox in the header or toggling through those types with CTRL+TAB.
Notes:
* Icon for split Sequencer/Preview view missing still.
* Naming items in the comboboxes can be improved (just Preview instead of Image Preview?)
Next steps:
* bringing back View2D handling (zoom/pan) for image preview
* experimenting with splitting the Preview ARegion for In/Out editing
Also fixes:
* Weight paint subsurf drawing.
* Missing pointer endian conversion in paint brushes.
* Use of unitialized variable in screen version patch.
* Multires modifier without mdisps layer crash.
Revised external multires file saving. Now it is more manual in that you
have to specify where to save it, like an image file, but still saved at
the same time as the .blend. It would ideally be automatic, but this is
difficult to implement, so for now this should at least be more reliable.
* Sound strips now respect metastrips for muting. That means they
are muted if the metastrip is muted, and don't play when located
outside of the current metastrip.
* Operators now use notifiers instead of redraw tagging, added a
separate notifier for selection as well, but that is not used to
do less redraws yet.
* Make partial update work again for faster editing.
* Draw parents over children again, nicer for editing.
* Fix crash with remove tools & showing child particles.
* Fix children not disappearing always when setting to None.
* Fix wrong normal for last point in child path.
* Fix a python error in the hair dynamics panel.
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
- Drivers on added to the 'armature' datablock (i.e. keyframing some settings for a "Bone" as opposed to "PoseBone") now evaluate correctly. Added proper recalcs for this case too.
- Also fixed some memory leaks and loading problems I encountered with the test file provided. After having problems loading the test file, I ended up reproducing and finding the error.
* This is experimental, the file format may change still!
* Helps reduce memory usage, keeps .blend files smaller, and makes
saving quicker when not editing multires.
* This is implemented at the customdata level, currently only the
multires displacements can be stored externally.
ToDo
* Better integration with object duplication/removal/..
* Memory is not yet freed when exiting sculpt mode.
* Loading only lower levels is not supported yet.
* Displacement coordinates are now stored differently, as a grid per
face corner. This means there is duplication of coordinates, especially
at low subdivision levels, but the simpler implementation justifies it
I think.
* ToDo: conversion of existing multires files (2.4x or 2.5x), loading them
may even crash now.
* Editmode preservation/interpolation code also has not been updated yet.
* Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh,
which should be more memory efficient.
* There are still bad memory peaks (if you're using 32bit) when subdividing
or propagating displacements. Though at least there should be no huge
memory blocks allocated, which windows is now to have trouble with.
* Still found some weird spike artifacts at lower multires levels, some also
happening before this commit. Perhaps computation of tangents needs to be
tweaked more.
* Multires modifier now has viewport, sculpt and render levels. Also the
levels have been made consistent with subsurf, previously the same level
of subdivision was one less for multires.
* Both multires and subsurf modifier now can have their subdivision level
set to 0 for no subdivision.
To insert keys, use I key while hovering over the button for now, rmb clicking on the property to insert a key doesn't work (general bug for all regions except property editor - will investigate).
Doesn't convert over from old fac0 ipos on opening old files though for the time being.
* Made sequence strip names unique while I was at it, to allow strip properties to be animated properly.
* structural can be set to 0
* pre-roll now available through GUI and works like following:
a) Pre rolled frames are NOT cached
b) reset cache + cloth on pre roll setting change
Added a group example
C = bpy.context
ob = C.active_object
bpy.data.groups[0].objects.add(ob)
- add_to_group and rem_from_group now take optional scene and base flags and deal with updating the object & base flags
- operators that add objects to groups were setting ob->recalc= OB_RECALC_OB; looks like its not needed.
- previously add() ignored python args, now add and remove are called like any other FunctionRNA from python.
- made the pyrna api use tp_getset's for collestions active/add()/remove()
Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA.
As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor.
- plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
This commit restores Grease Pencil functionality for the Nodes Editor. Grease Pencil data is now stored at the NodeTree level, which means that annotations remain with the NodeTree they were made for.
Possible TODO's:
* In future, it may be worth investigating attaching Grease Pencil data to individual nodes, to allow annotations to stay attached to nodes as they are moved
* Include the settings for the 'active node' in a panel in the new NKEY region where the Grease Pencil buttons appear.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.
This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
* Fixed the handling of the 'draw_active' flag for drawing of armatures. This is now cleared from bones in old files (so one bone always got represented as active in the viewport even when others were selected), and the flag is correctly set temporarily when drawing the bones (only one place had been done).
* Fixed typo with SplineIK that was making the root bone of the bone chains always be ignored. Similar functionality can come back at some point, but in a more useful form.
* Shortened the UI names for the F-Curve colouring modes to increase readability. The old ones were too long to be able to distinguish between entries in the UI.
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.
Note: it may be better to allow active/unselected as with objects.