Added new template for choosing to use any type of ID-block. The first combo box allows you to choose the type of ID-block that gets used, and the second box allows you to choose the ID-block of the type specified by the first one.
This is currently used for setting the ID-block used for Keying Sets, but the main user for this was intended to be the Drivers UI. However, I still need to clear up a few button-event issues there before I can port this over.
Additional Bugfixes:
* Adding new Keying Set path was setting the active path wrong, meaning that you had to click on the list to get some response after adding
* Bone Groups list was being drawn too long by default (when empty)
- Shift+F2 was Export DXF, made Logic Editor
- Shift+F4 was data browser, made console
- Shift+F11 was fullscreen in 2.5, changed fullscreen to Alt+F11
added Area.type so RNA can switch the type.
wm.context_set(path="scene.tool_settings.someattr", somevalue)
wm.context_toggle(path="scene.tool_settings.somebool")
wm.context_toggle_values(path="scene.tool_settings.some_enum", value_1="somevalue", value_2="othervalue") # switch between 2 values
wm.context_cycle_enum(path="scene.tool_settings.some_enum", reverse=False)
the path value is taken from the context so the full path is
context.scene.tool_settings...
This means in keymaps you can cycle draw modes, change PET- anything with rna access.
If its not so nice to map keys to operators like wm.context_set we could use macro's to wrap it and have its own name
Use this for PET and setting pivot options
- Made userpref key shortcut Ctrl+Alt+U since its not used in 2.4x
- added pivot_point_align (Alt+Comma)
- added PET wasnt rna wrapped correctly.
Since the deep shadow buffer summer of code project is not actively under
development anymore, I decided to build my own DSM implementation from
scratch, based on reusing as much existing shadow buffer code as possible.
It's not very advanced, but implements the basic algorithm. Just enough so
we can do shading tests with it, optimizations and other improvements can
be done later.
Supported:
* Classical shadow buffer options: filter, soft, bias, ..
* Multiple sample buffers, merged into one.
* Halfway trick to support lower bias.
* Compression with user defined threshold.
* Non-textured alpha transparency, using Casting Alpha value.
* Strand render.
Not Supported:
* Tiling disk cache, so can use a lot of memory.
* Per part rendering for lower memory usage during creation.
* Colored shadow.
* Textured color/alpha shadow.
* Mipmaps for faster filtering.
* Volume shadows.
Usage Hints:
* Use sample buffers + smaller size rather than large size.
* For example 512 size x 9 sample buffers instead of 2048 x 1.
* Compression threshold 0.05 works, but is on the conservative side.
bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
* Fix AAO showing Distance property even though it is not supported.
* Fix texture buttons not displaying texture stack from the node material.
* Small visual tweak to particle mode options.
Support for fluid files and better support for point cache (including external cache for particles)
This also fixes a couple of bugs with frame based dependencies and with file transfer.
NOTE: With external point cache and fluids, the path needs to be relative or relative to the file (starting with //) if the files are not on a shared drive. It should eventually warn if that is not the case, but doesn't right now, so be careful.
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
* Loading old files didn't initialise the new rotation variables properly
* Fixed some errors with the newly added operator for copying RNA-paths for properties
* Auto-keyframing now correctly refreshes animation editors after adding keyframes. Made the keyingsets code send notifiers again, but now using the newly added WM_main_event_add() (thanks Brecht)
* A few UI tweaks again for animation stuff (timeline, keyingsets UI)
Pattern Select operator, access from the object select menu
Glob strings like "Lear*.brown" and "Tree.0?", option for case sensitive and extend the existing selection.
currently the default string is "*" which needs to be edited in the redo-panel in the toolbox since there is no way to get a text input for python.
This replaces 2.4x's data browser Shift+F4, pattern select.
- editing properties from python wasnt running their update function.
- missing commas made dir(context) give joined strings.
- added __undo__ as an operator class attribute so python ops can be set as undoable. (like existing __register__)
* Added a new option for Auto-Keyframing which makes it only insert keyframes for the items included in the active Keying Set.
This only works for Transform Auto-Keyframing so far (other tools will get it added later). The option is disabled by default.
* Fixed bug where adding an 'entire' array to some KeyingSet would only start from the index of the button that the mouse was over at the time
* Made some UI tweaks for Keying Sets buttons (still heaps of missing options there).
