Calculate new roll based on the angle to the normal of the joint (cross produce of the two bones).
This works best in some cases but not in others, so it's an option for now.
I'll have to see if I can iron the left over kinks, then it can be made the default (with Align to view an added option).
- cleaned up join and split operations. Most noticable is operator callback
design, which should make a design based on user-less exec() first, then
wrap invoke() and modal() around it. The exec() should be callable with
only Context and properties.
- split now works again; and inversed as previously, if you drag from a
triangle (action zone) inside area it subdivides area as expected.
- dragging from triangle outside area, over an edge, joins areas
- split has been simplified, it had too many options... it could just work
simpler (now)
- 'action zone' now is an operator itself, a widget sending an ACTIONZONE event,
which can be handled by others (so other gestures can be added in action zone
too)
Still evaluating:
- context gets set where?
- code structure confuses... what are proper functions for operators?
- what is WM... should low level screen stuff more there?
- when do you send event, notifier?
- files grow to large, will clean
Oh yeah and docs, docs, docs. Coming! :)
* Added support for ID properties, mapped as follows:
* IDP Int = RNA Int
* IDP Float, Double = RNA Float
* IDP_String = RNA String
* IDP Group = RNA IDPropertyGroup Struct
* IDP_Array = RNA Array
* PropertyRNA and StructRNA are now defined private for the module,
to force external code to always use accessor functions.
* bucket resolution is now set from the brush size so there is around 9 buckets under the brush - (previously was fixed to 128x128).
* brush sizes below 40 disable multithreading, since threads only speeds up cases where each bucket has enough pixels in it for each core to spend some time.
* make smear use bicubic pixel lookups so a low Spacing value works as expected.
* smear tool was darkening pixels a tiny bit.
* fix for simple mistake causing ProjectPaintImage arrays not to be thread safe.
* added clone button to the paint editbuttons (was only in the image window before)
* ctrl+clicking to set the 3d cursor also sets its depth to the face its over (much more useful when cloning and rotating the view)
* support for painting and cloning for tiled textures (for UV's outside 0-1)
* more consistant veriable names, merged image arrays into a ProjectPaintImage type to be less confusing.
* Rename cname to identifier.
* Rename PropertyEnumItem to EnumPropertyItem.
* Wrapped min/max/step/precision, pointer type for RNA.
* Draw FLT_MAX a bit better in buttons.
* Added RNA list viewer. This is currently drawn in the outliner
window, the UI is limited but it is just intended to test RNA
at the moment.
* Added UI names for currently wrapped properties.
* Made iterating collections a bit more convenient.
* Added accessor functions for structs and properties instead of
direct access, in preparation of wrapping ID properties.
* Added more error prints for wrong defines.
* Wrap RNA data structures with RNA.
* Disable dependency code for now to avoid confusion.
* Use a slightly better (but still not exact) approximation for the view
vector when pre-shading the light cache. This still doesn't give exactly the
same results as non-light-cache shading, but it's better. Will investigate
getting a better view vector when there's more time - or if anyone has a
simple formula to derive shi->view from shi->co that would be great to
hear about too :)
Grease Pencil crashed after duplicating a screen-area, and deleting a layer from the original screen-area. The duplication code was not reassigning some pointers.
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.
Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)
Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.
It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.
NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
* BLI_linklist_index() - to get an items index in a LinkList
* BLI_memarena_use_malloc() - BLI_memarena_use_calloc alredy existed but there was no way to switch back to malloc.
also added texnodes to cmake
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
Auto names for name templating. When turned on, N will be incremented everytime (after a stroke has been converted) and S will be set to "l" or "r" (or "L or "R" if it already contains a capital L or R) depending on which side of the X axis the stroke started on. Experimental, there might be some bugs left.
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
alpha channel based on the volume's transmission properties, allowing you
to use it in comp etc.
I'd rather not have this button at all, and make it just work properly
by default, however it causes problems with overlapping volumes when
'premul' is on (stoopid thing..) so for the time being, there's the
button. I'll try and fix this up later on when I have more time.