Notes and image:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
- now each editor has own settings for "show panel header" and
"show panel background", and colors+alpha for this.
- this setting used to be global for all editors, but it can conflict
with looks of specific editors.
- Now you can set for editors to show panels with a 100% transparent
tool/properties region.
Note: read XML theme files now might get an error, Campbell will fix.
http://projects.blender.org/tracker/index.php?func=detail&aid=29681&group_id=9&atid=127
The solver was mostly implemented by John Mansour at VPAC, with help from me and with funding from the AutoCRC. The SPH formulation is due to Gingold and Monaghan, and the smoothing kernel is due to Wendland.
This solver does not replace the old one; it is available as an option. Note that the new solver uses different units than the old one. The patch page has a couple of attachments that can be used to test the new solver, particularly sphclassical_dam_s0.01_grav.blend (ignore the earlier tests). The simulation in that file compares well with a physical experimental dam break; details in a paper by Changhong Hu and Makoto Sueyoshi, also referred to on that page.
Based on patch [#30837] UV Offset Modifier
by Pawel Kowal (pkowal)
- Allows you to setup a transformation between objects to apply to UV coords.
- Option to select which axis apply to U/V.
- Option to select the UV center (needed for transformations that scale or rotate).
- Uses from/to objects in a similar way to the Warp modifier.
- Vertex group can be used to adjust influence.
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
Short list of main changes:
- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
This allows keeping UI and data without actual saves, until you actually save.
When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v).
Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards.
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
Old option is called "Save Startup File" the new one "Save User Settings".
To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
This also fixes "Continuous Grab" for OSX. (error since 2009)
The node_add_move operator is an extended variant which starts the (modal) transform operator right after adding a node, as a quicker way of inserting nodes in a tree.
adding meshes were scaling the user input values so the distance on the button didnt relate to the scale of the object added.
Now use an invoke function that scales unset default values.
- script stub printed resource warning with py3.3 (not closing a file).
- bmesh customdata layer access had bad docstring.
- float/double conversion warnings in sequencer code (use doubles since result is double)
- remove unused var
- BMO_slot_copy now only copies compatible elements.
other minor changes
- don't use text.format(...), convention for UI scripts is C style string formatting.
- rename bmo_edgenet_prepare --> bmo_edgenet_prepare_exec
- float/double warning in bevel.
* Rename Legacy to Standard, it's not being deprecated as far as I know.
* Make option to toggle off Location solving work with Standard.
* Make it converge a bit better in some cases by enforcing a minimum number of
iterations before giving up.
* Move IK solver choice out of bone panel, it's an armature level setting and
should be set there.
There were two issues in scene strip rendering:
- It will skip rendering if scene doesn't have camera but uses compositor
- G.is_break will cancel preview rendering
Also removed Use Sequencer from scene's strip settings, it's not supported.
DopeSheet/Action Editor Channel menus were not working properly
They were not allowing users to choose which setting they affected, which
resulted in "protect" (i.e. the same setting as the editability toggle handles)
always being used.
Also, set hidden flags on a few internally used properties here...
than once
Now this operator checks for duplicate F-Curves. If it finds a duplicate, it
will stop and display an error message instructing users to remove the duplicate
F-Curves first.
Useful for bump map baking where a consistent triangulation should be enforced when baking/exporting/importing, to avoid artifacts caused by a different triangulation of the mesh by that which was used for baking by internal/external tools.
documentation is here http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/More_Features
Will probably add some pictures too to demonstrate the issue that is solved more clearly.
Currently using the skin modifier icon, will soon change that.
Review by Brecht, thanks!
If this is needed we can add the reset button back as an option for certain operators,
but AFAICS any operator with enough settings that resetting them all would be annoying - could have presets enabled.
Code to support it was lying around for long already, but not controlled by UI nicely.
Now you have in user preferences "System" tab an option to set it.
NOTE:
- it only works saving as User startup.blend, and restart Blender.
- your system should support it, no check for it is visible in UI
- tested only on iMac OSX 10.7
Screenshot:
http://www.blender.org/bf/chinchilla.blend.png
This commit allows you to set the RGB <-> XYZ axis colours used for things like
the mini axis indicator, grid axis indicators, manipulators, transform
constraint indicators, F-Curves (when using XYZ to RGB colouring option), and
perhaps something else I've missed. Previously, these places all used hardcoded
defines (220 * i/j/k), but the readability of these colours was often quite
poor, especially when used with certain themes.
The settings for these colours can be found under the "User Interface" section
of the themes (i.e. same set of colours is used across editors). I could have
made these per editor, but since it's unlikely that these will need to be too
different across editors in practice (+ being easier to version patch), they are
stored under the UI section.
Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
This fixes some "regressions" introduced in rev50781 which lead to much
worse solution in some cases. Now it's possible to bring old behavior back.
Perhaps it's more like temporal solution for time being smarter solution is
found. But finding such a solution isn't so fast, so let's bring manual
control over reprojection usage.
But anyway, imo it's now nice to have a structure which could be used to
pass different settings to the solver.
* Add "Toggle Full Screen" and "Duplicate Area into New Window" operators to the view menu, was missing in those 2 operators. Patch [#33076] by Harley Acheson, thanks.
* Also moved those two operators to the top in text editor, for consistency.
* Patch [#33073] Remove Extra Menu Level from Object Parent and Track
* Did not commit the icon changes here, separator line should be sufficient.
Patch by Harley Acheson, thanks!
* Add 3 more operators to the Node menu.
node.join [join selected nodes in a new frame]
node.detach [remove selected nodes from their frame]
node.links_detach [remove all links to selected nodes and try to reconnect neighboring nodes together]
Patch by Philipp Oeser, thanks!
* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
Our current intl build for windows is quite old (don't know the exact version), and does not have the new setlocale overwrite. Problem is, new windows dll have no more the gettext_putenv helper, which is currently mandatory to make it work for this OS.
So back for now to the ugly long_locales for win. Best fix is probably to build our own static version of libl, but this is not trivial and will require some time. :/
PS: I had a look over i18n/translation in wxWidget, Qt and boost: all implement their own system, even though wxWidget and boost use po/mo files...
- Rename 'mesh.select_nth' operator menu item 'Every N Number of Verts' to 'Checker Deselect',
since its not just de-selecting verts (works on edges and faces too) and the term 'checker' gives a better description of the result.
- Rename 'mesh.select_by_number_vertices' to 'mesh.select_face_by_sides', since this is a face selection tool, which wasnt obvious from its name.
also remove dissolve by type menu since the option has been removed from the operator and was giving an error.
PATCH: [#32989] Activate backup files filter in File Browser
Contributed by Georg Kronthaler, many thanks!
(I just moved the icon to a different place reserved for file browser icons)
* enables the filtering of backup files in the file browser
* adds a 'filter backup files'-icon to the filter buttons
* adds new icons for backup files in list and thumbnail view
* enables file preview for the backup files
shows both title safe and action safe areas following more modern standards.
Patch #32822 by Harley Acheson, full description:
Our current "title safe" camera display option is anachronistic. It shows a
border of 10% on all edges, which used to be the recommended title safe area
for 4:3 content on standard definition CRT televisions. However we are very
unlikely to create new projects that output for SD TV at that aspect ratio.
This patch change the option to "safe areas" with and indicates the
"title safe" area (also known as "graphic safe") as well as the "action safe"
area. "Title Safe" is an area visible by all reasonably maintained sets, where
text was certain not to be cut off. "Action Safe" is a larger area that
represented where a "perfect" set (with high precision to allow less
overscanning) would cut the image off.
The current recommendation for Action Safe is 3.5% on all edges, which is the
maxiumum overscan for TVs now. The recommended title safe is now 5% vertically
and 10% horizontally for content that is of wider aspect ratio than 4:3. The
reason for the difference between horizontal versus vertical margin is because
wider content would be letterboxed on an older 4:3 television, giving it
additional margin.
- Disabled "Quick Cache" option. It was causing ridiculous updates
on the entire animation system for start-end frame on every user
event causing changes here (like during transform). Worst was that you
couldn't transform animated objects for that reason either.
Most of the code is still there, waiting for a moment to revise it...
- Constraint "Follow Track" (marker) wasn't using inverse matrix code
in transform, making it wacko to use (wrong pivot, crazyspace)
Added option to display object's diffuse color multiplied by sculpting
mask. This option could be found in Options panel of toolshelf when in
sculpting mode.
Thanks to Nicholas and Brecht for reviewing the patch!
* Separated bookmarks managed by the OS (System Bookmarks) and bookmarks managed by Blender (Bookmarks).
* Added user pref to hide (or show) system bookmarks to allow users doing a video tutorial for example to hide their private system bookmarks
This feature should help especially MAC users who reported excessively long list of bookmarks which were added to Blender.
Made it so meshes, curves, surfaces and metaballs are scaling to a grid cell size,
which makes them behave consistently now.
There're still issues to be resolved still:
- Lattice is not scaled to grid cell size yet, it uses slightly different add
function which makes scaling a bit tricky and hacky. Would prefer to do a
bit bigger refactor here, so it's a TODO for now.
