useful.
Instead of only working for the "extend" transform mode, standard
transforms now work too now (i.e. grab and scale).
TODO:
This currently only works on Scene markers, though it should be
possible to make this work on a provided list of markers instead...
'create' was used as prefix and suffix, change dupli list functions to use as suffix, this matches obj.animation_data_create() & obj.animation_data_clear().
obj.create_dupli_list() --> obj.dupli_list_create()
obj.free_dupli_list() --> obj.dupli_list_clear()
Don't use 'create' for object to mesh function since other uses of this are for createing data which stays attached, instead use mathutils style naming convention.
obj.create_mesh() --> obj.to_mesh()
In addition don't store unfinished links in the nodetree->links list any more. This makes code a bit safer because all links in that list can be considered valid now. The temporary bNodeLinkDrag structs used by the modal linking operator are now also stored in a list in SpaceNode, so these links can be drawn too (this separation also allows different display of temporary links, e.g. currently they are drawn on top of all nodes).
- Custom properties are now affected by the Pose Sliding tools too.
This is now more important to support, given that modern rigs use
these a lot for facial expressions/posing. By and large, this should
work fine, though discrete integer values may experience a bit of
trouble
- Fixed potential bugs with the code which detects which F-Curves are
relevant to a PoseBone's transforms (+ custom props). This was prone
to being tricked by certain setups if the names of the bones contained
some of the keywords these were searching for.
- Shuffled some code around: moved bulk of logic out of vec3 case into
new function for single-value, since it was really doing per axis
already
Made changed to linux2-config and freebsd*-config. Windows/MacOS are kept
unchanged.
I'm not sure which flags should be used for freebsd systems, so flags for
them also kept empty. Maintainers of this platform, please check which
flags should be used and make changes to rules.
in RNA as "translation" values, which implies dimensionality is
incorrect here as F-Curves do not specifically "know" about the type
of the data they affect
add PhysicsConstraints.exportBulletFile(char* fileName) python command
I'll be checking the bf-committers mailing list, in case this commit broke stuff
scons needs to be updated, I'll do that in a second.
this is not well suited to RNA so this is a native python api.
This uses:
bpy.data.libraries.load(filepath, link=False, relative=False)
however the return value needs to use pythons context manager, this means the library loading is confined to a block of code and python cant leave a half loaded library state.
eg, load a single scene we know the name of:
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.scenes = ["Scene"]
eg, load all scenes:
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.scenes = data_from.scenes
eg, load all objects starting with 'A'
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.objects = [name for name in data_from.objects if name.startswith("A")]
As you can see gives 2 objects like 'bpy.data', but containing lists of strings which can be moved from one into another.
the same, but big changes have happened both on the outside and on the inside.
New UI:
* The old parameters were quite true to the underlying algorithm, but were quite obscure
from a users point of view. Now there are only a few intuitive basic parameters that
define the basic fluid behavior.
** By default particle size is now used to determine the interaction radius, rest
density and spring rest lengths so that it's easy to get stable simulations by simply
emitting particles for a few frames and adjusting the particle size (easy when the
particle size is drawn) so that the fluid appears continuous (particles are touching
eachother).
** Stiffness - in reality most fluids are very incompressible, but this is a very hard
problem to solve with particle based fluid simulation so some compromises have to be
made. So the bigger the stiffness parameter is the less the fluid will compress under
stress, but the more substeps are needed for stable simulation.
** Viscosity - how much internal friction there is in the fluid. Large viscosities also
smooth out instabilities, so less viscous fluids again need more substeps to remain
stable.
** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against
gravity, and high pressure areas start to come down.
* In addition to these basic parameters there are separate advanced parameters that can
either be tweaked relative to the basic parameters (or particle size) or defined
independently.
** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this
can lead to small clumps of particles, so the repulsion keeps the particles better
separated.
** Stiff viscosity - the normal viscosity only applies when particles are moving closer to
eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to
particles that are moving away from eachother.
** Interaction radius - by default this is 4 * particle size.
** Rest density - by default this is a density that the particles have when they're packed
densely next to eachother.
** Spring rest length - by default this is 2 * particle size.
* There are also new options for 3d view particle coloring in the display panel to show
particle velocity and acceleration. These make it easier to see what's happening in the
fluid simulations, but can of course be used with other particles as well.
* Viscoelastic springs have some new options too. The plasticity can now be set to much
higher values for instant deletion of springs as the elastic limit is exeeded. In addition
to that there is an option to only create springs for a certain number of frames when a
particle is born. These options give new possibilities for breaking viscoelastic fluids.
New in the code:
* Most of the fluids code is now thread safe, so when particle dynamics go threaded there
will be a nice speed boost to fluids as well.
* Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree
implementation makes the code quite a bit cleaner and should also give a slight speed
boost to the simulation too.
* Previously only force fields were calculated with the different integration methods, but
now the fluid calculations are also done using the selected integration method, so there
are again more choices in effecting simulation accuracy and stability. This change also
included a nice cleanup of the whole particle integration code.
As the internals are pretty stirred up old particle fluid simulations will probably not
work correctly straight away, but with some tweaking the same level of control is still
available by not using the "relative versions" of the advanced parameters (by default these
are not used when loading old files).
* Removed some fields from struct SculptSession:
- Fields drawobject, projverts, and previous_r were completely
unused
- Field `ob' was really unnecessary, changed sculpt functions
to pass the object rather than the SculptSession
This removal of `ob' from SculptSession should should make it a little
easier to continue generalizing paint/sculpt functionality.
There should be no visible changes from cleanup.
type and data
Recoded Keyframe Smoothing operator to work better for continuous
curves (i.e. ones with monotonically increasing slopes in sections) as
opposed to hypothetically jagged ones.
The old method assumed that handles should be flat as otherwise, you'd
often get unsmooth curves just because you went and tilted some of the
handles for local extrema, causing some unkeyframed overshoots, which
also leads to changes in timing, which in turn often means unsmooth
motion. Hence, the code took advantage of this to do things with less
extra data.
However, now we have a proper "flatten handles" tool (under snap ->
horizontal) so this functionality is not needed in the general case
where it will lead to stair-stepping artifacts.
for sampling were not consistent, now the RNG is seeded per strand, and some
tweaks were done to make the jittered sampler cache return consistent sample
numbers for strands.