* Changed multires panel's width to the default
* Removed floating multires panel
* Made multires panel always visible (in EditButtons)
* Moved Make/Delete [multires] button into the multires panel
* Moved the two sculpt panels into tabs of the multires panel
* Removed two extra sculptmode buttons from view header
a specific object, so you can see long walkcycles or actions well.
Option is per 3d window, in "View Properties" panel. It also can optional
lock a view to a single bone even!
Temporal movie for fun:
http://www.blender.org/bf/0001_0060.avi
This enables finding data in the Outliner.
Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive).
SHIFT+Fkey to repeat a search, this cycles around.
Extra changes:
- button popups to enter strings now starts activated.
- outliner either shows for Armature the Bones, or Posechannels or
Editbones, depending the mode. Was needed to make searches meaningful.
Although Joshua did very good work on the key functions, there were a couple
of issues in his code, and problems in Outliner code, that didn't make it
all work nicely. So, this is quite a revised patch. :)
Full review log can be found in the patch tracker.
This was a sculpt mode merge problem: the G_DRAWSHARP and G_SCULPTMODE flags
had the same value, so Blender thought it was in sculpt mode when "Draw Sharp"
was turned on, leading to segfaults.
I have moved the G_SCULPTMODE flag to an unused value.
This patch adds a new option to the separate menu in editmode, 'By Material'.
It simply loops through all materials in the mesh selects the faces associated
with them and calls separate().
Thanks to Andrea Weikert for the patch!
Four more selection options in Curve editing;
- select more/less (ctrl+numpadplus/minus)
- select first/last point
All nice in menus and toolbox even!
Patch note: had to fix bugs in using 'continue' inside of while() loops.
Turned all oldstyle while() in for() for going over lists.
Basic support for normal pressure sensitivity is implemented, adding other features like tilt etc. shouldn't be too difficult, now that basic support is there.
Tested with WACOM Volito on Windows XP using the pressure sensitivity with texture paint to change size of the brush .
Added additional include dir to scons, and MSVC 7 project files - other build systems might have to be updated.
NLA window now follows visibility for scene layers, cleaning up complex
files quite some. Only note we could make is if this could be optional,
sometimes it's also nice to see the entire scene.
Note for Roland: this is a recoded version, with about 10% of code :)
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
Boolean crashed when using vertexcolors or UVs. The fix is disputable... it
just always returns a valid char * for "face vertex material", whatever
that may be... this fix seems not to break anything.
Also moved the report to Todo tracker, with message:
-> Need new Boolean maintainer!
VertexPaint mode didn't show interpolated (smooth) colors in faces.
Error caused by Modifier & DerivedMesh commit of august 22. Rules for
drawing smooth changed a bit...
Copy modifiers menu should be available for Lattice and Surface objects.
Note it does not support copying between different object types, that
is being indicated with a notice popup now.
I rather not code copying to other object types for now, this is something
which fits better in the modifiers API first. Right now the buttons code
handles this.
Nkey panel for creases median didn't work properly. Now it does as follows:
- if set to 0 or 1 it applies that value to all creases
- else it adds the diffference of median crease value and the button value
Bugfix #5122
Paths drawing option for Poses now uses entire startframe-endframe range.
Before it skipped the last frame for drawing.
Added a new script - 'Dump All Images to Path'
This script copies all the images used by 1 blend to a spesified path and references the new images from Blender
Usefull for moving projects between computers or when you reference many images. naming collisions and multiple images using the same image path are delt with properly only creating new image names when needed.
Blender images will reference the newly copied files - So be mindfull when you save your blend after running the script.
Notes, images with the path "Untitled will be ignored"
Image path collisions are managed by enumerating the path names so images will never be overwritten at the target path.
Deleting all points in a Curve object created empty DispList blocks. The
drawing code didn't like that.
Secured it by both fixing drawing as skipping adding empty DispLists.
Special thanks to Fernando Bastos for the extensive stack tracing.
Added undo push after "create UV grid image".
Note that it won't help much, since the Imbuf is freed on undo... that's
for another project, to have a fixed Image cache to use in Blender.
With the addition of vertexgroup support for Lattices, the option
'create vertex groups from closest bone' crashed due to reading NULL.
Fix provided & tested by Joshua.
Dupli-group doesn't work yet for metaballs. Code entered an eternal loop,
because the group-duplication code calls again the metaball creation code.
Disabled this. MakeDisplist needs review!
- Removing Shape Keys didn't free drivers
- The sample file had Shapekeys in a weird order (should be sorted on shape
index number). How this could have happened is unknown, probably a script.
For the time being added a version patch to check on this after reading
a file. If wrong ordered, it gives warning prints.