* 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.
* 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
- 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.
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).
Patch from Jaggz H, thanks!
[#31096] Weight-painting: Brush-specific weights
http://projects.blender.org/tracker/?func=detail&atid=127&aid=31096&group_id=9
Each brush's weight can now be set individually, can also enable
unified setting (same as size and strength have.)
Added readfile code to the patch: subversion bumped to 1, brushes get
default weight of 0.5, unified weight enabled by default and value
from old vgroup_weight field.
Sponsored by the Blender Development Fund.
http://www.blender.org/blenderorg/blender-foundation/development-fund/
Remarks:
The original code was not designed to support moving obstacles so I had to introduce some velocity constraints into the code to prevent smoke from exploding. If this causes problems with "fire" emulation, please let me know.
Expose option into interface to use modal solver which currently
supports only tripod motion.
This solver requires two tracks at least to reconstruct motion.
Using more tracks aren't improving solution in general, just adds
instability into solution and slows down things a lot.
Refirement of camera intrinsics was disabled due to it's not only
refines camera intrinsics but also adjusts camera position which
isn't necessary here
To use this solver just activate "Tripod Motion" checkbox in
solver panel.
Merged from tomato: svn merge ^/branches/soc-2011-tomato -r45622:45624 -r46036:46037
P.S. Quite experimental yet, requires more checking and probably
tweaks to prevent camera jumps when tracks apperars/disappears
from the screen.
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
This feature did have a number of flaws and caused some controversy, so removal is the better option. Hiding nodes without prior connections would just hide all the sockets, leaving an unusable node. Better way is to use the ctrl+h shortcut to explicitly hide unused sockets when necessary.
* Replaced the hard coded viscosity presets with Python ones.
* Added version check, so older files load fine.
Loading new files into 2.62 also works fine.
Expose option into interface to use modal solver which currently
supports only tripod motion.
This solver requires two tracks at least to reconstruct motion.
Using more tracks aren't improving solution in general, just adds
instability into solution and slows down things a lot.
Refirement of camera intrinsics is supported by this solver.
To use this solver just activate "Tripod Motion" checkbox in
solver panel.
- memset(..., -1) is used incorrectly even though it worked: MOD_solidify.c - thanks Halley from IRC for noticing this. use fill_vn_i() instead.
- quiet warnings in editmesh_slide.c
- cleanup comments in bmesh and some other minor comment additions.
This report points out thet absolute shape keys are unusable.
The problem is there was no way to adjust the play time of a shape key (all absolte shape keys would start at frame zero with no way to change the speed).
Added an 'eval_time' property to the key block that works like the curve path evaluation time, so the time in the keyblock can be controlled.
--debug
--debug-ffmpeg
--debug-python
--debug-events
--debug-wm
This makes debug output easier to read - event debug prints would flood output too much before.
For convenience:
--debug-all turns all debug flags on (works as --debug did before).
also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
problem was that BMesh had tessellation call when undo pushes were called.
if python called an operator with no undo push, tessfaces would not be created.
fix this by making it the responsibility of each editmesh operator to re-tessellate, as it is with notifiers and depsgraph.
added EDBM_update_generic() function to add notifier, tag for depsgraph update and optionally re-tessellate.
* This patch adds a influence slider for the lattice modifier, which affects the strength of the deformation.
Patch by Patrick Boelens (senshi), thanks a lot!