This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenloader/intern/versioning_270.c

1620 lines
49 KiB
C
Raw Normal View History

2014-03-06 04:33:15 +11:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/blenloader/intern/versioning_270.c
* \ingroup blenloader
*/
#include "BLI_utildefines.h"
#include "BLI_compiler_attrs.h"
2014-03-11 21:46:12 +02:00
/* for MinGW32 definition of NULL, could use BLI_blenlib.h instead too */
#include <stddef.h>
2014-03-06 04:33:15 +11:00
/* allow readfile to use deprecated functionality */
#define DNA_DEPRECATED_ALLOW
#include "DNA_anim_types.h"
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_cloth_types.h"
#include "DNA_constraint_types.h"
#include "DNA_gpencil_types.h"
2014-03-06 04:33:15 +11:00
#include "DNA_sdna_types.h"
#include "DNA_sequence_types.h"
2014-03-06 04:33:15 +11:00
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_object_force.h"
2014-03-06 04:33:15 +11:00
#include "DNA_object_types.h"
#include "DNA_mask_types.h"
#include "DNA_mesh_types.h"
2014-03-06 04:33:15 +11:00
#include "DNA_modifier_types.h"
#include "DNA_particle_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_actuator_types.h"
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
#include "DNA_view3d_types.h"
#include "DNA_smoke_types.h"
#include "DNA_rigidbody_types.h"
2014-03-06 04:33:15 +11:00
#include "DNA_genfile.h"
#include "BKE_animsys.h"
#include "BKE_colortools.h"
#include "BKE_library.h"
2014-03-06 04:33:15 +11:00
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_modifier.h"
2014-03-06 04:33:15 +11:00
#include "BKE_node.h"
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_screen.h"
Rework 2D stabilizator See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583
2016-08-16 10:32:55 +02:00
#include "BKE_tracking.h"
#include "BKE_gpencil.h"
2014-03-06 04:33:15 +11:00
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
#include "BLI_math.h"
2014-11-27 23:24:13 +01:00
#include "BLI_listbase.h"
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
#include "BLI_string.h"
2014-03-06 04:33:15 +11:00
#include "BLO_readfile.h"
#include "NOD_common.h"
#include "NOD_socket.h"
2014-03-06 04:33:15 +11:00
#include "readfile.h"
#include "MEM_guardedalloc.h"
2014-03-06 04:33:15 +11:00
Rework 2D stabilizator See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583
2016-08-16 10:32:55 +02:00
/**
* Setup rotation stabilization from ancient single track spec.
* Former Version of 2D stabilization used a single tracking marker to determine the rotation
* to be compensated. Now several tracks can contribute to rotation detection and this feature
* is enabled by the MovieTrackingTrack#flag on a per track base.
*/
static void migrate_single_rot_stabilization_track_settings(MovieTrackingStabilization *stab)
{
if (stab->rot_track) {
if (!(stab->rot_track->flag & TRACK_USE_2D_STAB_ROT)) {
stab->tot_rot_track++;
stab->rot_track->flag |= TRACK_USE_2D_STAB_ROT;
}
}
stab->rot_track = NULL; /* this field is now ignored */
}
static void do_version_constraints_radians_degrees_270_1(ListBase *lb)
{
bConstraint *con;
for (con = lb->first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_TRANSFORM) {
bTransformConstraint *data = (bTransformConstraint *)con->data;
const float deg_to_rad_f = DEG2RADF(1.0f);
