This removes auto-registration, committed by Martin r30961.
Realize this is a contentious topic but Brecht and myself both would rather opt-in registration.
TODO:
- addons need updating.
- class list will be modified to use weakrefs (should have been done for existing system too).
- will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
from Shinsuke Irie (irie) with some minor edits.
Shinsuke's description from the tracker:
---
I have implemented GVFS framework support of blender-thumbnailer.py which allows some file managers like Nautilus and Thunar to show thumbnails in trash or network directories. If Python's gio module is available, the thumbnailer uses it to access to filesystems mounted via GVFS. This change shouldn't affect desktop environments other than GNOME and XFCE.
A function gvfs_open() in this patch is defined to solve a stupid incompatibility between Python file object and GIO Seekable object.
On Ubuntu 10.10, I confirmed thumbnails can be generated for file://, trash://, sftp://, and smb://.
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)
This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.
Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
Migrating "redraws" settings from TimeLine view data to per Screen.
The options are now still shown in the TimeLine "Playback" menu
though.
This means that whatever redraw settings you set in a TimeLine editor
will be used throughout a screen (i.e. editor layout) to determine
which editors will get updated during playback, instead of only
certain editors doing certain things at vague times.
---
Also, I moved some version patches pre 2.56 version bump into a
version-check for 2.56. These must've been missed when doing the
release...
While animating, I realised that actually the 'only selected' and
'include hidden' DopeSheet filtering options are also useful in the
Action Editor, especially while tweaking the animation for some
characters, where you'd like to focus only on some of the character's
control (i.e. eyelid tweaks, hand tweaks, etc.).
The other DopeSheet filtering options aren't so relevant here, so I've
excluded them from this.
Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to
browse screens or switch scenes nicely.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
- bpy.data.*.load() functions were only accepting UTF-8 paths.
- rna functions/properties now accept byte values rather then strings for file paths.
- bpy.path.resolve_ncase now supports byte objects.
* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense.
* Added a missing notifier for the Node backdrop move operator.
oldbump -> original
newbump -> compatible
*new* -> default (3tap)
*new* -> best quality (5tap)
the latter two have an option to apply bumpmapping in
viewspace - much like displacement mapping
objectspace - default (scales with the object)
texturespace - much like normal mapping (scales)
were getting formed wrongly
Although the RNA paths for the custom properties could get evaluated
correctly, keyframe status highlights in buttons didn't always work
correctly, and would lead to a duplicate F-Curve for the same setting
getting created.
This commit introduces a new Keying Set: "Whole Character", which is
specially designed for character animators blocking out their
animation. It should make animating with rigs such as the Sintel rigs
(and other "mainstream" setups, though others may also work with a few
modifications) much easier.
It automatically determines which properties on every bone in the
active rig should be keyframed, avoiding an initial set up step where
properties may be missed, or non-animatable properties are also
needlessly keyframed. To do this, it relies on several rules:
1) All bones in the armature, regardless of visibility status are
considered, so that hiding some layers on some keyframes then
keyframing them later won't create problems with earlier poses
changing
2) Bones starting with certain prefixes, i.e. DEF, MCH, VIS, etc. (the
full list is available in the code for this, and can be/is meant to be
modified by riggers in their own versions as they see fit), so that
some bones on hidden layers which shouldn't be seen by animators are
not keyframed
3) Locked transforms AREN'T keyframed
4) All custom properties ARE keyframed - currently this is the best we
can do, as it's hard to tell if they're needed or not, or even if
they're already driven.
----------------------------------
While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts.
This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter.
* Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled.
* There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
* Argh, particles tab was showing the whole "non applicable settings for fluid particles"-galore as the particle type "fluid" can't be checked from rna using the settings type value. Now the ui is a lot cleaner and only settings that actually effect the fluid particles are shown.
Although strictly-speaking, this only applies to a certain type of NLA
Strip (there are 3 types), but since only the classic "Action Clip"
gets much attention, it's probably worth exposing this here too to
make batch editing of strips a bit easier.
