Previously mesh vertices imported from vlak nodes were transformed
from the camera coordinate system to the object local coordinate
system. This causes a difficulty in recovering object local vertices
when mesh deforming modifiers (e.g., curve, cloth, and soft body) have
been applied. Now the view map creation is done based on mesh
vertices in the camera coordinate system. Advantages of this approach
includes: 1) faster mesh importing because of less matrix-based
transformations; and 2) proper handling of meshes with deforming
modifiers.
rendering. When objects exists out of the viewing frustrum and
near the near clipping plane, feature edges in the 3D camera
coordinate system are projected to an extremely far location from
the camera view in the 2D image space. These feature edges
result in very long strokes with a large number of stroke
vertices, which temporarily require a significant memory storage,
causing a fatal "out of memory" error. This problem is partially
addressed by the changes in the present commit.
into this before committing:
* Subversion was not increased, meaning that conversion would be applied
even on files saved with the new version.
* Drivers were not converted.
* FCurve generator modifiers were not converted.
This seems to cover all cases we found for Durian, if another conversion
is needed for this, be sure to increase the subversion number and do it
in a separate if() test, otherwise files will break.
* Better (and windows enabled) OpenMP handling (> 2x-5x speed)
* More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway
* Initial velocity taken from particle settings (no more slow starting)
* Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being)
It's been tested since a while but as usual please report any (new!) bugs. ;-)
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.
Most file changes were to make scene available in the isDisabled modifier
callback function.
Pushed limits for Graph Editor view extents to proper limits, and fixed clamping used in View2D code which was preventing height of View2D viewports from getting below 1.0
* Select Grouped
Selects bones in the same layer or same group as the selected ones. Optimised the code for the select same groups too.
* Flip Quats
Flips quaternion values so that the rotation progresses over a different path while maintaining the same endpoint orientations.
Fix [#20794] Can't save my file by pressing "Enter" button
- removed the ability to activate a text field by pressing enter when the mouse is over it. This wasn't that practical and now allows the convenient 2.4 behaviour in the file selector filename field, of pressing enter twice to save.
Rotations are now stored internally as radians, while exposing degrees in the UI -
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what
you see in the UI.
All rotation data is consistently accessible in DNA and RNA as radians, degrees are only
used for the UI controls and graph editor.
This commit includes conversions will convert old files (stored data and also fcurve data)
to the new units, hopefully everything should go smoothly!
Part of this also changes a few properties that were hard-coded as degrees before (such
as IK pole angle and brush texture rotation) to also use the same consistent system of
radians (dna/rna) and degrees (ui).
Thanks to Joshua for hints and review here too.
A straightforward clipping algorithm was implemented to
eliminate vertices that are out of the interval from the
near to far clipping distance defined by the active camera.
Previously, objects that come behind the camera could lead
to a crash. The changes in this commit is intended to
address this issue. When meshes are partially clipped, new
edges are added. These edges can result in visible strokes
if they are within the camera view.
Wrong indices were being used to reference materials, resulting in too few materials showing up. It seems that at some point since coding this in the 2.4 codebase and now, the range has changed from [0, totcol) to [1, totcol].
Fixed and completed support for returning multiple values. This includes support for returning arrays, both fixed and dynamically sized. The way this is achieved is by storing an additional int value next to the dynamic parameter in the ParameterList stack which gets passed to the C function as an additional parameter. In the case of return parameters it is duty of the C function to set this int to the correct length value for the dynamic parameter (which makes sense). Note that for the dynamic output/return parameter it is assumed the function has allocated that memory (which gets freed automatically).
Also, I cleaned the makesrna's bridge function generation code a bit and renamed PROP_RETURN to PROP_OUTPUT, which represents better the reality now that there are multiple returns. The function now to mark multiple returns (outputs) is RNA_def_function_output.
For an example, look at Action.get_frame_range in rna_action_api.c, by the way Aligorith I removed the #ifdef for this function now that there's support for returning arrays, feel free to modify (the function seems to work).
ID-Type for Driver Targets should sometimes not be editable, otherwise, users could set invalid datablocks, leading to crashes.
Added missing checks for this to prevent this happening again.
This operator can be accessed from the "Action Clip" panel, and is used to include keyframes that have been added to a strip already in the NLA. Although this is not a recommended workflow, having this ability is useful at times.
* Particle collision with size was broken since raytrace optimizations by jaguarandi, now the collision code falls back to old slower method when the collision ray has a radius.
* Single goal/avoid object now works for boids.
* Some tiny improvements on collision avoidance for boids.
Basically two simple changes, changes, I pulled in the faster
ghash in bmesh (which uses mempools for allocation, providing
a substanstial speedup in some cases, and also I inlined some
of the functions), and I changed __inline to __forceinline for inlining
of math functions.
I also removed the timer in the view3d zoom op (ctrl-middlemouse)
that was making it nonfunctional. Why was that there?
Between the datablock filtering options and the auto-snapping menu in the headers of Animation Editors, there is a new toggle for enabling this new feature (only when there are groups in the scene). Enabling this, a field to enter/select a group in the scene to filter with, will appear beside it.
This feature has been added to make it easier to manage animating multiple character shots in Durian.
By assigning the rigs of several bandits to a single group, or Sintel and her staff to another group, or Sintel and the guardians to another group, and so on, it is possible to filter the animation data shown in the editors to a useful subset of the total motion in the scene.
This makes it easier to retime or edit the motions of one set of characters and their props without affecting the motions of other no-related objects. The downside is that there is a bit more setup work required upfront, but that's probably a small price to pay for some groupings that may be useful in other ways too later (perhaps for compositing or lighting work).
Action Groups can now be expanded/collapsed in DopeSheet editors without the same thing happening in the Graph Editor, and visa versa.
This should help improve the workflow, since the channel lists are generally kept more compact in the DopeSheet, while they are more expanded in the Graph Editor, so less time is spent expanding/collapsing stuff. Also this should hopefully alleviate some of the errors from accidentally deleting and then having to restore channels that were not intended to be deleted.
Also, switched the order of the expand/collapse hotkeys (in the channels list region) for channels so that Ctrl +/- now expands/collapses selected channels only, while +/- expands/collapses all channels. This should make it more convenient to quickly open up all groups to select F-Curves for the Graph Editor.
* Selected keyframes in unselected F-Curves were still being modified, although not shown
* Selection tools for keyframes were changing the selection status of F-Curves, making keyframes sometimes disappear after trying to select another keyframe
* Warning fixes in a few other files