if (data->from == TRANS_ROTATION) {
mul_v3_fl(data->from_min, deg_to_rad_f);
mul_v3_fl(data->from_max, deg_to_rad_f);
}
if (data->to == TRANS_ROTATION) {
mul_v3_fl(data->to_min, deg_to_rad_f);
mul_v3_fl(data->to_max, deg_to_rad_f);
}
}
}
}
static void do_version_constraints_radians_degrees_270_5(ListBase *lb)
{
bConstraint *con;
for (con = lb->first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_TRANSFORM) {
bTransformConstraint *data = (bTransformConstraint *)con->data;
if (data->from == TRANS_ROTATION) {
copy_v3_v3(data->from_min_rot, data->from_min);
copy_v3_v3(data->from_max_rot, data->from_max);
}
else if (data->from == TRANS_SCALE) {
copy_v3_v3(data->from_min_scale, data->from_min);
copy_v3_v3(data->from_max_scale, data->from_max);
}
if (data->to == TRANS_ROTATION) {
copy_v3_v3(data->to_min_rot, data->to_min);
copy_v3_v3(data->to_max_rot, data->to_max);
}
else if (data->to == TRANS_SCALE) {
copy_v3_v3(data->to_min_scale, data->to_min);
copy_v3_v3(data->to_max_scale, data->to_max);
}
}
}
}
static void do_version_constraints_stretch_to_limits(ListBase *lb)
{
bConstraint *con;
for (con = lb->first; con; con = con->next) {
if (con->type == CONSTRAINT_TYPE_STRETCHTO) {
bStretchToConstraint *data = (bStretchToConstraint *)con->data;
data->bulge_min = 1.0f;
data->bulge_max = 1.0f;
}
}
}
static void do_version_action_editor_properties_region(ListBase *regionbase)
{
ARegion *ar;
for (ar = regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_UI) {
/* already exists */
return;
}
else if (ar->regiontype == RGN_TYPE_WINDOW) {
/* add new region here */
ARegion *arnew = MEM_callocN(sizeof(ARegion), "buttons for action");
BLI_insertlinkbefore(regionbase, ar, arnew);
arnew->regiontype = RGN_TYPE_UI;
arnew->alignment = RGN_ALIGN_RIGHT;
arnew->flag = RGN_FLAG_HIDDEN;
return;
}
}
}
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
static void do_version_bones_super_bbone(ListBase *lb)
{
for (Bone *bone = lb->first; bone; bone = bone->next) {
bone->scaleIn = 1.0f;
bone->scaleOut = 1.0f;
do_version_bones_super_bbone(&bone->childbase);
}
}
/* TODO(sergey): Consider making it somewhat more generic function in BLI_anim.h. */
static void anim_change_prop_name(FCurve *fcu,
const char *prefix,
const char *old_prop_name,
const char *new_prop_name)
{
const char *old_path = BLI_sprintfN("%s.%s", prefix, old_prop_name);
if (STREQ(fcu->rna_path, old_path)) {
MEM_freeN(fcu->rna_path);
fcu->rna_path = BLI_sprintfN("%s.%s", prefix, new_prop_name);
}
MEM_freeN((char *)old_path);
}
static void do_version_hue_sat_node(bNodeTree *ntree, bNode *node)
{
if (node->storage == NULL) {
return;
}
/* Make sure new sockets are properly created. */
node_verify_socket_templates(ntree, node);
/* Convert value from old storage to new sockets. */
NodeHueSat *nhs = node->storage;
bNodeSocket *hue = nodeFindSocket(node, SOCK_IN, "Hue"),
*saturation = nodeFindSocket(node, SOCK_IN, "Saturation"),
*value = nodeFindSocket(node, SOCK_IN, "Value");
((bNodeSocketValueFloat *)hue->default_value)->value = nhs->hue;
((bNodeSocketValueFloat *)saturation->default_value)->value = nhs->sat;
((bNodeSocketValueFloat *)value->default_value)->value = nhs->val;
/* Take care of possible animation. */
AnimData *adt = BKE_animdata_from_id(&ntree->id);
