Commit Graph

1778 Commits

Author SHA1 Message Date
Brecht Van Lommel
94518b6308 2.5
* Make EWA new default, rename Default to Box.
* Fix windows compile issue in texture filter code.
2009-07-22 17:20:04 +00:00
Campbell Barton
ffb8ac01a2 remove scriptlinks,
they were not working and we have plans for better script integration in 2.5
2009-07-22 09:41:41 +00:00
Brecht Van Lommel
c354ea0ef1 2.5: Render
This adds a RenderEngine type to RNA, which can be subclassed
in python (c++ will follow once we support subclassing there).
It's very basic, but plugs into the pipeline nicely. Two example
scripts:

http://www.pasteall.org/6635/python
http://www.pasteall.org/6636/python

Issues:
* Render runs in a separate thread, and there is unrestricted
  access, so it's possible to crash blender with unsafe access.
* Save buffers and full sample are not supported yet.
2009-07-21 20:28:32 +00:00
Brecht Van Lommel
0b49dc77de 2.5: Bump Mapping
Patch by Alfredo de Greef. Considerably improves the quality of bump
mapping, and texture filtering for displacement and warp too. Mainly
this is achieved by getting the texture derivatives just right in
various cases, many thanks to Alfredo for figuring this one out, works
great.


This is enabled by default now, but disabled still for existing
textures to preserve backwards compatibility. Can be enabled with
the "New Bump" option in the material texture slot in the outliner.

Also, I made the range for the normal factor a bit smaller since this
gives stronger effects, but note that you can still type in larger
values than the slider allows.
2009-07-21 13:46:49 +00:00
Brecht Van Lommel
e3c6ae9b89 2.5: Texture Filtering
Patch by Alfredo de Greef with high quality image texture filters.
This adds 3 new filters:

* SAT: Summed Area Tables. This is like mipmaps, but using somewhat
  more memory avoids some artifacts.
* EWA: Ellipitical Weighted Average, anisotropic filter.
* FELINE: Fast elliptical lines for anisotropic texture mapping.

The one change I made to this was to try to fix an alpha/premul
problem, hopefully I didn't break anything, it looks compatible
with the existing filter now for me.
2009-07-21 13:20:35 +00:00
Brecht Van Lommel
e56287bfc9 2.5: Texture Buttons
* World and Lamp previews now working here too.
* Experiment with list template, showing only icons. Unfortunately
  texture icon render crashes combined with preview render so it
  shows all icons the same.
* Influence panels updated, with slider for each option. The values
  are still linked though, will fix that later.
* Image texture controls a bit more complete, still WIP.
* Color ramp back.
2009-07-21 12:57:55 +00:00
Ton Roosendaal
ed92105857 2.5
Modal keymaps.

I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support.

The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way.
This system also allows to still handle hardcoded own events.

Tech doc:

1) define keymap
- Create map with unique name, WM_modalkeymap_add()
- Give map property definitions (EnumPropertyItem *)
  This only for UI, so user can get information on available options

2) items
- WM_modalkeymap_add_item(): give it an enum value for events

3) activate
- In keymap definition code, assign the modal keymap to operatortype
  WM_modalkeymap_assign()

4) event manager
- The event handler will check for modal keymap, if so:
  - If the modal map has a match:
    - Sets event->type to EVT_MODAL_MAP
    - Sets event->val to the enum value

5) modal handler
- If event type is EVT_MODAL_MAP:
  - Check event->val, handle it
- Other events can just be handled still

Two examples added in the code:

editors/transform/transform.c: transform_modal_keymap()
editors/screen/screen_ops.c: keymap_modal_set()

Also: to support 'key release' the define KM_RELEASE now is officially
used in event manager, this is not '0', so don't check key events with
the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
Brecht Van Lommel
22f421a9ee 2.5: Texture buttons preview now has an option to display the
texture, the material, or both side by side.
2009-07-21 01:57:46 +00:00
Brecht Van Lommel
a78ef19054 2.5: UI
* List template visual changes. Items now look different,
  and it expands to size 5 as more items are added.

