- Curve/Nurbs/Font/MBall now all draw arrays.
- had to flip abgr to rgba in shaded drawing
- Mesh drawing can't be easily done; the indices for faces are not in
in one chunk. Also need a way to gether trias/quads, per material.
Speedup results are mixed. Something between 2-4 times. Especially for
text it seems to help.
that vertices will be individually displaced in the X, Y and Z directions
by the RGB components of the texture (R affects X, G affects Y, B affects Z).
This can be used along with e.g. the colour Clouds texture for a jitter effect.
Wave Modifier
This patch allows the option to use an object to determine the wave modifier's
start X & Y, it also allows for animated objects giving a moving wave
start X & Y.
Thanks to Michael Fox for the patch!
- After making a Group, internal socket values are now copied to the
group node, so an execute will give identical results
- After ungrouping, the cyclic dependency tagging didn't work well in
all cases, showing a red noodle line and giving composite errors.
For time being solved by calling the NodeSort twice.
- Viewer nodes now get previews updated always (used to be only the active)
Note: this is not for previews inside of groups!
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
Minor change to to how luminance detail is added to alpha channel in chroma key node.
Removed unused inputs in chroma key and luminance key nodes.
Changed chroma key controls back to sliders because I think they offer the user a more intuitive interface to the node.
Here's the full release log with example file.
http://www.blender3d.org/cms/Render_Baking.827.0.html
For people who don't read docs; just press ALT+CTRL+B on a Mesh
with texture faces!
Todos:
- maybe some filter options extra?
- Make normal maps in Tangent space
Bugfix #5027: Deleting Shape key sometimes caused corruption to Ipo curves.
sort_key() was moving key but not resorting adrcodes for keys and Ipo curves.
Also changed behavior of sort_key() so that it only resorts one key; all the
places which currently call it only do so after changing one key (the
previous code was moving the key one location at a time through the keyblock
list).
Using acos(dot(u, v)) to find the angle between two vectors is quite
inaccurate, and there's a better way to do it, as explained here:
http://www.plunk.org/~hatch/rightway.php
Also changed the use of atan for computing roll to atan2 in some places,
the latter avoids accuracy and division by zero issues.
Composite: Rotate and Scale nodes ignored the translation offset.
I've added rotating and scale of offset vector, but this should become a
nice 2d matrix[3][3].
Also fixed: the call "pass_on_compbuf" now has correct handling for
using duplicate buffer rects. Can be used safely again to migrate input
buffers to the output when no operation happened. This makes translate
node faster again btw.
I wonder how this survived so long in Blender... (2005/03/09 commit).
Reason was the call to BPY_free_screen_spacehandlers(sc) in kernel,
which was freeing up scripthandlers in a weird way. That call is
really obsolete. The real freeing should go in the del_area() call,
to prevent copying and deleting area in the UI to go wrong.
(Crash happened in testing timeline markers, and holding CTRL+Uparrow
a while...)
IDProperties now have a sanity check to prevent different ID properties
in the same group from having the same name. The appropriate code has been
added to the python bindings to catch this and raise an error.
This commit adds file reading/writing of ID properties to all ID types,
and also adds python access for NMesh, Mesh, Scene and Image. Note
that the file reading code might need some more work for certain
future/planned features to save right. Also I updated a few comments in idprop.c.
This commit adds supports for per-ID properties to blender.
See http://mediawiki.blender.org/index.php/BlenderDev/ID_Property
for more information on how it all works.
ID properties are accesable by python; but note that
bindings have only been added to Object and Material thus
far. However adding more bindings is easy and I plan
on adding several more hopefully within an hour of this inital
commit.
A generic UI panel is also planned, that will go wherever its
needed; for example in the material buttons, editing buttons, etc.
I'll likely submit the initial code for that as a patch, though,
so matt and ton and others can go over it and make sure it's
all good. :)
VERY important, if you intend to use ID properties please
go to http://mediawiki.blender.org/index.php/BlenderDev/PropertyStandards
and start writing the appropriate standards for it.
Added a less 'strict' solver step size control.
Cuts down needed loops to a 1/5 in 'regular' collision situations.
So why be a maths smartass when we want to do a skirt in a breeze :)
Is on by default, old mode can be turned on with the 'O' button beside the RK-limit.
Some minor fixes to the UI
Static particle option: maximum length. Button is next to "Vect" in first
particle panel. This allows weird forcefields and wind to act without
extreme long strands.
Log again:
Log:
1)
Bugfix: Beziers in curve didn't calculate the tilt values correctly for
the endpoint and not for all handle types. That way deforming curves didn't
extend the tilted deform either. (IRC report by Jahka)
2)
If you setup a Proxy for Armatures, the protected bones now have an error
pupup for buttons and for some of the tools in 3d window (constraint edit
mostly).
Also the Bones Panel shows a note when the bone is not editable.
Loadsa new compo nodes, most added in new menu "Mattes".
- Seperate into YCC
- Combine YCC
- Seperate into YUV
- Combine YUV
- (Chroma) Difference Matte
- Chroma Key
- Luminance Key
- Color Spill correction
Main problem is missing docs still... Bob is working on it, he'll also
make tooltips for all buttons.
Some UI things might change too, like more clear names.
A Plumiferos wishlist item: Markers working in the Action Editor too.
* The user can choose between displaying the scene markers (i.e. the
markers shown in the timeline) or the markers specific to each action,
by using the next list box on the action editor header. This is specific
to each instance of the action editor.
* The display of the markers currently still needs improvement. At the
moment, the triangle icons + text are drawn below all the last row of
keyframes. As such, I've made it draw yellow vertical lines which
span the height of the action editor, to also indicate markers.
Comments on this and also help getting the triangle thingies to 'float'
above the bottom scroll bar are warmly appreciated.
* There are a few minor update issues with editing a marker in the
timeline and the markers in the action editor which will be fixed soon.
* There are also a few hotkeys to still add.
Enjoy!
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty
Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)
Usage; select group, alt+ctrl+p, pick an object you want to proxify.
- Image Node: after loading new file it didn't update the header name
- File-out Node: header color suggested there was only 1 'active', which
it isn't.
now, others can be added later (sticky, shape keys). Beside one small fix
for knife exact vertex group interpolation, is intended to work the same
as before.
Also fixes bug #5200, related to editmode undo and vertex groups. And
corrects the editmode to faceselect mode selection conversion, that was
broken in a previous commit.
THE OBJECT PROXY
Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.
This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.
Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
the CustomData module from the modifier stack rewrite, but with additions
to make it also usable in edit mode. Some of the datatypes from that
module were move to a DNA header file, they are not saved to file now, but
will be soon.
The only code that wasn't abstracted is the uv collapse / merging code. It
is rather complicated, will look into that in the future.
There should be no user level changes.
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips )
1.1 give some more user control to the solving process (mins,maxs).. optional feedback on the console
2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch'
which holds runtime data like cached collider data and more .. and it's thread save this way :)
3.related no 2. write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'
4. some <clean> optimizations, 3-BSP for self collision, general AABB checking before ever going to collision details
5. some <dirty> ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
Made them use the new the two new math functions I've added in arith.c (in
various patches) - Mat4ToEul and LocEulSizeToMat4 - cutting down on the
amount of code reuse.