1) Added a new operator to swap the order of strips within a track
(Alt-F).
This makes it possible to select two strips (or more precisely, two
islands of consecutive + selected strips) in a single track and change
the order in which the appear without needing a extra tracks to
perform the move through.
As usual, the non-overlapping rules apply, so there may be some cases
where swapping in this way is not possible without adjusting the
intermediate strips first manually. Otherwise, everything just gets
too tricky to manage deciding what adjustments should be done to the
obstructing strips to make a fit.
2) Freeing meta-strips didn't free their local data properly (i.e.
modifiers they may have had).
3) Adding strips to tracks, where the endframes for the strips
overlapped would cause problems with incorrect ordering of strips. I
still need to double-check whether evaluation works ok in this case...
misleading (?)
"X-Axis Mirror" option didn't work in Pose Mode, so hiding this option
for now. Perhaps one day we could properly support this for all
operators there, but that is more of a long term todo...
- enabling/disabling no longer prints in the terminal unless in debug mode.
- remove 'header' struct from BLI_storage_types.h, from revision 2 and is not used.
- Add GCC property to guardedalloc to warn if the return value from allocation functions isn't used.
- files blender exports (blender uses unusual array formatting).
- scene needed to be rotated on import.
- lamp spot size was half as big as it needed to be.
x3d export typo broke image export.
now its basically usable, next step is to add menu item.
update for changes in mathutils api.
- fix radians/degrees usage
- correct matrix multiplication order
- primitives were being imported twice the size they should be.
- uv transformations were not working.
it easier to reset a rig to its default pose again
- Refactored clear pose operators to separate out the common parts,
and made sure that they all had descriptions
This commit restores some basic functionality for retiming Grease
Pencil sketches. Some of the functionality that existed before still
hasn't been restored (namely snap/mirror tools as well as copy+paste),
though it should be possible to use this for basic retiming and
sketch-frame management again.
- There's still a lot of work required to get this up to the standard
of the rest of the animation editor code, as some of this code was
originally just hacked in based on the old-style code.
- Work is already required to not have to directly access the main db
global to get the list of Grease Pencil datablocks to show, but that
can come along with pending cleanups of the filtering code.
Added Ctrl-T to Curves Tilt button in the toolbar (edit mode), currently was reporting Alt-S for tilt
(reported by Rickyx here http://www.kino3d.com/forum/viewtopic.php?f=21&t=8485&start=0)
Also added the label "Tilt" to the tilt transform in the Curve > Control points header submenu, currently was just "Transform"
This builtin Keying Set is supposed to insert keyframes for every
F-Curve that exists for the selected data (usually objects and/or
bones only). However, as coded, it was only useful for objects, since
it would just go through all the F-Curves for the object's action,
instead of just the F-Curves relevant to a selected bone.
Tweaked the code to make this case (and similar ones) hopefully work
better by default.
These were markers which belonged to an action instead of the scene,
and are used by PoseLib to keep track of where poses are.
To restore this, I've made this only available in Action/Shapekey
Editor modes, and only when an action is being shown and the "Show
Pose Markers" option in the Markers menu has been enabled. Other than
that, all the standard marker operators apply now (instead of using a
separate set of special operators).
* Viscoelastic springs between the fluid particles can simulate all kinds
of viscous and elastic substances, such as jelly and honey. This is
achieved by creating springs dynamically between neighboring particles
and adjusting their rest length based on stretching/compression.
* This nearly completes the currently intended functionality for particle
fluids. The last missing thing is a surfacing extraction algorithm,
which is needed for a proper representation of a sph fluid.
* I also cleaned up and renamed some of the fluid parameters to make the
ui a bit easier to understand.
* One addition to the patch is an option to use "initial rest length" for
the springs, which uses the lengths between the particles at the time of
spring creation as the spring rest lengths instead of interaction radius/2.
