timeline.
When enabled, ipo, dopesheet, NLA, timeline, clip and sequence editors
will follow the current frame during animation. When the cursor reaches
the end of the screen, then the next range of frames of the same width
is displayed.
Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
important when adding hooks to non-uniform scaled objects,
especially for use with lattice objects which can't avoid uneven scaling.
This uses relative transformation set when the hook is assigned,
when measuring the distances.
Caused by own rBfb7ff31315a1c9 - not surprising code using Object.matrix_local
in other contexts than mere Object parenting fails, since it was using a broken
implementation before...
Note that whole NLA_OT_Bake op would need some love, it is quite brittle in many aspects.
* Enable operator for proxies now becomes set operator for selected and
can unset-set all options.
* Properties become read-only labels, only use operator to set proxies.
For now, did most of the changes in menu entries (i.e. py space UI scripts).
Note we do not get 100% same results as previously, but current situation is
globally better than previous one, though the whole system to retrieve shortcuts
remains a bit weak...
This commit removes the audio panel from Render context as it exists a similar panel in Scene context.
Also, it gives to the Distance Model a similar UI layout as it was in the removed render->audio panel
Support UV Map nodes for determining active UV layer. Now when an image
node is enocuntered, the system will recursively search the node's input
sockets for any UV Map nodes. Obviously this won't fetch any coordinate
transforms into painting, and it will only choose the first UV Map node
encountered if more than one UV Map nodes are combined.
However it should allow custom UV setups per materials and tweaking of
the UV Map node's UV layer from the Slots panel.
This is a per-strip option next to the build proxy size which tells blender
whether to skip building proxy size if the file for it already exists or not.
The option is called "Overwrite" for simplicity.
This option is enabled by default to avoid changes in the file behavior.
TODO: Would be nice to do something like that for movie clips as well.
based on the interpolate property does not make any sense at all.
These settings are still totally confusing - this code has not been
touched since 2009 at least! Go figure ...
The logic used for determining whether certain keyframing settings (i.e. visual,
only needed, xyz -> rgb) got applied was wonky. The original intention here was
that the Keying Set settings would override the global settings, and the path
settings would override what was used for the Keying Set. However, that was not
happening in all cases previously, as it was only possible to add flags and not
to turn them off.
This commit fixes that by introducing separate toggles to control whether the
Keying Set/Path's settings override the settings inherited from its parent
(i.e. the Keying Set for the Path, and the User Prefs for the Keying Set).
The icons used for these toggles could get revised a bit (we need something
which communicates "override this"; the current one is the closest I could find)
WARNING: If you have old keying sets, this may cause some breakage!
Since 1c3f2354f83b3e79dee31d837ca4d7c08d2c3f26 the keyframing settings on
Keying Sets have been incorrectly displayed as a clump of toggle buttons,
which are usually only used when only one of the options apply.
Reverting this back to how it was, while leaving bl_options in place still for
the one case where it makes sense to do it that way (i.e. for KeyingSetInfo)
Alt+Mousewheel was used for frame scrubbing which isn't really good as users
may often use this by accident while using Alt for Viewport navigation.
Frame scrubbing/frame_offset() is now called by Ctrl+Alt+Mousewheel (shift +
Mousewheel was already used for scrolling up/down)
Recent addons commit meant that addons would be enabled even if they weren't found.
This would give an error (which is fine), but also remove from preferences.
These were used as UI buttons during development. If such parameters are
needed again later they should instead be added in the (now global)
SimDebugData and made accessible with a dev addon or so.
This is BAD code, but the particle kinking does not make it easy to
write a non-local modifier that requires neighboring positions,
curvature, etc. The feature is needed for Gooseberry.
This adds another level of clumping on child hairs. When enabled, child
hairs chose a secondary clumping target using a Voronoi pattern. This
adds visual detail on a smaller scale, which is useful particularly when
the number of parents is relatively small.
Natural fibres behave in a similar way when they become sticky and
intertwined. Hairs close to each other form a first twisted strand, then
combine into larger strands. Similar features can be found in ropes:
http://en.wikipedia.org/wiki/Hair_twistshttp://en.wikipedia.org/wiki/Rope
Conflicts:
source/blender/blenloader/intern/versioning_270.c
Scope update is very slow for high resolutions, and currently blocks
the UI thread(!). This is especially terrible in paint modes, where
each stroke causes a scope update and unacceptable freezing.
The scopes update method tries to avoid this somewhat by skipping if the
toolbar is disabled, but this doesn't help when painting where brush
tools etc. are frequently needed. It's also a bad-level poll, with the
core system accessing a UI element.
Eventually scope updates should become a low-priority background job,
as well as becoming threaded. Until then this polling provides a usable
workaround to the most outrageous cases.
This is an alternative method to the current fixed function with a
clump factor and "shape" parameter. This function is quite limited and
does not give the desired result in many cases (e.g. long, parallel
rasta strands are problematic). So rather than trying to add more
parameters there is now a fully user-defined optional curve for setting
the tapering shape.
This is necessary because the hair dynamics settings are not part of the
ParticleSettings datablock, but part of the convoluted cloth modifier
inside the particle system struct. In the future this will be recoded
properly, but in the meantime presets provide a simple an unobtrusive
way to have reusable dynamics settings for hair.
Conflicts:
release/scripts/startup/bl_ui/properties_particle.py
This helps to create some variation in a hair system, which can
otherwise become very uniform and boring. It's yet another confusing
setting in a system that should have been nodified, but only option for
now (broken windows ...)
Conflicts:
source/blender/blenkernel/intern/particle_system.c
source/blender/physics/intern/BPH_mass_spring.cpp