- added TexMesh access ([#19505] Missing option : TexMesh)
- Ctrl+Tab works again, not-so-nice workaround, disallow switching to paint modes from editmode, but would be nicer to manage this with keymaps.
- Useful for dragging buttons to the far right when theyd otherwise hit the screen edge.
- Useful for transform though probably NOT what you want when using the transform manipulator (should make an option).
- When enabled, number buttons use this as well as a different conversion of mouse movement
float numbuts: mouse 1px == 1-clickstep
int numbuts: 2px == 1 (tried 1:1 but its too jitter prone)
details...
- access as an option to GHOST_SetCursorGrab(grab, warp)
- Currently all operators that grab use this, could be made an operator flag
- only Ghost/X11 supported currently
Selecting a material in the node tree sets this as the active material and the buttons view redraws.
Added rna prop material.active_node_material
Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings.
We'll probably need to split the panels up to do this properly.
* Code for generating 'Object' summary of Keyframes for DopeSheet (which is also used by the TimeLine for getting keyframes to draw) now considers materials, object data, and particles too.
* Rearranged the way that keyframing-related settings were presented in the User Preferences. The way the settings were grouped was plain confusing, and based on biased views from the old system. For the record, 'needed'+'visual' are always considered when inserting keyframes, 'always' is for autokeyframing, and default interpolation is only used for newly created F-Curves.
* Fixed bug #19472 - Scroll wheel scrolls in the wrong direction for enum-menus that were flipped (i.e. window type menu and 3d-view mode selector).
The goodies:
* Curves can be used as normal dynamic effectors too with
the new "curve" field shape.
* Group visualization has optional duplication counts for
each object in the specified group.
* Object & group visualizations, which are done without
taking the dupliobject's global position into account
(unless the whole group is used). This is much nicer than
the previous behavior, but I added a "Use Global Location"
option for those who want to use it the old way.
* The active particle system's particles are now drawn a
with theme coloured outline instead of pure white.
* Added object aligned velocity factors (buttons categorized
and re-organized too).
Bug fixes:
* Absorption didn't work as the ui toggle button was forgotten.
* Some other force field ui tweaks.
* Crash after adding children and changing trails count.
* Display types "cross" and "axis" crashed.
* Particles weren't drawn with correct coloring.
* Billboards didn't update properly in viewport to camera
location changes.
* Particle rotation wasn't recreated correctly from point cache.
* Changing particles amount crashed sometimes.
* Some files with child hair crashed on loading.
* Compiler warning fixes.
* Adding boids crashed on frame 1;
Volumes can now receive shadows from external objects, either raytraced shadows or shadow maps.
To use external shadows, enable 'external shadows' in volume material 'lighting' panel. This an extra toggle since it causes a performance hit, but this can probably be revisited/optimised when the new raytrace accelerator is integrated. For shadow maps at least, it's still very quick.
Renamed 'scattering mode' to 'lighting mode' (a bit simpler to understand), and the options inside. Now there's:
- Shadeless
takes light contribution, but without shadowing or self-shading (fast)
good for fog-like volumes, such as mist, or underwater effects
- Shadowed (new)
takes light contribution with shadows, but no self-shading. (medium)
good for mist etc. with directional light sources
eg. http://vimeo.com/6901636
- Shaded
takes light contribution with internal/external shadows, and self shading (slower)
good for thicker/textured volumes like smoke
- Multiple scattering etc (still doesn't work properly, on the todo).
*Fixed some spacing issues in 3D View and Outliner headers
*Made the Bone properties layout consistent with Object properties
*Put Rotation Mode menus below transformation channels, being less important.
*Tiny layout tweak for area lamps
Added a way to view and edit Keying Sets via the Scene Buttons. These are still some tweaks needed to make this really workable, but should still work well enough for simply viewing and tweaking existing Keying Sets created using other means.
Additional bugfixes:
* Adjusted the size of labels on properties that had a 'label' for their name. Now it uses 1/3 of the total width instead, which looks much better for most cases.
* Added missing entries for adding Force Fields from the Info-header 'Add' menu. At some point we should unify this menu with the popup operator's one, since this is exactly the kind of situation we had hoped in avoid with new UI architectures.
* Moved all the operator defines for keyframing stuff to the 'intern' anim header instead
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
Create new orientation is now Ctrl-Alt-Space (Alt-Space is select orientation and the old ctrl-shift-c is taken by add constraints).
