The warning i've coded 1.5 year ago, to warn when a .blend was written
by newer executable, failed on the .B.blend load case... UI not property
initialized then.
This at least fixes the crash, a menu won't pop up correctly though...
luckily the warning works for regular load or ctrl-x
Attention! Rather large sequencer rewrite:
* Implemented layer blending using implicit effects. (works like layers
in "The Gimp" or Photoshop.)
* Fixed Space-Bar start-stop in preview windows.
You can start playback using spacebar within a preview-window and it _works_!
* Fixed Flip Y (didn't work for float)
* Fixed premul (didn't work for float)
* Added IPOs to _all_ tracks. In blend-mode REPLACE it drives the
"mul"-parameter in all other blend modes it drives the effect.
* you can meta single tracks.
* moved "mute track" from "M" to "Shift-M"
* added "Shift-L" for "lock track"
* changed inner workings for Metas. Now all ImBufs have to use the
reference counting mechanism. (Only interesting for coders :)
!!! Really important change, that affects current files!
Since you can mute tracks and now there is real layer blending capabilities
in place, I changed the silly behaviour that chose the output track.
Old behaviour: if we have an effect track visible, use the uppermost effect
track. If there is _no_ effect track visible, use the lowest input track.
New behaviour: always use the uppermost track. With blend modes active:
work our way down starting from the uppermost track to the first
"replace"-mode track. This is the way the gimp, photoshop, basically _all_
other applications work...
So if this change ruins your day: please try to fix your files using
"mute". If this doesn't work out, I can still restore the old behaviour,
but I really hope, that this is _not_ necessary!
Rational: most people won't get affected by this change, since you can't
really do anything usefull with the (old) sequencer without at least one
effect track and then you are on the safe side...
This means one group can contain proxy objects to display in the 3d view as well as hi quality models that are only rendered. - again for peach tree's.
made when testing peach blend files wont have path issues when sent to the renderfarm.
* log failed path conversions
* clean the path so //foo/../foo/ is removed (not sure why but some peach files had this problem)
Also added a function to util.c
BLI_cleanup_file, same as BLI_cleanup_dir but dosnt add a slash at the end.
* Most were uninitialised vars
* Fixed whitespace in a few places
* The change I made in rendercore.c -> do_bake_shade() was for an uninitialised var, but I hope it does't cause any rendering errors...
Based on feedback from Ton, I've recoded the way "PoseLibs" are implemented/exposed. Therefore, quite a bit of code has been changed to fit this in better.
Now, ANY ACTION can be a "PoseLib". A set of Markers which belong to the Action (it's taken a year, but they're finally back), are used to tag "poses" in the Action. These markers are shown using diamond-shaped blue icons (designed by Matt Ebb) in three shades - unselected/normal, selected, active.
Notes:
* Each Armature Object has an Action which acts as a PoseLib.
* Improved UI presented in buttons panel for this
-- added proper buttons for action assigning
-- renamed "Validate PoseLib" to "Auto-Sync PoseLib" (this option auto-tags poses based on keyframes found)
Like in the 3d-view, use the hotkeys:
* Shift-L to add a local marker
* Ctrl-Shift-L to rename a local marker
* Alt-L to delete selected local markers
Note: transforms, etc. are not currently available with these markers
== PoseLib Preview ==
Added a few features here:
* Left/Right-Arrow keys now change the poses too (previous and next respectively)
* Up/Down-Arrow keys also change the poses, but "jump" to a pose 5 steps away in their respective directions
at all if you use new 'minimal' option. The new option works much nicer
if it only sets the minimum. (use texture with 'refl' map)
Added option to env map too!
Image texture "Filter size" was not well usable for making the
appearance soft filtered, this because it multiplied the sample
values, and such values could be extreme small.
Added next to "Filter" buton a new "Min" option, which enforces
a filter size to be a minimum of 'filter' pixels in size.
Since there was no easy way to apply a constraint's transformation back to the original objects transformation.
Also adjusted how Apply Scale/Rot works so that it wont change some objects then raise an error and leave others unchanged, better to check first so it changes everything or nothing.
- protecting the particle cache now actually protects the cache a bit better and not just prevent the clear button from working
- cache was being used for "none" physics.
- a bad tooltip for "reactor initial velocity"
This commit adds a missing initialization that caused "Toggle Link (f key)"
not to work properly in case a file with an existing selection status was
opened.
Directional Blur node allows the users to do various blur operations on the input
image. It essentially offers three different kind of ways of blurring in one node.