This makes the fluid keep it's original shape better (good for very
viscoelastic materials), but can create large density differences inside
the fluid (not really physically correct for a fluid).
* Viscoelastic springs are stored in point cache as extra data.
Downloading results for jobs from blender now uses the current output settings, it doesn't just download the multilayer exr as it used to.
Render output panel now visible under the jobs panel in client mode.
This adds the "Apply Base" feature from my gsoc2010 branch.
Apply Base partially applies the modifier, in that the mesh is
reshaped to more closely match the deformed mesh. The upper-level
displacements are recalculated so that the highest multires level
appears unchanged.
Multires does not currently deal well with too large displacements.
An easy-to-reproduce example: create any mesh type, add multires,
subdivide a few times, then use the sculpt grab brush to drag the
entire mesh over a few units. At the highest level, and at level 0,
the mesh looks fine, but all of the intervening levels will have ugly
spikes on them.
This patch doesn't help with situations where you can't modify the
base mesh, but otherwise works around the problem fairly well (albeit
with a heuristic, not an exact solution.)
Many thanks to them!
For comparison, see here:
http://kishalmi.servus.at/3D/bumpcode/
Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited.
http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
This fixes bugs:
#24591: Artefacts/strange normal mapping when anti-aliasing is on
#24735: Error at the Normal function.
#24962: Normals are not calculated correctly if anti-aliasing is off
#25103: Weird artefacts in Normal
This will break render compatibility a bit, but fixing this bugs would have also
done that, so in this case it should be acceptable.
Patch committed with these modifications:
* Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default
* Only compute normal perturbation vectors when needed
* Fix some middle of block variable definitions for MSVC
* Renamed children to "simple" and "interpolated" as this is
easier to explain and more descriptive than "from particles"
and "from faces".
* Also shuffled the child ui around a bit to make it clearer.
* Child seed parameter allows to change the seed for children
independent of the main seed value.
* Long hair mode for interpolated children:
- Making even haircuts was impossible before as the child
strand lengths were even, but their root coordinates were
not similar in relation to the parent strands.
- The "long hair" option uses the tips of the parent strands
to calculate the child strand tips.
* Hair parting options:
- Hair parting can now be calculated dynamically on the fly
when in 2.49 there was a cumbersome way of using emitter mesh
seams to define parting lines.
- For long hair parting can be created by a tip distance/root
distance threshold. For example setting the minimum threshold
to 2.0 creates partings between children belonging to parents
with tip distance of three times the root distance
((1+2)*root distance).
- For short hair the parting thresholds are used as angles
between the root directions.
* New kink parameters:
- Kink flatness calculates kink into a shape that would have
been achieved with an actual curling iron.
- Kink amplitude clump determines how much the main clump value
effects the kink amplitude.
- The beginning of kink is now smoothed to make the hair look
more natural close to the roots.
* Some bugs fixed along the way too:
- Child parent's were not determined correctly in some cases.
- Children didn't always look correct in particle mode.
- Changing child parameters caused actual particles to be
recalculated.
* Also cleaned up some deprecated code.
All in all there should be no real changes to how old files look
(except perhaps a bit better!), but the new options should make
hair/fur creation a bit more enjoyable. I'll try to make a video
demonstrating the new stuff shortly.
Issues:
- It looks a bit crowded though, so perhaps we could do without, and
just leave it for the TimeLine only?
- Due to the way the invoke() testing works, the rename operator
called from the menu currently fails. Will need to experiment more
with execution options to find a workaround.
I've been asked by Giuseppe Ghibò (joeghi) for more icons for Mandriva Linux distro.
I've noticed that some folders had a blender.svg different from the one in scalable/, so made them all the same derived from
scalable/blender.svg
Now each svg file has "document properties" of the right dimensions according to the folder it's in, and the svg is saved so that people
just have to press "export bitmap" in Inkscape in case they need it.
Code changes are minimal, re-using the code as already was there.