New orientation panel in 3d view sidebar (nkey) has operator buttons for select, create and delete. Eventually, this should become a list.
Note that orientation operators are missing notifiers to properly redraw the 3d view and its header properly.
This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations.
I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted).
General Notes:
* By default, Objects still default to using Eulers, while Bones will use Quaternions by default still.
* I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later).
* Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
- added bpy.sys as a python module - with bpy.sys.expandpath()
- moved bpy.ops into scripts/modules
- moved autocomplete into its own module from space_console.py
- access with the F key, Ctrl+Alt+F in editmode, View->Navigation menu
- camera, perspective & 4split (perspective view only)
- uses modal keymap, (same as 2.4x).
- bugfix since 2.4x, when flying upside down, turning left/right was inverted.
- bugfix for "Align Camera To View", was using deprecated v3d->ofs rather then rv3d->ofs, fixed for NDof fly too. checked v3d->ofs is only used in readfile.c
Todo
- Warping the cursor removed in 2.5, no way to place the cursor in the middle of the view.
- Adding keyframes while in flymode to record the path is missing.
- Not getting MMB mouse release events (used for pan). need to look into why.
* Vertex Groups list now has a more normal length (2 rows by default)
* Copy vertex groups button now has an icon
* Pose Sliding tools now allow events which it doesn't process to pass through (i.e. zooming the view now works, and also moving around using the numpad works too)
* copied I/O scripts
* copied, modified rna_*_api.c and rna_*.c
I/O scripts not working yet due to slight BPY differences and RNA changes. Will fix them later.
Not merged changes:
* C unit testing integration, because it is clumsy
* scons cross-compiling, can be merged easily later
- Commands from the history wont get modified in-place when you cycle back and re-use them.
- Ctrl Left/Right skip words.
- Autocompletion on a variable that has no alternatives adds a '.'
'bpy' -> 'bpy.', generally more useful since autocomp again will give the members of bpy
also moved text_check_* functions into BKE_text.h for the console to access.
% sign for percentage assuming it is between 0-100, while factor is
for values 0-1.
Move collision setting absorption from modifier to collision settings,
was inconsistent to have it there as the only one, and made it have
range 0.0-1.0 instead of 0-100.
* Wrapped Color Key and Blur Node.
* Nodes using RNA properties can be animated. You can now choose if the Nodes Window should be updated while animation playback too. (Timeline>Playback Menu)
* #19419: PoseLib rename/remove tools could crash when an invalid
(However, now care is needed when touching that index field, since the warnings can keep piling up)
* Added Browse Poses for PoseLib to the toolbar
* Removing constraints from bones now properly updates. A DAG rebuild is now forced, and the constraint flags are cleared.
* Attempting to improve the situation with Copy Rotation constraint and rotation orders other than xyz. Unforunately, it looks like a different method is required...
Added the new pose tools in the toolbar.
Changed a few armature values to enums.
Brecht: The Heads/Tails enum seems to also enable armature.draw_axis, and the paths_type enum affects armature.draw_names
- remove falloff setting now the curve is used.
- bugfix for airbrush & tablet, with no movement it would assume 1.0 pressure.
- rna, use the use_* prefix for brush options.
New stuff
- Bending springs for hair dynamics.
Code cleanup & optimization
- Disabled reactor particles temporarily for cleanup, it's a clumsy system that will be replaced with something better.
- Removed child seams, something better will come here too :)
- Normal particle drawing data is now saved between redraws if the particles don't move between redraws.
* For example rotating the 3d view is now realtime even with 1M particles.
- Many random values for particles now come from a lookup table making things much faster.
- Most accessed small point cache functions are now much faster as macros.
- Lot's of general code cleanup.
- Nothing big should have changed so if something doesn't work like it used to it's probably just a typo somewhere :)
Disable windows' blocking crash reports in child process. (windows only)
Get server port as well as ip address from master broadcast (broadcast is on a fixed port).
* The image panels in the image editor and texture buttons
should be more complete now, with working new/open,
refreshes, and using the layout engine.
* Paint panels in image editor are now consistent with the
ones in the 3d view toolbar.
* Curves panel also uses layout engine, and doesn't look
squashed anymore.