* Added LISTROW and LISTBOX elements. The former is like
  a typical ROW button, but looks diffrent. The latter
  looks like a BOUNDBOX, and has no extra features yet.
* Fix some glColor3ubv warnings with casting, did not find
  a nicer way.
2009-07-21 01:26:17 +00:00
Brecht Van Lommel
f682de6fd2 RNA
* Added suppport for generating code without verifying with DNA,
  this doesn't give good errors and is more error prone, but makes
  it easier to wrap things like EditBone which are not in DNA.
* RNA_define_verify_sdna(0), and set to 1 again afterwards.
2009-07-21 01:14:55 +00:00
Janne Karhu
5fd16476d9 Forgotten file from boids commit. 2009-07-21 00:31:33 +00:00
Brecht Van Lommel
ae10731eb9 2.5: DNA fixes for game engine changes, making it work on 64bit. 2009-07-21 00:30:19 +00:00
Janne Karhu
b4353a8443 Initial code for boids v2
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
	* Closest collision object in negative z direction is considered as ground.
	* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
	* Many new rules and many still not implemented.
	* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
	* This is in addition to the boids own system of course.
	* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
	* This allows forcing boids somewhere.
	* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
	
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.

Other new features:
- Particle systems can now be named separately from particle settings.
	* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
	* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.

Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)

Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
Dalai Felinto
01b787636b fix for recent stereo changes+tweaks
(it's the 3rd commit in a row. But as they say, the 3rd is always a charm ;)

I still think we have a little mess with the DEFINE parameters in BGE (as in RAS_IRasterizer::StereoMode).
We used to have them duplicated and hardcoded in 2.4xx, but I think we can do it in another way now.

(I didn't change gameplayer, but I can do it once we have it linking and building properly)
2009-07-20 22:36:56 +00:00
Dalai Felinto
9a9d118bbf BGE panels: wip
Logic Panel:
- world settings (moved from world)
 ... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
 ... separated stereom into stereoflag and stereomode
- properties
 ... (didn't touch it)

Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
 ... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
 ... a datablock link to the materials of an object + the dynamic physic variables

* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
2009-07-20 20:28:29 +00:00
Campbell Barton
33bfd7397b BGE Button types panel, can edit existing buttons but not add new ones yet.
World Physics panel too though Im not sure if we'll eventually move this into another struct.
2009-07-20 16:21:55 +00:00
Joshua Leung
ae7e321c8b 2.5 - Fixes to try and let C++ compilers not choke on DNA_anim_types.h 2009-07-20 10:43:41 +00:00
Martin Poirier
880c3756e9 Store sketch in armature instead of ugly global.
Like edit data, this isn't saved, just a temp pointer used during work session.

Also bring back sketching panel for 3d view.
2009-07-19 02:26:01 +00:00
Campbell Barton
d7564761c0 operator macro playback (run operator reports in the console)
- reports can be selected with RMB, Border (bkey) and (de)select all.
- delete reports (X key)
- run operators in the console (R key)
- copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p

Details
- Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view.
- RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)"
- add flag to reports, use for seletion atm.

opens a new world of context bugs :)
2009-07-19 00:49:44 +00:00
Campbell Barton
9b75187c55 initialize keymaps after python so python keymaps, solves the problem of keymaps complaining about python operators not existing, but at the expense of some annoying init flags/functions. :/
Brecht/Ton you may want to check that C->data.py_init is a good place to store this.
2009-07-18 19:40:26 +00:00
Matt Ebb
1ef7293585 Colour Management
- 1st stage: Linear Workflow

This implements automatic linear workflow in Blender's renderer. With the 
new Colour Management option on in the Render buttons, all inputs to the 
renderer and compositor are converted to linear colour space before 
rendering, and gamma corrected afterwards. In essence, this makes all 
manual gamma correction with nodes, etc unnecessary, since it's done 
automatically through the pipeline.

It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management

And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg

This also enables Colour Management in the default B.blend, and changes the 
default lamp falloff to inverse square, which is more correct, and much 
easier to use now it's all gamma corrected properly.

Next step is to look into profiles/soft proofing for the compositor.