Options are in pulldown menu, or SHIFT+T and SHIFT+ALT+T
Might be that Martin likes to see it different... do we need
a special operatortype for it?
mostly rewrote mesh export and added support for multiple materials/images, using texface or material images depending on the materials TexFace option.
- mesh creaseAngle was being exported as degrees, should be radians.
- remove unused vars & code.
- indenting was using a for loop, can just multiply a string instead.
bpy.data.meshes.tag = True
But this was only useful for setting so make it a function for 2.5x.
bpy.data.objects.tag(False)
X3D: use tagging rather then a name dictionary, this fixes a bug where library name overlaps could mix up names.
Due to popular request and usability considerations, this commit
reintroduces functionality similar to 2.4's "Draw Mode" for Grease
Pencil.
In the toolbar under the Draw/Line/Eraser buttons, you can find the
"Use Sketching Sessions" toggle, which enables this feature. This is a
per-scene setting, and defaults to off, so that the current 2.5
behaviour is still the default (i.e. the Grease Pencil operator will
only do a single stroke at a time).
With this option enabled, drawing with Grease Pencil will enter a
semi-modal state where you can draw multiple strokes without needing
to keep holding the DKEY throughout (though you'll still need to do so
to start the strokes, unless you use some toolbar buttons), while
still being able to manipulate the viewport. Header help-text prints
show the appropriate keybindings (i.e. press ESCKEY or ENTER to end
the sketching session).
Notes:
- To aid maintainability of the 3D-View toolbar code, I've taken the
liberty to factor out the groups of widgets which commonly occur in
most of the toolbars into separate functions (namely "Repeat" and
"Grease Pencil"). Perhaps it might make it slightly harder to newbies
to the toolbar code to grasp, though the physics panels are far worse
;)
- I've reshuffled some code in the Grease Pencil code to separate out
the various states of operation again more clearly, though some more
work is still needed there (TODO)
- There can now be only one Grease Pencil operator running at a time
- Redoing Grease Pencil operations where sketching sessions was
enabled still needs work. Namely, a way of delimiting the set of
points recorded into strokes is still needed (TODO)
- Ultimately, it should be possible to switch tools midway through a
session. Currently sessions are limited to only being able to be used
with a single drawing mode (TODO)
- After ending a drawing session, the titlebar contols may not work on
Windows without manually making the main window lose focus and then
regain (i.e. click on some other window in toolbar, then come back).
This may be related to (bug #25480)
move Object.update(...) to ID.update(). since depsgraph update function can now be called on ID types.
also changed how update flags work.
obj.update(scene, 1, 1, 1)
... is now
obj.update({'OBJECT', 'DATA', 'TIME'})
Don't pass scene anymore. This was used for recalculating text but I think this is better dont in a different function.
Also added bpy.path.display_name_from_filepath(), since filepaths are not ensured to be utf8.
same as calling: os.path.splitext(os.path.basename(name))[0].encode("utf8", "replace").decode("utf8")
Experimental tweak for the "Object Constraints" tab so that it now
shows a warning message instead of the "Add Constraints" button when
the active object is in Pose Mode. Hopefully this will further
alleviate any confusion over Object vs Bone level constraints.
Todo:
While coding this, I noticed that we currently don't have any way of
making help-text labels in UI panels which can span multiple lines
(word-wrapped or manually split). Probably not a critical issue, but
it would be nice for completeness...
* Massive reorganization of pointcache code, things are now cleaner than ever.
* For all but smoke the cache is first written to memory when using disk cache and after that written to disk in one operation. This allows less disk operations and the possibility to compress the data before writing it to disk.
* Previously only smoke cache could be compressed, now the same options exist for other physics types too (when using disk cache). For now the default compression option is still "no compression", but if there aren't any problems this can be set to "light compression" as it's actually faster than no compression in most cases since there's less data to write to the disk. Based on quick tests heavy compression can reduce the file size down to 1/3rd of the original size, but is really slow compared to other options, so it should be used only if file size is critical!
