- rename "Nurb" to "Spline" in RNA, eg. bpy.data.curves[0].splines[2].type == 'NURBS'
from a user perspective spline is a more generic term while Nurb is misleading when used for beziers and poly lines.
- added curve.active_spline property so the python UI can display the last selected curve.
- set the active spline when entering editmode (uses first selected spline)
- added back Hide Handles as a curve property (removed the global flag), access from the view panel in editmode.
- added hide normal option for curve, normal size access for curve and mesh display.
- changing orderU/V, endpoints, cyclic, bezierU/V now work in editmode and calls update functions.
- entering editmode was crashing with text objects
- curve.switch_direction() crashed (own fault from last commit)
- Tkey for tilt was overridden by Toolbar, made Tilt Ctrl+T.
- OBJECT_OT_mode_set check for compatible modes before running - so curves dont try go into paint mode with V key for eg.
This commit some of the many bugs here (it's still not perfect now, but much better than it was):
* Moving in/out of Object, Edit, and Pose Modes for Armatures should now work smoothly. Operators should work nicely in the appropriate modes now (select linked might be a bit tempermental still, since it uses mouse-position).
* Fixed the 'mysterious' memory leaks when changing modes. These were only caused when using the mode switching menu in the 3D-View.
* Went through bullet-proofing some of the operator calling functions against NULL operator id-name strings.
- added curve attribute use_twist_correction
- added nurb attribute type - NURBS, POLY, BEZIER
- renamed a number of curve attributes with the use_ prefix.
- UI layout adjustments to only show buttons that are needed and reflect internals for nurbs.
... Note that many of the buttons only apply to NURBS, and all the "V" buttons only apply to surfaces, remove when not needed.
* Fixed some bad UI pointed out by letterrip. People had made some quite bad changes (duplicating buttons, adding UI for non-existent features, even deleting UI for existing features!)
- Moves hair from face-space to global space and back.
- Allows for editing of emitter mesh after hair combing.
- Disconnect hair before doing topology changing changes in mesh edit mode, connect after changes.
- Notes:
* The closest location on emitter surface to the hair root is used to connect the hair.
* Emitter deflection, sticky roots and add brush don't apply for disconnect hair in particle mode.
- Todo for future:
* Copy disconnected hair from object to another (when 2.5 has proper copy operators again).
* Possible automatic disconnect/connect with topology changing operations in mesh edit mode.
Other changes/fixes:
- Proper subtypes for some particle mode notifiers.
- Particle mode selections didn't draw correctly because of using lighting for the paths.
- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
bpy.data, bpy.ops.object etc.
- added basic docs for bpy.props
- omit panel, menu and operator classes (took up too much space and not useful)
- exec cant be used as an operator suffix eg- CONSOLE_OT_exec --> CONSOLE_OT_execute (same for file)
- fixed some crashes when generating docs
Updated docs here
http://www.graphicall.org/ftp/ideasman42/html/
AutoSide names now gets called correctly from menus.
However, the toggle bone settings operators aren't. I can't seem to get them to call the invoke again after making autoside call exec...
example. bpy.ops.tfm.rotate('INVOKE_REGION_WIN', pivot=(0,1,2), ......)
bpy_array.c - was too strict with types, 0 should be allowed as well as 0.0 in a float array.
* Autoside renaming tools in EditMode for armatures now works again. (Wrong property name)
* Action used by NLA Strips can now be chosen/changed to another action
*****
first commit in a long time, and its great to be back!
commited Select Mirror operator for objects
eg. L.sword->R.sword
added to 3dview select menu aswel
the hotkey is shift-ctrl-m (hope its not taken)
* Modifiers for Lattices now get shown again
* Auto IK and X-Axis Mirror options are now visible again in Armatures UI. Their placement isn't ideal yet, and they also need some proper poll-based visibility adjustments
* F-Modifiers now correctly update the keyframes view after their settings are modified
- Baked point caches for particles, cloth and softbody can now be edited in particle mode.
* This overwrites the old cloth/sb cache editmode editing.
* The type of editable system is chosen from a menu.
* For particles the current particle system and it's current cache are used.
- Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later.
- All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair.
- Code is not yet optimized for speed, so editing might be slow sometimes.
Known issues:
- Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this?
- As "particle mode" is not only for particles any more some other name would be in place?
- Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading.
- Direct editing of point velocities is not yet implemented, but will be in the future.
Other changes:
- Hair editing doesn't require a "make editable" button press any more.
- Multiple caches in single particle system disables changing emission properties.
- Unified ui code for all point cache panels.
* Defined in buttons_particle.py and imported for cloth, smoke & softbody.
- Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.)
- Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality.
Bug fixes:
- Unlinking particle settings crashed.
- Deleting the active object with particles in the scene crashed.
- Softbody didn't write point caches correctly on save.
renamed RNA properties.
x_offset, y_offset -> offset_x, offset_y, this order is more common in rna.
render.border -> render.use_border
render.placeholders -> render.use_placeholder
render.no_overwrite -> render.use_overwrite
Again, please try not to break scripts - at least grep the release dir for the names you change.
- rna material property rename
gloss_amount -> gloss_factor, since its from 0.0 to 1.0, prefix factor is used on other material settings.
reflectivity -> reflect_factor
Also ported some name changes from the materials UI script to RNA to keep these consistent. Animation editors always show the RNA name after all, so it's good to keep the names similar.
Finally in 2.5 branch :)
Still things to do, but will continue working in here. I won't bother
repeating the commit messages from the last year or so, however I've
written up some technical docs to help Ton/Brecht/etc review and find
their way around the code:
http://wiki.blender.org/index.php/User:Broken/VolumeRenderingDev
That above page has some known issues and todos listed, but I'm still
interested in bug reports.
Credits for this code:
* Matt Ebb
(with thanks to Red Cartel/ProMotion Studios)
* Raul Fernandez Hernandez (Farsthary) for patches:
o Light cache based multiple scattering approximation
o Initial voxeldata texture code
o Depth Cutoff threshold
* Andre Susano Pinto for BVH range lookup addition
* Trilinear interpolation adapted from pbrt
* Tricubic interpolation from libtricubic
Made toggle buttons less wide, with less extra space around them
Made number widgets wider to allow larger numbers, such as the current frame field in the timeline.
Patch by Lorenzo Pierfederici (lento). Many thanks!
* Ported some more menus to python (Pose, Particle...)
* Some cleanup and reorganization in the python file to reduce code. :)
* Cleanup of old C buttons code.
This solves one of the last remaining hurdles for
volume rendering. Previously it always used ray
tracing to shade other objects inside or behind the
volume. This meant that said objects would look
aliased, unless you used Full OSA on the volume
(which is slow!). As well as this, it meant that you didn't
get a good alpha channel out of the volume to use for
compositing, similar to ray refracting materials.
This commit enables z transparency for volume
materials. Although it can be potentially less
physically correct, in most situations there's no
difference, and you get the benefit of nice sampling for
other objects and an alpha channel for compositing too.