Thanks to brecht for reviewing and fixing some oversights!
2009-07-17 02:43:15 +00:00
Campbell Barton
deb180e37f - Scrollbars for the console (use View2D functions)
- Set View2D operators not to register, got in the way a lot with the console.
- Made autocomplete Ctrl+Enter so Tab can be used.
- Should work with python 2.5 now. (patch from Vilda)
- Moved report struct definitions into DNA_windowmanager_types.h, could also have DNA_report_types.h however the reports are not saved, its just needed so the report list can be used in the wmWindowManager struct. Fixes a crash reported by ZanQdo.
- Store the report message length in the report so calculating the total height including word wrap is not so slow.
2009-07-16 22:47:27 +00:00
Campbell Barton
2f74b5a260 Console Space Type
* interactive console python console.
* display reports and filter types. defaults to operator display so you can see the python commands for tools as you use them,
  eventually it should be possible to select commands and make macto/tools from them.

Example use of autocomp.  b<tab>, bpy.<tab>, bpy.<tab>, bpy.data.<tab> etc.

basic instructions are printed when opening the console.

Details...
* Console exec and autocomp are done with operators written in python.
* added CTX_wm_reports() to get the global report list.
* The window manager had a report ListBase but reports have their own struct, switched to allocate and assign when initializing the WM since the type is not available in DNA.
* changed report types flags for easier display filtering.
* added report type RPT_OPERATOR
* logging operators also adds a python-syntax report into CTX_wm_reports() so they can be displayed in the console as well as calling a notifier for console to redraw.
* RnaAPI context.area.tag_redraw() to redraw the current area from a python operator.

Todo...
* better interactions with the console, scrolling, copy/paste.
* the text displayed doesnt load back.
* colors need to be themed.
* scroll limit needs to be a user pref.
* only tested with cmake and scons.
2009-07-16 00:50:27 +00:00
Brecht Van Lommel
41fb3626f3 2.5: Render
* UI layout for scene buttons has quite some changes, I tried to
  better organize things according to the pipeline, and also showing
  important properties by default, and collapsing less important ones.

Some changes compared to 2.4x:
* Panorama is now a Camera property.
* Sequence and Compositing are now enabled by default, but will only
  do something when there is a node tree using nodes, or a strip in the
  sequence editor.
* Enabling Full Sample now automatically enables Save Buffers too.
* Stamp option to include info in file is removed, it now simply always
  does this if one of the stamp infos is enabled.
* Xvid, H.264 and Ogg Theora are now directly in the file format menu,
  but still using FFMPEG. Unfortunately Ogg is broken at the moment
  (also in 2.4x), so that's disabled. And Xvid crashes on 64bit linux,
  maybe solvable by upgrading extern/xvidcore/, using ubuntu libs makes
  it work.
* Organized file format menu by image/movie types.

Added:
* Render layers RNA wrapped, operatorized, layouted.
* FFMPEG format/codec options are now working.

Defaults changed:
* Compositing & Sequencer enabled.
* Tiles set to 8x8.
* Time/Date/Frame/Scene/Camera/Filename enabled for stamp.
2009-07-13 19:09:13 +00:00
Brecht Van Lommel
26ef6da24b 2.5
* Objects now support up to 32767 material slots. It's easy to
  increase this further, but I prefer not to increase the memory
  usage of mesh faces, it seems unlikely that someone would
  create 32767 distinct materials?
* Forward compatibility: the only thing you can potentially lose
  reading a 2.5 file in 2.4 is object linking (instead of default
  data), though usually that will go fine too. Reading files with
  > 32 material slots in 2.4 can start giving issues.

* The ob->colbits variable is deprecated by the array ob->matbits
  but I didn't remove the ob->colbits updates in very few places
  it is set.
* I hope I changed all the relevant things, various places just
  hardcoded the number 16 instead of using the MAXMAT define.

* Join Objects operator back. This is using the version from the
  animsys2 branch coded by Joshua, which means it now supports
  joining of shape keys.

* Fix for crash reading file saved during render.
2009-07-13 00:40:20 +00:00
Janne Karhu
6fb0181b50 Keyed physics refresh:
- Keyed targets in one list instead of "chaining", this opens up many more possibilities than before and is much less obscure.
- Better keyed timing possibilities (time & duration in frames).
- Looping over keyed targets list.