* The pointcache code wasn't really 64bit compatible (for disk cache) until now, so this update should fix some crashes on 64bit builds too. Now all integer data that's saved to disk uses 32 bit unsigned integers, so simulations done on 64bit should load fine on 32bit machines and vice versa. (Important disk cache simulations made on 64bit builds should be converted to memory cache in a revision before this commit).
* There are also the beginnings of extradata handling code in pointcache in anticipation of adding the dynamic springs for particle fluids (the springs need to be stored as extradata into point cache).
* Particles were being read from the cache with a slightly wrong framerate. In most cases this probably wasn't noticeable, but none the less the code is now correct in every way.
* Small other fixes here and there & some cosmetic changes to cache panel, but over all there should be no functional changes other than the new disk cache compression options.
* This whole re-organization also seems to fix bug #25436 and hopefully shouldn't introduce any new ones!
- the invert flag was only being used for multi-modifier, but there is no reason not to use this in normal cases as well.
- Armature modifier RNA name 'vertex_group' was incorrectly named 'vertex_group_multi_modifier' (own fault), confusion was caused by 'invert_vertex_group_multi_modifier' which was correct.
"Numpad 1" shortcut to set preview view zoom to 1:1 (i.e. 100%) did
not exist in View menu. While investigating this, I found that the
operator was missing a description/tooltip, so added one too.
- rather then use unlink="None", just don't pass unlink as a keyword. This is more pythonic.
- added an RNA flag for properties which cant be unlinked by setting to None.
Bugfix for job cancellation (reported by Carsten in email)
Ended up recoding part of the communication pipe (use json more consistently)
Fix bpy data modifications where it shouldn't happen (as a bonus, thumbnailing is now done out of process)
Reshuffling order of "sync" and "Auto-Keying" buttons so that they are
grouped more appropriately. Hopefully this isn't too much of a muscle-
memory breaker...
adjust dependency calculations for cache files of smoke simulations (no more separate paths for low and high). That was changed a while ago in the api, just didn't update yet.
runs in user mode, not elevated to admin. Otherwise users can't install to the default which used to
be Program Files, which causes more problems than necessary. Although unconventional location, probably
currently a better solution.
Network admins etc. can override install location on command-line. NSIS docs tell how.
Normal Map bool and the normal_space menu are only used for material based textures, not for textures used by lamp/world etc. Accidentally ported this over from 2.49, where these buttons are drawn even they don't work in that context.
Property buttons: the "ID template" allowed to unlink data from object,
like Mesh or Curve etc, which is not supported. Button now is hidden.
Thanks Dan Eicher for patch.
Also: improved tooltip for 'data browse'. It was generic, now it gives
specific per-type information.
- operators need to enable the option OPTYPE_PRESET or 'PRESET' in python.
- hidden properties are not written.
- currently this only works in the file selector (enabled for FBX/OBJ export)
- currently the menu label doesnt change when presets are selected, this is a TODO, not so simple since the UI is defined in C and the label in python.
- presets save in "scripts/presets/operators/*id*/*.py"
- adding template of a add_object addon from Florian Meyer (testscreenings)
- this template is using the new add_utils module in bf-extensions (also from Florian)
- SSS Presets were not working on pinned materials.
- added ability for save-presets to define variables to stop them becoming too verbose.
- remove object.active_node_material
[#25284] Traceback error on "System Info" script
- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
it (eg cameras)
When trying to add a modifier to non-geometry objects, warnings are
now shown instead of just adding some (useless) modifiers that cannot
be removed later.
* Pointcache code was quite ugly looking and complicated, so here are mostly just cosmetic adjustments, but some improved logic also.
* Slight cleanup of pointcache ui too.
* Shouldn't have any functional changes what so ever, so poke me right away if something seems off.
was actually incorrect location for everything!
- x3d's global scene rotation value wasnt converted from deg to radians.
