I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems).
Anyway, in this commit, the following things for "bone groups" have been done:
* Bone groups are stored per armature (internally, this is per bPose block)
* Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib.
* Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there.
Some stuff I'd been originally planning to do before committing:
* When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that.
* New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it)
* There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
After check this a little more I make some changes to the
API and now work on the following form:
WM_gesture_init(C, type);
while() {
/* handler event, etc */
/* if something change. */
if(need_update) {
/* update the gesture data and notify about it. */
WM_gesture_update(C, data);
WM_event_add_notifier (.. WM_NOTE_GESTURE_CHANGE ..);
}
}
WM_gesture_end(C, type);
Another of the change is that now the gesture data is a link list
in the window struct, so we can have multiples "gestures" (but
of different type) at the same time.
Also take care that the "gesture data" is reusable, that mean that
only alloc it 1 time and use in all the place, that is
why don't support multiple gesture of the same type, but of course
that can be change.
This is a first implementation of the "gesture manager" system,
the idea is put the WM in a automatic draw mode so we can
implement different "Gesture types" to draw different class
of data (lasso, bound box, etc).
The gesture data is passed through the data field of the notifiers,
i think that we can change this to something like:
WM_gesture_init(C, data); /* put the data in the context. */
while() {
/* send WM_NOTE_GESTURE_CHANGED to update screen */
}
/* send event and free the data in the context. */
WM_gesture_end(C);
Also i add a new operator and event to test the gesture manager.
The new operator is the "border select" function, just press BKEY
in the window and LMB or ESCKEY to exit.
In the case of LMB you can see a print in the console about the
BORDERSELECT event.
All this still need a lot of work, comment are welcome.
This is actually just the alpha value as currently being calculated
by the mist code. It is in many cases not very useful to have this as
alpha in shading result, also for postprocess and composite.
Note: this pass also works with "Mist" not set in World, of course.
Now action-group channels are drawn with a green-ish strip background instead of the usual colours to help distinguish them from other channels, making it easier to identify them.
Now, you can assign Action Channels to named (folder-like) groups, which help to organise the channels (important for more complex rigs). These are collapsible, can be "protected", and show a "summary" of the keyframes in the channels the Group contains. They are drawn as bright-green (active) or a darker shade of green (not active) channels.
* Each Action has its own set of Groups.
* An Action-Channel can only occur in one Group at a time. It can also not occur in any group.
* Action-Channels can be moved between Groups
* Groups + grouped-channels always occur BEFORE un-grouped channels
Important Hotkeys:
* Shift-G : Adds the selected Action-Channels to the Active Group. This will create a new group if need be
* Ctrl-Shift-G : Always adds a new group, and adds the selected Action-Channels to it
* Alt-G : Removes selected Action-Channels from their groups
* Ctrl-Shift-Alt-G : (Note: this will be removed soon) This is a simple debugging-hotkey I added, which just prints a list of the groups, channels, and their addresses...
* NKey / Ctrl-LMB: While hovering over the name of a group, this shows a popup like for other channels, which allows the editing of the channel's name, etc.
Assorted Notes:
* Some tools may not work yet with this (Ctrl Numpad+/- for example)
* Fixed some bugs in various places in Action Editor code
* Added theme colours for group channels
* The nomenclature of these tools may change in future when a better alternative is found
* The ability to auto-assign action-channels to groups when they are keyframed will be coming up shortly
=============================
A new approximate ambient occlusion method has been added, next to the
existing one based on raytracing. This method is specifically targetted
at use in animations, since it is inherently noise free, and so will
not flicker across frames.
http://www.blender.org/development/current-projects/changes-since-244/approximate-ambient-occlusion/http://peach.blender.org/index.php/approximate-ambient-occlusion/
Further improvements are still needed, but it can be tested already. There
are still a number of known issues:
- Bias errors on backfaces.
- For performance, instanced object do not occlude currently.
- Sky textures don't work well, the derivatives for texture evaluation
are not correct.
- Multiple passes do not work entirely correct (they are not accurate
to begin with, but could be better).
Lampbuffers require painful bias tweaking (to prevent aliasing or to
get shadow detail). Sometimes you want this different per object, like
for gras you want less shadow detail, but for the ground you want high
detail. This feature allows to tweak it.
The new "LBias" slider is in shader panel, bottom. Ugly! But, thats for
later...
- Keyed particles work again for all visualizations (previously only "path"), they still need some work though to be fully operational.
- Keyed particles weren't saved or loaded correctly.
It seems everytime I try to fix something here I break something
else, but anyway, another try at getting this to work properly.
Fixes for:
- Getting dupliverts/faces derivedmesh with orco caused wrong results
on meshes in linked dupligroups with proxy, because modifier stack
was revaluated with wrong object matrix, now gets orco another way.
- Fix render instances being hidden when original object was not added
to the object render list.
- Changed the way object instances find their original objects, now
works the other way around, original objects look for their instances
instead.
There's probably issues still with recursive dupligroups..
* Generalized the interactive brush property control from sculpt mode into a simple API
* Modified sculpt mode to take advantage of this (even fixes some minor bugs!)
* Added shortcuts in particle edit to set brush size/strength (FKEY/shift+FKEY)
Still todo are the other modes that have brushes...
----------
Added RenderData.activeLayer attribute, lets user access the active
rendering layer. Also corrected description of RenderData.freeImages
attribute.
Note: doesn't seem like there is any support in the python API for accessing
the renderlayers settings....
add split area to screen manager
- RMB+ALT down on area edge activates
- mouse move interactively to area that is to be removed
- LMB to confirm, ESC to cancel
TODO:
- notifications for interactive drawing to mark area to remove
Some fixes
- uninitialized var warning.
- exit function of operators need to run before modal handler is removed if operator is used there.
- replaced MEM_mallocN with MEM_callocN to get rid of uninitialized mem for wmOperator.
- respect return value of wm_handler_operator_call() and break out of operator handling.