* Fix problem with curve mapping / color ramps not updating
things like previews propertly. Now it uses the RNA update
of the pointer from the material/texture/.. so each of those
can define their own update, but still share the RNA struct.
* Code for these templates is now in interface_templates.c
* Fix exception for "axis" property, now it always shows normal
widget with the PROP_DIRECTION subtype.
* Remove context from uiBlockLayoutResolve, no longer needed.
- povray converts curves to meshes on export, (metaballs don't need meshing).
- use 'extend' bool rather then 'seltype' enum for object_select operators for consistency.
writes all operators (including PyOperators) and their default values into a textblock.
Useful for an overview and checking consistancy.
eg. http://www.pasteall.org/7918/python
added rna functions text.clear() and text.write(str)
Server can now be set to broadcast on local network (every 10s, approximately 20 bytes of data) where client and slave can pick up its existence. This is on by default.
Default ip address is now "[default]", which means for the master that it will listen to all interface and for the clients and slave that they will automatically work out the master's address from its broadcast.
*Cleaned up Transform panel in n-key area. It's now single column so that this view can be nice and slim, while you can still access everything.
This is especially important in edit mode where you cannot change the transform values numerically from the Properties.
Transform properties don't seem to work for Metaball edit yet, so wasn't able to test this
*Removed some lingering tools in curve transform and put them in the toolbar instead.
*Improved alignment in toolbar
*Made Image Properties use regular checkmark toggle buttons
*Added Delete as an alternative to X key, as it was in 2.4x
* Added separate menu items for Link and Append.
* Change some OPERATOR_FINISHED to OPERATOR_CANCELLED.
* Remove some IPO specific hacks, these are no longer ID blocks,
so not necessary to take into account.
* Some comment and code formatting tweaks.
*Changed Sculpt Modes Flip Direction to an enum so that you can explicitly choose Add or Subtract.
*Expanded the sculpt tool list. I realize Nicolas has a longer term plan for the brush tools, but at least now it's useable again.
Appending and Linking
* Linking Operator, invokes filebrowser for Append/Link
* Separated the append/link function into three parts:
** BLO_library_append_begin finds main for appending
** BLO_library_append_named_part appends one Object,Group, Material, ...
** BLO_library_append_end actually reads and expands the libraries
NOTE 1:
I also changed the returned properties for the filebrowser operators to the following convention:
"path" - the full path to a file or directory, means what is in directory + filename buttons in filebrowser
"directory" - the content of the directory button in filebrowser
"filename" - the content of the filename button in filebrowser
Usually only path should be required, but in some cases it might be more convenient to retrieve the parts separately.
Ton, Brecht: If you have time to take a look, let me know if anything needs to be fixed.
- use_radius option, off by default for 2.4x files, on by default on new curves.
- curve deform modifiers (think tentacles)
- follow path (parent mode and constraint)
- curve guides
- added back Alt+S to scale point radius
- Mat3Scale and Mat4Scale arithb.c functions to make a new uniform scale matrix.
- TODO, effectors, looks like they have no way to scale from the radius yet.
* Added Transform Locks panel. The layout for rotation I'm not satisfied with yet, though it is the best alternative so far.
* Rotations can now be locked per-component for quats/axis-angle instead of going through eulers. This is currently enabled by the checkbox for the 'label' of the Lock Rotation column.
- The naming of the property in RNA + the way this is presented in the UI can get some work done.
- The setting for the 'w' component for quats/axis-angle is currently a separate flag in RNA, since I can't figure out how to lump this in under the 'lock_rotation' property instead (i.e. getting that to be either 3 or 4 components, depending on whether per-component locking is enabled).
- Editing values directly should not be possible when these locks are set...
* Fixed some tools which made use of this
* added new twist method - "Tangent", suggested by Martin.
the nice thing about this is its stable no matter how you rotate the data, rotation is local to each segment.
* added smooth option that smooths the twisting (before applying user twist), to workaround Z-Up and Tangent's ugly curve twisting. Id prefer not to have this however it makes tangent much nicer. Possibly tangent can be improved some other way and this can be removed.
A smooth value of 1.0 will iterate over and smooth the twisting by the resolution value of the spline.
* Minimum-Twist method now corrects for cyclic twist by taking the roll difference between first and last, then increasingly counter rotate each segment over the entire curve. Previously it calculated from both directions and blended them.
details
* BevPoints use quats rather then 3x3 matrix.