- Cameras, speakers and other helpers are not scaling. They don't have data
on which scale could be applied and perhaps it should be some kind of draw
scale. Also would consider it's a TODO for now.
don't think its needed to print the full path of each addon.
also remove the __MACOX check, its harmless and people can make sure there zips dont have cruft in them before distributing them.
the render branch.
When a material is linked in and has a light group override, this can now use
a local group in the scene file, by replacing the linked light group with a
local group that has the same name. A use case might be controlling the specular
highlight on linked character's eyes per scene.
Patch from render branch by Pablo Vazquez.
This makes it possible to do a border render inside a viewport even
when not looking through the camera.
Render border could be defined by Ctrl-B shortcut (works for both
camera render border and viewport render border).
Camera render border could still be defined using Shift-B (so no
muscule memory would be broken). Currently used a special flag of
operator to do this, otherwise you'll need to either two operators
with different poll callback or it could go into conflict with a
border zoom,
Border render of a viewport could be enabled/disabled in View
panel using "Render Border" option.
* The symmetrize operation makes the input mesh elements symmetrical,
but unlike mirroring it only copies in one direction. The edges and
faces that cross the plane of symmetry are split as needed to
enforce symmetry.
* The symmetrize operator can be controlled with the "direction"
property, which combines the choices of symmetry plane and
positive-negative/negative-positive. The enum for this is
BMO_SymmDirection.
* Added menu items in the top-level Mesh menu and the WKEY specials
menu.
* Documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/Symmetrize
* Reviewed by Brecht:
https://codereview.appspot.com/6618059
This operator used to be called "Jump to Frame". It basically takes the midpoint
(frame number and/or value) of selected keyframes, and positions the current
frame (or2d-cursor in Graph Editor) at this point.
The hotkey for this is now Ctrl-G (i.e. as it's similar to a "Goto Frame"
feature). It is also now in the Key menu instead of in the relatively obscure
View menu, even though it doesn't actually result in any keyframe edits taking
place.
(Also, fixed a typo/grammer issue with one of Remove Bone Group operator)
The Ctrl-G menu for managing Bone Groups has always been a bit clunky,
especially when compared to the Hooks menu (Ctrl-H). This was because the old
menu was more data-orientated (Bone Group Management, Membership to these
groups) whereas this new arrangement should be a bit more task-orientated (Add
to new group, Add to active group, Remove from all groups, Remove active group).
Alt+V will fill the area inbetween the ripped faces - a bit like extrude.
faces are flipped to match existing geometry and customdata (uv, vcols etc) is copied from surrounding geometry too.
This operator (Ctrl-F) allows you to flip the lattice coordinates without
inverting the normals of meshes deformed by the lattice (or the lattice's
deformation space for that matter). Unlike the traditional mirror tool, this
tool is aware of the fact that the vertex order for lattice control points
matters, and that simply mirroring the coordinates will only cause the lattice
to have an inverted deform along a particular axis (i.e. it will be scaling by a
negative scaling factor along that axis).
The problems (as I discovered the other day) with having such an inverted
deformation space are that:
- the normals of meshes/objects inside that will be incorrect/flipped (and will
disappear in GLSL shading mode for instance)
- transforming objects deformed by the lattices will become really tricky and
counter-intuitive (e.g. rotate in opposite direction by asymmetric amounts to
get desired result)
- it is not always immediately obvious that problems have occurred
Specific use cases this operator is meant to solve:
1) You've created a lattice-based deformer for one cartoonish eye. Now you want
to make the second eye, but want to save some time crafting that basic shape
again but mirrored.
2) You've got an even more finely crafted setup for stretchy-rigs, and now need
to apply it to other parts of the rig.
Notes:
* I've implemented a separate operator for this vs extending/patching mirror
transform tool as it's easier to implement this way, but also because there are
still some cases where the old mirroring seems valid (i.e. you explicitly want
these sort of distortion effects).
* Currently this doesn't take selections into account, as it doesn't seem useful
to do so.
The Limit Distance constraint is now allowed to use the owner/target space
settings. Previously this wasn't exposed it didn't seem sensible/useful.
However, this can be useful when dealing with dependencies between bones and the
armature gets scaled.
Usage notes:
- It is advised to select the same space for both owner and target, otherwise
the comparisons are meaningless
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
with errors
This filtering option is useful when rigging and you want to figure out if any
of your drivers are not functioning, and/or which one(s) are not, so that you
can go through fixing them. It saves you from having to check on each one
individually, or going into the console to try to infer which ones are not
working.
Maya keymap used LMB press to select object and also used tweak event
of LMB for border select. This lead to selecting object under the cursor
before border select could start.
This could be pain when working on huge scenes.
Solved by switching selection from LMB press to release.
from Kesten Broughton (kestion)
Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.