* Fixed Driver version-patching code to work correctly again with the new system.
* Fix for bug #20484, by adding a new driver variable type ('Transform Channel') which makes it easier to use object/bone transforms as in the past. The main differences with using this (compared with the 'Single Prop' type) are that this allows for 'final' transforms to get used instead (i.e. constraints are also taken into account), and also that this variable type can only be used for transforms (more limited scope -> less flexibility -> point-n-click goodies can follow). Mancandy now loads correctly again.
* Added toggle for local vs worldspace transforms when working with Rot/Loc Diff variable types, and also for the newly added Transform Channel
* Removed some dead code from sequencer...
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
* Fix#20482: grab brush + size pressure sensitivity don't work
together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
is now clamped to reasonable range.
* Fix#20449: smooth brush + mirror modifier could crash.
Testing a new method that hopefully will be faster to use than finicky socket
selection - now just select multiple nodes and press F - available output sockets
on the selected nodes will get automatically connected to the active node.
It works for one socket type each time, to avoid getting lots of extra connections
when you join up, but as a shortcut you can easily press F again to connect up
other socket types. For example, to connect a render layer node (with vector pass)
to a vector blur node, select the render layer then the vector blur, and press F
three times to connect up the Image, Z and Vector sockets. It now also
preferences sockets with the same name to connect up first.
There's also another option (ctrl F) which will replace existing input links, rather
than only connecting up links to available input sockets.
* Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
Also: Changed 'Spread' value to be proportional to the light cache voxel grid
(i.e. 0.5 spreads half the width of the grid), so that it's independent of light
cache resolution. This means that results should be similar as you increase/
decrease resolution.
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
* Refactored the whole audaspace library to use float as sample format over all readers.
* Added new Readers like the linear resampler, envelope, lowpass, highpass and butterworth.
* Note: The butterworth filter isn't working correctly, some bug in there... Maybe also true for the envelope.
* Added a sound to f-curve operator that behaves mostly like the soundtracker script of technoestupido.
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)
In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.
ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?
* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.
For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
eg:
ListBase *lb= objects= &CTX_data_main(C)->object;
Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);
* made some more math functions use const's, (fix warnings I made in previous commits)
* Fix for compiler warning in mesh.c from previous commit
* Fix for wrong name for dopesheet filter button used for meshes
* Added RNA defines for the default values for quaternion and axis-angle rotations, so that clearing these to their default values "does the right thing (TM)"
The system that ensures unique ID names chopped off the end
of the name to add a number suffix (.001 or so) regardless of
whether it already had a number or not. In this particular case,
(no suffix number) it now just shaves off the last letter of the
name until it's unique.
I've been testing this patch here for a while, and seems to work
properly, if anyone would like to have a quick look over this
commit and doublecheck, that would be great too.
* Mesh data/settings can now be animated. It is not recommended that geometry be animated directly, but other settings such as autosmooth, etc. can be...
* Code cleanups for depsgraph, making sure that drivers get included for all object data types.
* NURBS and Font animation data now appear in the animation editors.
* Fixed depsgraph tagging code for determining if the AnimData attached to object data blocks (i.e. animation for curve or lamp data) needs to be tagged for updates on frame changes. This means that animating curve settings now works.
* The hair mesh vertex index was stored as a short, but vertex counts can easily go higher than what fits in a short so changed this to an int.
* Also removed particle life looping, which didn't work correctly anyways. Similar functionality will become available when I get to recoding reactor particles into a better system.
* Added function for F-Curves to find the F-Curves in a given list which affect some named data, such as bones, nodes, or sequence strips.
* Added a BezTriple offsetting callback to be used with the F-Curve+Keyframe loopers in use for many of the keyframe editing tools.
for panels it would fail silently but for menu's it meant further references would give errors.
increase the registered class name from 32 to 64 and raise an error if the limit reached.
Mostly the same as the recently added editmode tool with some extras.
* Options to disable filling in the rim between inner and outer surface, since its faster not to detect this in cases where its not needed.
* Option to disable high quality normal calculation, mostly noticable when operating on building walls, not needed for cloth or more organic shapes.
* Option to disable 'even thickness', again, not needed in some cases.
Also options for creasing inner/outer and rim edges, need this for makign Sintels cloths solid since zero crease looks far too soft.
note:
* UVs and VCols etc are copied to the new skin however rim faces dont get the UVs or vcols set from the faces they are created from yet.
* Normals are assumed to be pointing outwards
* used patch from Uncle Entity as a template since it added the DNA and RNA entries but the actual modifier from the patch wasnt used.
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.
- Camera to 3D view didnt check for rotation order.
- Fly mode didnt check for rotation order.
added util functions.
- object_apply_mat4(ob, mat4); applies a 4x4 matrix to an objects loc,scale,rot (accounting for rotation modes)
- object_mat3_to_rot(ob, mat3, use_compat); apply a 3x3 matrix to the objects rotation, option to use a euler compatible with the existing euler.
- 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.
This commit attempts to fix some of the bugs which were causing grief with some Durian animation tests.
In one of those files, the order in which F-Curves were stored was seriously messed up; causing problems with some F-Curves still existing but unable to be edited (i.e. still showing up in the Object/Action summaries but nowhere else) since the standard assumptions for the way the data was stored had been violated.
I've recoded the code that ensures that when F-Curves get added to Action Groups (and the Action that contains these) it ends up in the right places, since it was very likely that all the F-Curves would only ever get added near the end of the list.
Hopefully this is enough to prevent these problems reoccurring, though I have a feeling there may still be one or two buggy tools which caused the problems in the first place.