svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
When doing IPO-cleanup, added two break statements to hopefully optimise the evaluation process a teeny-weeny bit. However, that caused more problems than it was worth!
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
It would only work when the bezier point had its handles set to auto before changing to a linear IpoCurve since the handles were being recalculated during transform.
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
- For newtonian particles a "self effect" button in particle extras makes the particles be effected by themselves if a particle effector is defined for this system, currently this is a brute force method so things start getting slow with more than ~100 particles, but this will hopefully change in the future.
- Two new effector types: charge and a Lennard-Jones potential based force (inter-molecular forces for example).
-Charge is similar to spherical field except it changes behavior (attract/repulse) based on the effected particles charge field (negative/positive) like real particles with a charge.
-The Lennard-Jones field is a very short range force with a behavior determined by the sizes of the effector and effected particle. At a distance smaller than the combined sizes the field is very repulsive and after that distance it's attractive. It tries to keep the particles at an equilibrium distance from each other. Particles need to be at a close proximity to each other to be effected by this field at all.
- Particle systems can now have two effector fields (two slots in the fields panel). This allows to create particles which for example have both a charge and a Lennard-Jones potential.
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
review, wait a bit for docs?
Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.
- new option for Local Constraint Ipos did not set user counter in
Ipo at file reading, causing data to get lost (not saved).
- Driver feature: the channels "Loc X Y Z" now also use the result
of constraints, but transformed back into local space, as if it
was action X Y Z. Nice stuff for those who understand this...
it means you can drive something with a bone that has constraints.
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewritehttp://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
Patch by: Roland Hess (harkyman)
For example, a constraint can be sub-targeted at the 50% (or 31.2% or 85% etc.) point of its target bone, giving you enormous rigging flexibility and removing the need for complex contraptions to do such things as:
- A bone whose base slides only between to points on a rig (CopyLoc with a variable, animated subtarget point)
- Bones that attach to multiple points along another bone (CopyLocs, each with a different head/tail percentage)
- Bones that need to stretch to a point midway between specific spots on two other bones (old way: too crazy to mention; new way: stretch bone between points on end bones, then another stretch to the midpoint of the first stretch)
It is only used for the constraint types for which it is relevant: CopyLoc, TrackTo, StretchTo and MinMax, TrackTo, and Floor.
Notes:
- This is accessed by the Head/Tail number-slider.
- This value can be animated per constraint
- The old "Copy Bone Tail" option for the CopyLoc constraint has been automatically converted to 1.0 Head/Bone values for the affected constraints
- In the code, this value is in the bConstraint struct, so it is available for all constraints, even though only a few implement it.
"Rotation Difference"
This option, for Bones, allows the angle between two Bones to be
the driver for another Ipo channel. This angle now is hardcoded
based on the Bone-space orientation (without parenting rotation).
Thanks to nathan for poking and test!
This commit fixes several issues related to using the Action Editor with Shapekeys. I've known about most of them for a while, so now's the time to fix that.
1) When the shapekey anim data for an object comes from an Action (key's IPO block is linked to the "Shape" action-channel), the names of the individual shapekeys is now shown. They will only do so if the Action Editor is not pinned though.
2) Slider limits for the case described above should now be sane again
3) "Add New" option from the popup menu in the Action Editor header will now convert shapekey animation data from IPO to Action if the action editor is displaying Shapekey data at the time. Many users have often found the old way of having to toggle the "running man" in the IPO-editor header, too clumsy and confusing.
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway.
I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
It is now possible to temporarily 'mute' and IPO-block or IPO-curve. This functionality has been requested by the Plumiferos team, and is based off Patch #6866 by Juho Vepsäläinen (bebraw).
Usage:
* In the IPO Editor header, there is a toggle button (open/closed eye used for Outliner Visibility restriction) beside the IPO-blocktype menu, when there is an active IPO-block in the IPO Editor.
* In the Action Editor, beside the 'lock' icon for channel protection on Action/Constraint channels, there is the open/closed 'eye' that can be toggled to set the mute status of said channel's IPO-block.
* Also in the Action Editor, you can mute individual IPO-curve channels in a similar manner.
- Bugfix #5714
New option "Save changed images" didn't respect relative file names
- Bugfix #5621
New camera (shiftx, shifty) was missing in IpoWindow as animatable option
- Unitialized variable in new shadow code caused Sun lamp shadow to not
work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
cases. Also found an unitialized var in collaps_edgeuvs().
Cleaned-up drawing code of keyframes. Code redundancy has been
reduced, and there should be slight performance gains (less looping,
no sorting of keys needed, possibly less memory usage).
The first incarnation assumed that proxies were local objects per
definition. Unfortunately that makes it impossible to - for example -
reference-link an entire Scene with proxies, to be used as a special
character set.
This commit makes the proxy implementation also a bit more clear.
Related work: the scene-sets were not executed fully or correctly for
the dependency graph. That happens now (in 3d view) as well.
other are changes so calchandles_ipocurve only calc handels on a bezier line.
This makes bvh import faster but should also speed up internal IPO operations.
More Driver fixing...
Commit of over week ago to make drivers update correctly on cyclic
situations, forgot to fix another driver call... which then got called
always with 'current frame' set to zero.
Error only happened with animated (Ipos) Object-Object driver relations.
Also in this commit: when loading file, lattices with hooks were not
updated correctly.
Found reasonable OK solution for a cyclic dependency that was bothering
a lot of (character) animators. They would like to drive bones with
Objects, but that lagged when you parent these Objects to the
armature, since that's a circular dependency.
Since Driver relations are only looking at local object properties (i.e.
it's local position/rotation) there's a simple way to solve it. In case
such Objects have an Ipo, it reads driver values directly from the
Object Ipo (on correct time) instead of Object values.
The new (months ago) added option for "Local Constraint" always copied
and restored a PoseChannel quaternion, that disabled the required
normalizing of quaternions.
Only visible when you manually draw Ipo Curves, but it's probable that
it showed in other cases too.
This commit brings back:
- Field Render
- MBlur Render (old style)
- Border render with or without cropping
Note: Field Render is not supported in Compositor yet. Blurring or filter
will destroy field information.
Both MotionBlur as Field render are done before Compositing happens.
Fixes:
- The "Save Buffers" option only worked on single frame renders, not for
Anim render.
- Found an un-initalized variable in Render initialize... this might have
caused the unknown random crashes with render.
Code restructure:
Cleaned up names and calls throughout the pipeline, more clearly telling
what goes on in functions.
This is visible in the updated first image of the Wiki doc:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline