jpeg versions of the render results are downloadable from the web interface.
Notes:
1) They are generated (and written to disk) on demand on the master in the same Blender instance, so this will increase memory usage (until there's a way to free and image buffer from memory or it's run in a separate process).
2) They are darker then the real results, since multilayer exr contain the result before gamma correction (for the linear workflow) and that's not applied when loading them as an image.
3) They are NOT thumbnails, they are the same size as the results (albeit at 90% quality jpeg compression)
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator,
working nicely using rna properties (fixes#19475 and some todo items)
This ended up being a bit more work than expected, it involved converting the
colour picker to use RNA properties directly, rather than temporary values. This has
several advantages, including being able to type in RGB values greater than 1,
however there are still some redraw issues with sliders.
Also removed the alternate color pickers after this time spent testing, the current one
should be sufficient, or alternatives to the wheel can possibly become preferences
in the current design.
Converting the picker to RNA also made it very trivial to make a cool new
ColorWheel template, which can be embedded in UI layouts. I've enabled it already
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
Slave and Master options to delete files when closed (default True for slave, False for Master)
Web interface option to remove files (on master) when deleting a job (or all jobs)
Web interface button to pause a job
Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature.
Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them).
Without this some of the bones in the rig also dont make much sense when animating with.
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
* Fix#20482: grab brush + size pressure sensitivity don't work
together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
is now clamped to reasonable range.
* Fix#20449: smooth brush + mirror modifier could crash.
utility functions to find the groups and scenes this object is used in.
button to set the group location from the cursor (UI is horrible but not any nice place to add?)
smarp project would fail if there were linked meshes in the scene, made ID.tag ignore the library, so you can tag linked data since its only for tools to use.
normalize the vertex normal before setting and use inline vector functions.
Testing a new method that hopefully will be faster to use than finicky socket
selection - now just select multiple nodes and press F - available output sockets
on the selected nodes will get automatically connected to the active node.
It works for one socket type each time, to avoid getting lots of extra connections
when you join up, but as a shortcut you can easily press F again to connect up
other socket types. For example, to connect a render layer node (with vector pass)
to a vector blur node, select the render layer then the vector blur, and press F
three times to connect up the Image, Z and Vector sockets. It now also
preferences sockets with the same name to connect up first.
There's also another option (ctrl F) which will replace existing input links, rather
than only connecting up links to available input sockets.
* Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
- remove console zoom operator, use WM_OT_context_cycle_int instead.
- use WM_OT_context_cycle_int for text editor zoom also (Ctrl +/- and Ctrl+MouseWheel)
Adds a new set of bones to rig types which are to be used for weight paint vgroups, in some these have some more segments to account for twist. also use Aligoriths new copy transform constraint.
from bpy.app import binary_path, version, version_string, home
can add constant variables from blender here as needed (maybe functions too... bpy.app.memory_usage() ?)
- add back quad split order option.
note: tested displacement baking and found it matches 2.4x. there is still a missing check which ignores the active object when baking selected to active but Im not sure in what cases this is needed.
bpy.types.register(MacroClass)
instead of
bpy.ops.add_macro(MacroClass)
The rest is unchanged.
Also remove some now unused code for the old registration methods (there's still some remaining).
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)
In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.
ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?
* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.
For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/