Other changes:
- New child setting "length" with threshold (great for guard & underfur with a single particle system)
- Modularization of path interpolation code.
- Cleared "animateable" flags from many particle settings that shouldn't be animateable.

Fixes:
- Keyed particles weren't copied properly (ancient bug).
- Hair rotations depended on global z-axis for root rotation so downward facing strands could flip rotation randomly. Now initial hair rotation is derived from face dependent hair matrix. (This caused for example ugly flipping of child strands on some cases).
- Children from faces weren't calculated straight after activating them.
- Multiple disk cache fixes:
	* Disk cache didn't work correctly with frame steps.
	* Conversion from memory cache to disk cache didn't work with cloth.
	* Disk cache crashed on some frames trying to close an already closed cache file.
	* Trails didn't work with disk cached particles.
- Child rough effects were effected by emitter object loc/rot making them next to useless with animation, why didn't anybody tell me this!!
- Lots of random code cleanup.
2009-07-12 23:38:47 +00:00
Campbell Barton
ba1082444e made text editor margin work with different font sizes.
also made it draw the width needed, was fixed at 4.
2009-07-12 07:37:25 +00:00
Brecht Van Lommel
3116062a82 2.5: Couple of small fun features
* Text window font size now supports full range 8-32, instead of
  just 12 and 15. I added BLF_fixed_width to get the character
  width of a fixed size font.

* Buttons do undo push on change again.

* Animated/Keyframe/Driver colors are now themable, with blend
  value to blend with original color. Set this to 0.5 now to
  give colors less constrast.
* Fix tooltip popping up with RMB menu open, and missing redraw.

* Autokeyframe now works for buttons.

* Driver expressions can be edited in place in a button now.
  (still some refresh issues).
* Also made python driver default for the Add Driver function
  in the RMB button. This way you don't have to open a Graph
  editor if you just want to type an expression. Also, the
  default expression then is the current value.

* Tooltips now show some extra info, not sure what is good to
  have, but currently I added:
  * Shortcut key for operator buttons.
  * Python struct & property name for RNA buttons.
  * Expression for driven values.
  * Value for text/search/pointer buttons.
2009-07-12 02:06:15 +00:00
Joshua Leung
576a642ff9 NLA SoC: Merge from 2.5
21470 to 21512

Next up, NLA-branch to 2.5 :)
2009-07-11 03:23:45 +00:00
Joshua Leung
66a81a4062 NLA SoC: Names for NLA Strips
In order to be able to better identify NLA Strips (and to reduce the complexity of the text on them), I've implemented a name property for the strips. The names are made to be unique within the AnimData block the strip comes from, though this may not always happen if not enough relevant context info is present to validate this.
2009-07-10 23:25:30 +00:00
Diego Borghetti
b80b581bc0 Allow the user set which style to use for the kerning value.
This are freetype2 options:
 Unfitted - Scaled but un-grid-fitted kerning distances
 Default - Scaled and grid-fitted kerning distances

We always use Unfitted, but the "Default" style give better result here,
so please test and if nobody complain we can set this style as the default.
2009-07-10 22:16:25 +00:00
Brecht Van Lommel
395025d67e 2.5:
* Default panel zoom level user preference, when creating
  new button windows or pressing home-key to reset. Patch
  by Matt D., thanks!
2009-07-10 20:43:32 +00:00
Diego Borghetti
ad59d04c77 Yes!! a nice font again!!
Matt, I found the problem in one of my previous commit, so I revert
all my changes and now the font look good again.