if (adt != NULL && adt->action != NULL) {
const char *prefix = BLI_sprintfN("nodes[\"%s\"]", node->name);
for (FCurve *fcu = adt->action->curves.first; fcu != NULL; fcu = fcu->next) {
if (STRPREFIX(fcu->rna_path, prefix)) {
anim_change_prop_name(fcu, prefix, "color_hue", "inputs[1].default_value");
anim_change_prop_name(fcu, prefix, "color_saturation", "inputs[2].default_value");
anim_change_prop_name(fcu, prefix, "color_value", "inputs[3].default_value");
}
}
MEM_freeN((char *)prefix);
}
/* Free storage, it is no longer used. */
MEM_freeN(node->storage);
node->storage = NULL;
}
2014-03-06 04:33:15 +11:00
void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
{
if (!MAIN_VERSION_ATLEAST(main, 270, 0)) {
if (!DNA_struct_elem_find(fd->filesdna, "BevelModifierData", "float", "profile")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Bevel) {
BevelModifierData *bmd = (BevelModifierData *)md;
bmd->profile = 0.5f;
bmd->val_flags = MOD_BEVEL_AMT_OFFSET;
}
}
}
}
/* nodes don't use fixed node->id any more, clean up */
FOREACH_NODETREE(main, ntree, id) {
if (ntree->type == NTREE_COMPOSIT) {
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (ELEM(node->type, CMP_NODE_COMPOSITE, CMP_NODE_OUTPUT_FILE)) {
node->id = NULL;
}
}
}
} FOREACH_NODETREE_END
{
bScreen *screen;
for (screen = main->screen.first; screen; screen = screen->id.next) {
ScrArea *area;
for (area = screen->areabase.first; area; area = area->next) {
SpaceLink *space_link;
for (space_link = area->spacedata.first; space_link; space_link = space_link->next) {
if (space_link->spacetype == SPACE_CLIP) {
SpaceClip *space_clip = (SpaceClip *) space_link;
if (space_clip->mode != SC_MODE_MASKEDIT) {
space_clip->mode = SC_MODE_TRACKING;
}
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "MovieTrackingSettings", "float", "default_weight")) {
MovieClip *clip;
for (clip = main->movieclip.first; clip; clip = clip->id.next) {
clip->tracking.settings.default_weight = 1.0f;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 1)) {
Scene *sce;
Object *ob;
/* Update Transform constraint (another deg -> rad stuff). */
for (ob = main->object.first; ob; ob = ob->id.next) {
do_version_constraints_radians_degrees_270_1(&ob->constraints);
if (ob->pose) {
/* Bones constraints! */
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
do_version_constraints_radians_degrees_270_1(&pchan->constraints);
}
}
}
for (sce = main->scene.first; sce; sce = sce->id.next) {
if (sce->r.raytrace_structure == R_RAYSTRUCTURE_BLIBVH) {
sce->r.raytrace_structure = R_RAYSTRUCTURE_AUTO;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 2)) {
Mesh *me;
/* Mesh smoothresh deg->rad. */
for (me = main->mesh.first; me; me = me->id.next) {
me->smoothresh = DEG2RADF(me->smoothresh);
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 3)) {
FreestyleLineStyle *linestyle;
for (linestyle = main->linestyle.first; linestyle; linestyle = linestyle->id.next) {
linestyle->flag |= LS_NO_SORTING;
linestyle->sort_key = LS_SORT_KEY_DISTANCE_FROM_CAMERA;
linestyle->integration_type = LS_INTEGRATION_MEAN;
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 4)) {
/* ui_previews were not handled correctly when copying areas, leading to corrupted files (see T39847).
* This will always reset situation to a valid state.
