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Arith:
- axis angle to quat conversion function
- short to float / float to short normals conversion function (eventually, we could go over the go and replace copy/pasted code everywhere)
- ray triangle intersection (to complement the line triangle intersection function)
View:
- viewray / viewline (get near plane point under mouse and ray normal/far point)
Particles:
- extract viewline from brush_add function
* python Blender.GetPaths() - absolute=0 wasnt working
* BLI_cleanup_file and BLI_cleanup_file were treating the // prefix as a duplicate path, now ignores //
* BLI_convertstringcode was removing the trailing slash from a path
(tested these path functions didnt mess up with some of the peach files and with pointcache)
* scene.object.context and scene.object.selected had broken get_item
funcs so scene.object.context[i] returned the wrong object.
* aligning the view to an object (numpad*key), did not disable the
ortho view grid.
* long standing problem where opening a relative image would fail with
no message. BLI_convertstringcode was returning a path with /../../'s
that need to be cleaned before the path could be read, the path was also
invalid from unix shell so its not a blender path reading problem.
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)
There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
fix for [#6580] invalid file names not handled consistently when saving
only affects windows, where invisible file stream could be created if filename contains ':'
* BPath sequencer strip looper was only operating on the active scene, now look through all scenes.
* The active sequence strip wasnt being reset when scenes switched, so you could see the previous scenes strip when switching to a new scene.
Added BLI_split_dirfile_basic, that only splits the path into directory and file. without checking the dir exists or creating it, without changing the original string that is passed to it.
This means when moving large projects with many images/videos/sounds is possible with 'File, External Data, Find Missing Files'.
- needed so we can put peach animatic, glrenders & testrenders on the dvd.
also datatoc.c - brecht's fixes from apricot.
This replaces the hard-coded '%PROFILE%\Application Data\..." path
with the correct language-dependant CSIDL_APPDATA.
PLEASE NOTE!
Checks for the previous location have now been REMOVED. Any data
saved in the old hard-coded location will no longer be found by
Blender (this will only affect users of non-english windows.)
The installer has been updated to help the user to migrate their data
to the new location of their choice, if necessary.
Order of preference for .blender on windows is now the following:
1) %HOME% environment var
2) Installation Directory (location of blender.exe)
3) "Current User" (CSIDL_APPDATA)
4) "All Users" (CSIDL_COMMON_APPDATA)
sprintf(str, "/bin/su root -c 'cd %s; /bin/tar cf - \"%s\" | (/bin/cd %s; /bin/tar xf -)'", from, file, to);
return system(str);
This would ask for a password in blenders terminal, in ubuntu there is no root user...
If this feature is added back it should be written in a much nicer way.
Also made HKey toggle hidden files in the file selector.
For *nix sustems, recent physics pointcache refactor uses stdio.h's remove() rather then system("rm -f ...") for removing files, since it was a lot slower for removing pointcache.
Ton used the system command because there was some problem using remove() ~6years back, but he cant remember why, (maybe its not a problem now)
Simple error, remove wasn't returning a value, but keep an eye out for problems removing files, and if anyone can reproduce the "Unable to make version backup" problem when saving, we should look into it.
Also added a note about using # in the output path for blenders command line help text.
somefile_##.png -> somefile_01.png
somefile_########-image.png -> somefile_00000001-image.png
Before, A hash at the end of the string would be replaced by a number with 4 characters. This is still default if no #'s are in the string, so nothing has changed.
To use this function from the python api use scene.render.getFrameFilename()
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
fix for [#6950] Blender crashes when .blog file top line is 160 characters or more
- made sure BLI_convertstringcode doesn't return more than 240 chars
- went through all callers and fixed places where string passed to BLI_convertstringcode was too short
- TODO: look into increasing sample->name and sound->name too, I prevented crashes, but filename might get shortened.