It is possible to blur using a certain direction, spin and zoom. These three ways
can be used in conjunction.
The node contains following controls:
*Iterations, Wrap
*Center: X, Y
*Distance, Angle
*Spin
*Zoom
Iterations is used to determine the smoothness of the result. The more iterations,
the smoother result. Low values are good for preview.
Wrap means that the image is wrapped as if it was tiled on both x and y directions.
To see better what this means, try it with spin for instance.
Center values (X and Y) determine the location which is used as a pivot point for
the operations. It is center (0.5) of the image by default.
Distance and angle are used to adjust directional blur. The result can be described
as a sweep that varies based on given distance (bigger distance, longer sweep) and
angle. Angle is given in degrees.
Spin produces rotating blur based on given angle. Yet again it is in degrees. Also
negative values work.
Zoom causes the image to be zoomed towards set center point (Center values).
Thanks to Alfredo de Greef (eeshlo) for contribution.
Possible development ideas:
*Make an algorithm to extend image in case spin is used. Extend would temporarily
change the size of the canvas of the input image. Canvas would be filled based on
colors on the edges of the input image. After the blur operation has been done,
the image would be cropped back to normal size. The advantage of this would be nicer
result of spin (no problems with image size) on a computational cost.
*Make values animatable. This is something that is better solved on more general
level. ("everything is animatable" paradigm)
*Provide an option to calculate automatic value for iterations. A good value that
produces a smooth result could be calculated based on direction deltas. This would be
useful in conjuction of animatable values.
* Fixed crash using Interactive Preview, on an armature without a PoseLib
* Cancelling Interactive Preview now correctly restores the original Pose
* Interactive Preview now sets the correct active pose after it is run
* Interactive Preview now also updates the buttons window after it is run
* Clicking on the "New PoseLib" button now creates a new PoseLib action, even when one existed before
* Poses can be applied using the Pose browsing menu (i.e. when a menu item from that list is clicked, that pose is assigned)
This commit adds a new tool, Toggle Links, to the node editor. This tool
allows the user to toggle the status (linked/not linked) between desired
sockets. The tool can be used either by using the f key or the menus.
This functionality is analogue to one found in object editing modes except
for its additional toggle functionality.
To use this tool, the user has to first select an input and an output socket.
Selecting is done by clicking with right mouse button on a socket. After the
tool has been invoked, the link between those two sockets is toggled. The
result may vary based on existing linkage.
There can be only one input and one output selected at maximum in a node
tree. This means that if the user selects a socket while one of the same
type is already selected, the old one will be deselected.
The tool complements the current way of connecting nodes. One possible use
for it is to use it to review output of nodes by using a viewer node. Just
select wanted input socket of a viewer node, set it visible and use selection
of an output socket in conjuction with f key to show the output in the viewer
node. Select another output and hit f to see its output and so on.
* When previewing poses, it is now possible to manipulate the view to look at the pose from another angle. It is a known issue, that the normal header displays when using the MMB to do so.
* Added a tool to "validate" or sync its PoseLib data to the keys stored in the Action.
Kent
Notes From the author:
The attached patch syncs the DDS code in Blender with the latest revision
(324) of the nvidia texture tools. This fixes a few minor issues and adds
support for a more types of DDS textures, in particular uncompressed textures
that don't have the standard 16, 24, or 32 bits per pixel.
Note: I have started using the nvidia texture tools convention for naming
integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it
much easier to merge patches from upstream. Since the code is compiled
separately from the rest of Blender, this likely does not pose a problem.
However, if there turns out to be a good reason for avoiding those nvidia type
names from upstream, I'd be happy to fix it.
Regards,
Amorilia
Moved status info bar into panels. It was always shown on the wrong place...
Added anim-startofs and anim-endofs, so that one can specify the range of
_input_ that should be used.
There is a subtle difference to start-ofs and end-ofs,
which will show, when you use "Reverse Frames" or "Speed Control". Both
effects operate on the input-range and _not_ on the display range! Now
you can control both in a comfortable way. Only thing missing: a button
to copy start-ofs and end-ofs to anim-startofs and anim-endofs.
(Andy: that was the feature you missed, when storyboarding with the sequencer
and the speed control effect :)
Also: added File-Name and Dir-Name to redirect input as needed.
Node curves maintain handles status (normal, auto, vector) even after adding
a control point now. This makes the behavior the same as in case of removing a control
point. Previously the status of handles was reseted.
Moved N-keys dialog into panel (sub panel of "Scene")
_much_ better :)
Since UI-code isn't directly my main field of coding, please check
thoroughly...