*/
bScreen *sc;
for (sc = main->screen.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
ARegion *ar;
ListBase *lb = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
for (ar = lb->first; ar; ar = ar->next) {
BLI_listbase_clear(&ar->ui_previews);
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 270, 5)) {
Object *ob;
/* Update Transform constraint (again :|). */
for (ob = main->object.first; ob; ob = ob->id.next) {
do_version_constraints_radians_degrees_270_5(&ob->constraints);
if (ob->pose) {
/* Bones constraints! */
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
do_version_constraints_radians_degrees_270_5(&pchan->constraints);
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 271, 0)) {
if (!DNA_struct_elem_find(fd->filesdna, "Material", "int", "mode2")) {
Material *ma;
for (ma = main->mat.first; ma; ma = ma->id.next)
ma->mode2 = MA_CASTSHADOW;
}
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "BakeData", "bake")) {
Scene *sce;
for (sce = main->scene.first; sce; sce = sce->id.next) {
sce->r.bake.flag = R_BAKE_CLEAR;
sce->r.bake.width = 512;
sce->r.bake.height = 512;
sce->r.bake.margin = 16;
sce->r.bake.normal_space = R_BAKE_SPACE_TANGENT;
sce->r.bake.normal_swizzle[0] = R_BAKE_POSX;
sce->r.bake.normal_swizzle[1] = R_BAKE_POSY;
sce->r.bake.normal_swizzle[2] = R_BAKE_POSZ;
BLI_strncpy(sce->r.bake.filepath, U.renderdir, sizeof(sce->r.bake.filepath));
sce->r.bake.im_format.planes = R_IMF_PLANES_RGBA;
sce->r.bake.im_format.imtype = R_IMF_IMTYPE_PNG;
sce->r.bake.im_format.depth = R_IMF_CHAN_DEPTH_8;
sce->r.bake.im_format.quality = 90;
sce->r.bake.im_format.compress = 15;
}
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
}
if (!DNA_struct_elem_find(fd->filesdna, "FreestyleLineStyle", "float", "texstep")) {
FreestyleLineStyle *linestyle;
for (linestyle = main->linestyle.first; linestyle; linestyle = linestyle->id.next) {
linestyle->flag |= LS_TEXTURE;
linestyle->texstep = 1.0;
}
}
{
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
int num_layers = BLI_listbase_count(&scene->r.layers);
scene->r.actlay = min_ff(scene->r.actlay, num_layers - 1);
}
}
}
2014-07-07 15:54:46 +09:00
if (!MAIN_VERSION_ATLEAST(main, 271, 1)) {
if (!DNA_struct_elem_find(fd->filesdna, "Material", "float", "line_col[4]")) {
2014-07-07 15:54:46 +09:00
Material *mat;
for (mat = main->mat.first; mat; mat = mat->id.next) {
mat->line_col[0] = mat->line_col[1] = mat->line_col[2] = 0.0f;
mat->line_col[3] = mat->alpha;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "int", "preview_start_resolution")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
scene->r.preview_start_resolution = 64;
}
}
2014-07-07 15:54:46 +09:00
}
if (!MAIN_VERSION_ATLEAST(main, 271, 2)) {
/* init up & track axis property of trackto actuators */
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
bActuator *act;
for (act = ob->actuators.first; act; act = act->next) {
if (act->type == ACT_EDIT_OBJECT) {
bEditObjectActuator *eoact = act->data;
eoact->trackflag = ob->trackflag;
/* if trackflag is pointing +-Z axis then upflag should point Y axis.