Also remove all the options (kerning, overlap and user kerning), I want
to make this a little better.
2009-07-10 20:18:19 +00:00
Ton Roosendaal
3bf0400a69 2.5
Render usability:

- Option back to render to imagewindow, or fullscreen.
  The latter is default. Setting is stored in Scene.
- Added button in output panel, the option "to new window" will follow!
- F11 again toggles render view
  (moved MS Windows "full screen" to shift+F11 for now)
2009-07-10 16:55:49 +00:00
Joshua Leung
0051f1be8e NLA SoC: Merge from 2.5
21330 to 21469
2009-07-10 01:57:55 +00:00
Joshua Leung
d7a7081e63 NLA SoC: Tweaks from feedback from Broken + jez
* Renamed the 'blend' blending mode to 'replace', since that's what it usually does

* Drawing a darkened rect behind the keyframes shown in the action line

--

* Fixed typo made last night which broke compiling
* Consolidated all the keyframe-shape drawing code to use a single codebase. Even if we don't ultimately go with OpenGL keyframes, there's always a tidy option for that now.
2009-07-10 00:32:13 +00:00
Ton Roosendaal
77c61f545f 2.5
Bad bad DNA errors! People should really check on warning prints for
compiling dna dir...

- SpaceFile:  ListBase* prev;  <- dna doesnt recognize this
- wmEvent: const variables were not supported yet.

The first I fixed, 2nd I added support for in makesdna.

Note that files saved between tuesday july 7 and now can be corrupted!
2009-07-09 14:35:40 +00:00
Joshua Leung
518911e78c NLA SoC: Assorted cleanups
* Some cleanups aimed at giving some (neglible) speedups 

* Preparation for NLA-Strip keyframes to be editable
2009-07-09 01:04:42 +00:00
Brecht Van Lommel
5e749af429 2.5: Various Fixes
* Context panel now draws without header, with arrows, no scene name.
* Softbody vertex group search popup.
* Improve names for autogenerated shortcut keys in menus.
* Make most Select menus in the 3D view header work.
* Fix armature border select selection syncing.
* Add POSE_OT_select_constraint_target,
  MESH_OT_select_by_number_vertices, MESH_OT_select_vertex_path.
* Merge mesh select similar into one operator.
* Don't give MESH_OT_select_random Space hotkey.
* Add DAG_object_flush_update to many mesh edit tools, not calling this
  will crash with modifiers.
* RNA_def_enum_funcs for dynamic enums in operators, but not very useful
  without context yet.
* Fix refresh issue with image window header + editmode.
* Fix drawing of shadow mesh for image painting.
* Remove deprecated uiDefMenuButO and uiDefMenuSep functions.
* Remove keyval.c, code is in wm_keymap.c already.
* Rename WM_operator_redo to WM_operator_props_popup.
2009-07-08 15:34:41 +00:00
Ton Roosendaal
f3fd7d8800 2.5
Brought back the basics for transform manipulators. Martin will
hook it all up to new transform system.

Some notes:
- Still uses G.moving
- BIF_do_manipulator() is called as a View3D Operator
  I've tested selecting handles, added a print to confirm
- BIF_GetTransInfo() returns a dummy struct now, just to get
  it running.
- Marked some other issues with XXX
2009-07-08 15:01:28 +00:00
Dalai Felinto
cfd5046c9e 2.5 filebrowser: previous/next + bugfix + elubie's changes and cleanup
* Previous/Next Folder browser
* bugfix: "open most recently opened directory".

* Previous and Next functionalities:
- use BACKSPACE to navigate to previous folders
- use SHIFT+BACKSPACE to navigate forward
- once you change the folder by other ways the forward folder list is cleared

* bug fix: the sfile->params->dir set through ED_fileselect_set_params wasn't correct. According to the code taking the settings from the existing (previous) filebrowser is a temp solution. In that case this is a fix for a temp solution :)
(changes in: wm_event_system.c, filesel.c and ED_fileselect.h)

** Andrea(elubie): we can get away of the folderlist_clear_next test if we manually pass a boolean to file_change_dir (e.g. file_change_dir(sfile, true)). I tried not to mess up with your changes here. It's slightly slower (and maybe hacky) but its's more conservative IMHO.

(my first commit to 2.5 ... that was a good reason to put my paper on hold :p)
2009-07-07 07:25:44 +00:00
Joshua Leung
761241fcbb NLA SoC: Current Frame can now be negative
This commit is quite experimental, and might have to be reverted, but in quite a few places, the cleanups from this commit were already necessary. 