- camera viewport was also incorrectly exported.
use mathutils rather then inline math for rotations.
Added support for working on delta transformations instead of plain
transform. this should help the fact that you cant randomize animated
objects (still need to check into that)
Removed minimun scale since it was not well done, need a stronger
version of this
* New option to "Regrow hair" for each frame.
* This was perhaps more a feature request, but there was a similar useful feature called "animated hair" in particles at some point.
* The previous behavior for hair growing was inconsistent to say the least, so this is a nice option to have.
graph editor:
- option "extend mode" requires channel-selection. Moved pulldown menu
from Key to Channel instead
- hotkey SHIFT+E for same operation now works both in channel list as in
main view.
* Textures applied to halo materials showed influence option for normal particles. This was really confusing, and with the cleanup I revealed a couple of hidden features too!
** Particles actually allow for textures to change halo size and hardness, but my guess is that nobody knew since the names were wrong in the ui!
** I also added the option to change the "add" value with a texture, since it was just silly not to have it.
* Halo material properties are also a bit cleaner now.
- This is working correctly but confusing, made more confusing by UI problems, corrected these and updated tooltop for 'tex.use_rgb_to_intensity'
- bad RNA arguments used for lamps (left over from RNA renaming).
- use isinstance(...), rather then comparing type() directly, this failed with lamp type checks.
- removed redundant argument to internal texture UI function factor_but().
- the texture color was drawn inactive when it was used in some cases.
Note. AFAIK its not possible to do a general check to see if a texture is colored or not, eg: its possible a plugin texture returns color in some cases and greyscale in others.
so for now always have color button active.
- Part of this report is a misunderstanding, but there was no access to bold/italic fonts.
- Added rna access and changed the operators to use only rna properties.
Python Operator "Delete Edge Loop" (which keeps mesh connected)
changed selection if sliding operator failed. Simply added a
check for return value. Gosh, that Python code is not bad ;)
Texture face options like "two side" were invisible, unless the
top bar "render engine" was set to Game Engine.
This is confusing, since 3d window does draw these options well.
Added back panel to show default, but with a label warning that
the options are not supported for render.
- a linear float buffer was being created and saved into a non-linear DPX/Cineon file.
- removed the UI since the settings are not used at the moment.
added a utility function IMB_float_profile_ensure(), which returns a float buffer in the requested profile, using the existing if needed or returning an allocated buffer if the profile is different to that of the ImBuf. - Useful this case where the save function has its own linear setting.
* Separate caches were causing quite a lot of problems both in principle and practice.
* For example it doesn't really make sense to have different frame ranges for normal and high resolution smoke, but this was fully possible before.
* Also to fully bake the smoke you had to do a "Bake All Dynamics", which completely defeats the whole point of the feature!
* As a result of this change the smoke cache usage is much much simpler and less error prone.
* This is quite a big change, but hopefully there should be less rather than more problems as a result :)
Some other related changes:
* Changing the cache name now works for disk caches properly too, it now just renames the cache files so should be faster too!
* Smoke is now always forced to disk cache with step 1 on file load as there were some strange cases where smoke was trying to use memory cache.
* Disabled smoke debug prints from console.
* Disabled changing smoke parameters when smoke is baked.
Note to users: The unfortunate side effect of this is that old high resolution simulations have to be baked again, but in return you get much better and more logical functionality. Sorry none the less!
This fixes Orig Dimension display (mostly).
* orx, ory both didn't get calculated, if dimension already matched
* putting them into Strip instead of StripData ment, that using images
of different dimensions in one strip could lead to incorrect results
Still TODO: on file open, timeline display happens before preview
display which means: orig_width and height are calculated after the
first draw of N-keys dialog. You have to hit refresh (or scrub one
frame) to get the right values displayed.
After discussing with campbell, I'm adding a menu in the addons panel to help people to find the addons development pages
This should give more visibility to the bf-extensions project so that people know where they can share their scripts "officially".