* added BevPoint direction "dir" and tangent "tan" used only for 3D curves.
* don't calculate BevPoint->cosa, BevPoint->sina for 3D curves.
* split bevel tilt calculation into functions.
* nurbs curves currently don't generate tangents and wont work with tangent twist method.
* some of the use of quats should be optimized.
* smoothing is not animation safe, the higher the smoothing the higher the likelyhood of flipping.
The support for this is really quite hacky, and I might disable this later if we cannot get some parts to work nicely.
Some notes:
* This is currently stored in the same variable that quaternions are stored in, since they both have 4 components. However, in RNA, I've added 2 properties specially for this.
* There are some shearing issues using certain axes - i.e. (1,1,0) - that will need to be checked on.
* Transform code is really quite temporary for this. Just a quick demo of what can be done...
* Mesh Deform modifier now correctly shows Bind/Unbind buttons. Previously, only Bind got shown...
* Selecting keyframes in the Graph Editor using Border Select now allows the keyframes to be editable afterwards. Previously, the curves weren't getting selected afterwards, therefore, the poll operators would skip those curves.
- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair.
- Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible).
- Softbody simulation is no longer used for hair.
* Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied.
* Invasion of particles exceptions in sb code is finally over.
- Collisions with other objects are disabled for now and will be worked out in the future.
Other changes/fixes:
- Particle mode editing flag wasn't saved properly.
- Some old files with edited hair didn't load correctly.
- Disabled delete & specials menu in particle mode for non-hair editing.
- Fixed yet one more cloth & softbody pointcache update issue.
- Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters.
- Hair editing now updates correctly with a moving emitter.
* layout.itemR now has icon_only option to show only icon
in e.g. enums buttons, for uv editor header.
* Automatic key shortcuts in menus now show the shortcut even if
operator properties don't match. Not sure this will work well
everywhere, but seems to be working ok for now.
* Open recent now show shorter filenames instead of the whole
file path.
* Tweak object Duplicate menu item.
* Enable cache for high res + new preview
* Bugfix for smoke banding (in cooperation with N_T)
Hint: Work-in-progress regarding collision objects so can be broken, didn't test
Hint2: jahka enabled a general particle panel but
* bake button doesn't work
* step is not supported for cloth
* several other things there ;)
* Added RNA subtype for layers.
* Shift-click works again.
* uiItemR can now also handle armature/bone layers.
* Also makes Move to Layer popup work as expected.
* Split object_edit.c into multiple files:
object_add.c, object_edit.c, object_hook.c, object_relations.c,
object_select.c, object_transform.c.
* Rename files to have consistent object_ and mball_ prefix:
object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c.
* Added operators:
* vertex group menu and set active
* apply location, rotation, scale, visual transform (location is new)
* make local
* make vertex parent
* move to layer
* convert to curve/mesh (not finished yet)
* Many small fixes for marked issues, but still much code to be cleaned
up here...
moved "import winreg" inline, (so other OS's don't import it), untested but should be ok.
--- From the thread
It's the version of r23036 + winreg patch from Maurice.
About the registry keys:
- I have povray 3.6 and 3.7b34 installed on vista32.
- In the registry, I have 3 choices : ' CurrentVersion ', ' v3.6 ', and ' v3.7'.
- I've modified Maurice's patch by replacing CurrentVersion by v3.6. We have the benefit to have the keys for each version so I prefer use them rather than the 'floating-key-about-which-is-the current-version'. I found more secure like that.
*Added Text Boxes panel, currently only shows the first textbox. Needs operators for adding/removing
*Added Bold/Italic/Underline items
*Cleaned up some font UI layout.
* Added a new option ('Fixed Position') for Follow Path constraint which allows you to constrain an object/bone to some fixed position along the curve. Unlike the default mode of operation, this doesn't depend on time unless you explicitly animate the offset percentage parameter associated with this.
* Made old (pre 2.5) files saved with armatures in pose mode load in pose mode again.
- rename "Nurb" to "Spline" in RNA, eg. bpy.data.curves[0].splines[2].type == 'NURBS'
from a user perspective spline is a more generic term while Nurb is misleading when used for beziers and poly lines.
- added curve.active_spline property so the python UI can display the last selected curve.
- set the active spline when entering editmode (uses first selected spline)
- added back Hide Handles as a curve property (removed the global flag), access from the view panel in editmode.
- added hide normal option for curve, normal size access for curve and mesh display.
- changing orderU/V, endpoints, cyclic, bezierU/V now work in editmode and calls update functions.
- entering editmode was crashing with text objects
- curve.switch_direction() crashed (own fault from last commit)
- Tkey for tilt was overridden by Toolbar, made Tilt Ctrl+T.
- OBJECT_OT_mode_set check for compatible modes before running - so curves dont try go into paint mode with V key for eg.
This commit some of the many bugs here (it's still not perfect now, but much better than it was):
* Moving in/out of Object, Edit, and Pose Modes for Armatures should now work smoothly. Operators should work nicely in the appropriate modes now (select linked might be a bit tempermental still, since it uses mouse-position).
* Fixed the 'mysterious' memory leaks when changing modes. These were only caused when using the mode switching menu in the 3D-View.
* Went through bullet-proofing some of the operator calling functions against NULL operator id-name strings.
- added curve attribute use_twist_correction
- added nurb attribute type - NURBS, POLY, BEZIER
- renamed a number of curve attributes with the use_ prefix.
- UI layout adjustments to only show buttons that are needed and reflect internals for nurbs.
... Note that many of the buttons only apply to NURBS, and all the "V" buttons only apply to surfaces, remove when not needed.
* Fixed some bad UI pointed out by letterrip. People had made some quite bad changes (duplicating buttons, adding UI for non-existent features, even deleting UI for existing features!)
Multidim. arrays can now be modified at any level, for example:
struc.arrayprop = x
struc.arrayprop[i] = x
struc.arrayprop[i][j] = x
struc.arrayprop[i][j][k] = x
etc...
Approriate rvalue type/length checking is done.
To ensure all works correctly, I wrote automated tests in release/test/rna_array.py.
These tests cover: array/item access, assignment on different levels, tests that proper exceptions are thrown on invalid item access/assignment.
The tests use properties of the RNA Test struct defined in rna_test.c. This struct is only compiled when building with BF_UNIT_TEST=1 scons arg.
Currently unit tests are run manually by loading the script in the Text Editor.
Here's the output I have: http://www.pasteall.org/7644
Things to improve here:
- better exception messages when multidim. array assignment fails. Those we have currently are not very useful for multidim.
- add tests for slice assignment
- Moves hair from face-space to global space and back.
- Allows for editing of emitter mesh after hair combing.
- Disconnect hair before doing topology changing changes in mesh edit mode, connect after changes.
- Notes:
* The closest location on emitter surface to the hair root is used to connect the hair.
* Emitter deflection, sticky roots and add brush don't apply for disconnect hair in particle mode.
- Todo for future:
* Copy disconnected hair from object to another (when 2.5 has proper copy operators again).
* Possible automatic disconnect/connect with topology changing operations in mesh edit mode.
Other changes/fixes:
- Proper subtypes for some particle mode notifiers.
- Particle mode selections didn't draw correctly because of using lighting for the paths.
- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
bpy.data, bpy.ops.object etc.
- added basic docs for bpy.props
- omit panel, menu and operator classes (took up too much space and not useful)
- exec cant be used as an operator suffix eg- CONSOLE_OT_exec --> CONSOLE_OT_execute (same for file)
- fixed some crashes when generating docs
Updated docs here
http://www.graphicall.org/ftp/ideasman42/html/
AutoSide names now gets called correctly from menus.
However, the toggle bone settings operators aren't. I can't seem to get them to call the invoke again after making autoside call exec...
example. bpy.ops.tfm.rotate('INVOKE_REGION_WIN', pivot=(0,1,2), ......)
bpy_array.c - was too strict with types, 0 should be allowed as well as 0.0 in a float array.
* Autoside renaming tools in EditMode for armatures now works again. (Wrong property name)
* Action used by NLA Strips can now be chosen/changed to another action
*****
first commit in a long time, and its great to be back!
commited Select Mirror operator for objects
eg. L.sword->R.sword
added to 3dview select menu aswel
the hotkey is shift-ctrl-m (hope its not taken)
* Modifiers for Lattices now get shown again
* Auto IK and X-Axis Mirror options are now visible again in Armatures UI. Their placement isn't ideal yet, and they also need some proper poll-based visibility adjustments
* F-Modifiers now correctly update the keyframes view after their settings are modified