* I've left most of the image-handling functions alone, since I'm not sure how well they cope with negative indices.
* Start/End frames cannot be negative for now... any specific reasons why they should be negative?
2009-07-07 06:56:29 +00:00
Joshua Leung
dd42ad590e NLA SoC: Small cleanup in Graph Editor struct code (obsolete + commented out stuff) 2009-07-07 06:39:01 +00:00
Joshua Leung
1586570261 NLA SoC: More work on Meta-Strips
* Added several API functions for Meta-Strips editing. One of these (flush transform) still needs a few tweaks before it does its job well enough for all cases.

* Meta strips are now drawn with a purple-ish colour. The start/end points of the strips they encompass are shown with lines along the length of the strips, with lines starting from the top indicating start-points and lines starting from the bottom indicating end-points.

* Meta strips can be made (i.e. strips can be assigned to meta-strips) by selecting some strips and pressing Shift-G. 
Meta strips can be removed by selecting some meta-strips and pressing Alt-G.

* Strips can now be 'snapped' to start from: the current frame, the nearest frame, the nearest second, or the nearest marker; using the Shift-S hotkey. 
'Islands' of adjacent selected strips occurring in the same track are moved together as a single strip so that the start-point of the first strip is on the sepcified time, but all the relative lengths of strips stay the same. Internally, temporary meta-strips are created to facilitate this.
2009-07-06 11:06:34 +00:00
Joshua Leung
f87fcde686 NLA SoC: Start of 'Meta' Strips
Refactored the backend code/API's to support 'meta' strips (i.e. strips containing other strips). These have been implemented to be nested to 'unlimited' depths (in terms of common usages that is, though there is a very remote chance of stack-overflow in theoretrical evil cases only that shouldn't ever be encountered in production).

This paves the way for implementing the necessary tweaks needed for the transform code (in addition to some cool user-level tricks)
2009-07-06 03:44:44 +00:00
Janne Karhu
46f6cdcdcc Added a particle instance modifier option to use particle size. 2009-07-05 12:36:20 +00:00
Janne Karhu
66918b3add A bunch of fun stuff now possible because of new pointcache code:
* Baked normal particles can now use the "Path" visualization.
* Path "max length" & "abs length" are now history:
	- New option to set path start & end times + random variation to length.
	- Much more flexible (and calculated better) than previous options.
	- This works with parents, children, hair & normal particles unlike old length option.
	- Only known issue for now is that children from faces don't get calculated correctly when using path start time.
* New option "trails" for "halo", "line" and "billboard" visualizations:
	- Draws user controllable number of particle instances along particles path backwards from current position.
	- Works with children too for cool/weird visualizations that weren't possible before.
* Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice.
* New particle instance modifier options:
	- "path"-option works better and has controllable (max)position along path (with random variation possible).
	- "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path.
	- "axis" option to make rotation handling better (still not perfect, but will have to do for now).

Some fixes & cleanup done along the way:
* Random path length didn't work for non-child particles.
* Cached & unborn particles weren't reset to emit locations.
* Particle numbers weren't drawn in the correct place.
* Setting proper render & draw visualizations was lost somewhere when initializing new particle settings.
* Changing child mode wasn't working correctly.
* Some cleanup & modularization of particle child effector code and particle drawing & rendering code.
* Object & group visualizations didn't work.
* Child simplification didn't work.
2009-07-04 03:50:12 +00:00
Joshua Leung
b8042f535c NLA SoC: Muting and Graph-Editor Curve visibility for (Action) Groups
Groups (the Action variety) can now be muted, and also be set to not be drawn in the Graph Editor. These settings get applied to all the F-Curves within the group, overriding any settings individual F-Curves might have, allowing users to quickly mute or hide groups of curves without having to go through clicking on all of them.

Also, added a flag that can be used to set the curve visiblity on AnimData level too. This will be enabled in a future commit.
2009-07-03 10:28:10 +00:00
Joshua Leung
66efea5e2d NLA SoC: Toggle for 'Editing in Place'
The 'pin' icon beside the name of the active Action when tweaking some strip's action can be used to toggle between editing the Action's keyframes in 'mapped' time or in 'un-mapped' time.
2009-07-03 04:48:44 +00:00
Joshua Leung
5e92ddece3 NLA SoC: Merge from 2.5
21301 to 21329
2009-07-03 01:57:38 +00:00