average over the last 8 times to reduce flickering. ideally this would show how many frames were drawn in the last second. but I think this is good enough just to get an idea how fast the animation is playing without annoying flicker.
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
enabled is really slow on some cards. Cause might be the large number of
calls to glReadPixels, now it uses the same system as sculpt to store
the depths once, code was already there for the case those depths were
available, it just wasn't storing them.
* 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...
Removed a pair of uiPanelPush()/uiPanelPop() calls from the Transform Orientation panel, which were causing minor redraw/refresh problems for the panel's buttons here.
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.
If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.
Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).
Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).
I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation
Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
Attention! Rather large sequencer rewrite:
* Implemented layer blending using implicit effects. (works like layers
in "The Gimp" or Photoshop.)
* Fixed Space-Bar start-stop in preview windows.
You can start playback using spacebar within a preview-window and it _works_!
* Fixed Flip Y (didn't work for float)
* Fixed premul (didn't work for float)
* Added IPOs to _all_ tracks. In blend-mode REPLACE it drives the
"mul"-parameter in all other blend modes it drives the effect.
* you can meta single tracks.
* moved "mute track" from "M" to "Shift-M"
* added "Shift-L" for "lock track"
* changed inner workings for Metas. Now all ImBufs have to use the
reference counting mechanism. (Only interesting for coders :)
!!! Really important change, that affects current files!
Since you can mute tracks and now there is real layer blending capabilities
in place, I changed the silly behaviour that chose the output track.
Old behaviour: if we have an effect track visible, use the uppermost effect
track. If there is _no_ effect track visible, use the lowest input track.
New behaviour: always use the uppermost track. With blend modes active:
work our way down starting from the uppermost track to the first
"replace"-mode track. This is the way the gimp, photoshop, basically _all_
other applications work...
So if this change ruins your day: please try to fix your files using
"mute". If this doesn't work out, I can still restore the old behaviour,
but I really hope, that this is _not_ necessary!
Rational: most people won't get affected by this change, since you can't
really do anything usefull with the (old) sequencer without at least one
effect track and then you are on the safe side...
Make the "Sync" button work when sound is disabled, Animators use this as a way to play animations at the right speed, could be renamed to "Drop Frames" and work even when blender built without audio enabled.
(do not forget to give credit to me :)
Applying Stephan Kassemeyer's patch (#6750) to add a curve modifier for sculpting.
A few changes from the patch:
* The default curve is closer to the old behavior
* Fixed loading files already saved in sculpt mode
* Changed the interface; split the brush texture controls off into a third sculpt tab, and put the curve (and curve reset) into the Brush tab.
When sculpt object is in wireframe mode (including if the current view is in wireframe mode) a second copy is drawn only to the depth buffer so that sculpting can take place as normal.
used for clipping were being stored in the mesh, but modifiers
can result in two objects with the same mesh having a different
bounding box. Solution is to store bounding box in the object.
Fixes for bugs in #7833
- Hair softbody cache was reset on rendering.
- When Alt-a playback is synced to audio frames are skipped. This caused dynamics caching to go crazy. Now the first loop of playback goes through all frames if there are non cached dynamic systems.
Invalid point caches weren't cleared when new systems were created. This caused messed up shapes when softbody was added.
Object panels were using object_data_is_libdata, which meant linked obdata could not have object settings changed.
curve2tree
- option to face leaves up or down
- random pitch and roll options
- place 2 leaves on a point for denser leaves
- random seed entry so you can get reproducible results
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewritehttp://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
* DNA_action_types.h - fixes for typos that broke compiling (own error)
* transform.c - fix for implicit definition of a function (missing header)
* outliner.c - commented out a few unused vars (as a result of constraints refactor)
* editsima.c - fixed uninitialised var warning
* drawview.c - bugfix #7598 load without ui crashes if there is no camera. Patch provided by Daniel Genrich (genscher)
This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
draws into the
frame.
This patch includes some changes I made...
* use blenders bitmap fonts (rather then own fonts)
* select font size
* user interface layout changes
* Marker as another image stamp option
Also added some new API calls
BMF_GetFontHeight(font);
BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer.
get_frame_marker(frame) - get the last marker from the frame.
IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color.
TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
This patch adds prefetch buffering to the sequencer
(see the tracker for additional details:
https://projects.blender.org/tracker/?func=detail&aid=7307&group_id=9&atid=127
)
We create seperate render threads (currently one, because of the fact,
that sequence rendering modifies global structures...), that
render up to the defined userpref value "Prefetch frames" in advance.
(Pressing Alt-A will _first_ fill the buffer and then start playing.)
Bassam and I did some extensive testing, so it should work.
If you don't configure your number of prefetch frames, prefetching is disabled!
(Sane defaults... :)
Also: if the machine is definitely too slow and runs out of the prefetch
area, prefetching is disabled automatically and we are back to good old
frame skipping mode.
My Dual Athlon is able to handle 4 parallel DV streams at once (sometimes
a little bit choppy, but prefetching is never disabled!)
I fixed also a long standing bug in the audio code, that made playback run
backwards at the beginning...
Thanks goto Matthew Plough (meestaplu)
I've tested it on linux with both an nvidia and an ATI card,
I've also tested it on a mac and solaris, as well as through a
remote display. So I think this one is pretty safe.
If it causes problems on older systems we can revert it
but I don't think we will have any issues with it.
Kent