* Rest of trackflag cases, upflag should be point z axis */
if ((ob->trackflag == OB_POSZ) || (ob->trackflag == OB_NEGZ)) {
eoact->upflag = 1;
}
else {
eoact->upflag = 2;
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 271, 3)) {
Brush *br;
for (br = main->brush.first; br; br = br->id.next) {
br->fill_threshold = 0.2f;
}
if (!DNA_struct_elem_find(fd->filesdna, "BevelModifierData", "int", "mat")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Bevel) {
BevelModifierData *bmd = (BevelModifierData *)md;
bmd->mat = -1;
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 271, 6)) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_ParticleSystem) {
2014-08-27 09:49:31 +10:00
ParticleSystemModifierData *pmd = (ParticleSystemModifierData *)md;
if (pmd->psys && pmd->psys->clmd) {
pmd->psys->clmd->sim_parms->vel_damping = 1.0f;
2014-08-27 09:49:31 +10:00
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 272, 0)) {
if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "int", "preview_start_resolution")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
scene->r.preview_start_resolution = 64;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 272, 1)) {
Brush *br;
for (br = main->brush.first; br; br = br->id.next) {
if ((br->ob_mode & OB_MODE_SCULPT) && ELEM(br->sculpt_tool, SCULPT_TOOL_GRAB, SCULPT_TOOL_SNAKE_HOOK))
br->alpha = 1.0f;
}
}
if (!MAIN_VERSION_ATLEAST(main, 272, 2)) {
if (!DNA_struct_elem_find(fd->filesdna, "Image", "float", "gen_color")) {
Image *image;
for (image = main->image.first; image != NULL; image = image->id.next) {
image->gen_color[3] = 1.0f;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "bStretchToConstraint", "float", "bulge_min")) {
Object *ob;
/* Update Transform constraint (again :|). */
for (ob = main->object.first; ob; ob = ob->id.next) {
do_version_constraints_stretch_to_limits(&ob->constraints);
if (ob->pose) {
/* Bones constraints! */
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
do_version_constraints_stretch_to_limits(&pchan->constraints);
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 1)) {
#define BRUSH_RAKE (1 << 7)
#define BRUSH_RANDOM_ROTATION (1 << 25)
Brush *br;
for (br = main->brush.first; br; br = br->id.next) {
if (br->flag & BRUSH_RAKE) {
br->mtex.brush_angle_mode |= MTEX_ANGLE_RAKE;
br->mask_mtex.brush_angle_mode |= MTEX_ANGLE_RAKE;
}
else if (br->flag & BRUSH_RANDOM_ROTATION) {
br->mtex.brush_angle_mode |= MTEX_ANGLE_RANDOM;
br->mask_mtex.brush_angle_mode |= MTEX_ANGLE_RANDOM;
}
2015-01-31 17:23:30 +11:00
br->mtex.random_angle = 2.0 * M_PI;
br->mask_mtex.random_angle = 2.0 * M_PI;
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
#undef BRUSH_RAKE
#undef BRUSH_RANDOM_ROTATION
/* Customizable Safe Areas */
if (!MAIN_VERSION_ATLEAST(main, 273, 2)) {
if (!DNA_struct_elem_find(fd->filesdna, "Scene", "DisplaySafeAreas", "safe_areas")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
copy_v2_fl2(scene->safe_areas.title, 3.5f / 100.0f, 3.5f / 100.0f);
copy_v2_fl2(scene->safe_areas.action, 10.0f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(scene->safe_areas.title_center, 17.5f / 100.0f, 5.0f / 100.0f);
copy_v2_fl2(scene->safe_areas.action_center, 15.0f / 100.0f, 5.0f / 100.0f);
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 3)) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
if (part->clumpcurve)
part->child_flag |= PART_CHILD_USE_CLUMP_CURVE;
if (part->roughcurve)
part->child_flag |= PART_CHILD_USE_ROUGH_CURVE;
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 6)) {
if (!DNA_struct_elem_find(fd->filesdna, "ClothSimSettings", "float", "bending_damping")) {
Object *ob;
ModifierData *md;
for (ob = main->object.first; ob; ob = ob->id.next) {
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Cloth) {
ClothModifierData *clmd = (ClothModifierData *)md;
clmd->sim_parms->bending_damping = 0.5f;
}
else if (md->type == eModifierType_ParticleSystem) {
ParticleSystemModifierData *pmd = (ParticleSystemModifierData *)md;
if (pmd->psys->clmd) {
pmd->psys->clmd->sim_parms->bending_damping = 0.5f;
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "ParticleSettings", "float", "clump_noise_size")) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
part->clump_noise_size = 1.0f;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "ParticleSettings", "int", "kink_extra_steps")) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
part->kink_extra_steps = 4;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "MTex", "float", "kinkampfac")) {
ParticleSettings *part;
for (part = main->particle.first; part; part = part->id.next) {
int a;
for (a = 0; a < MAX_MTEX; a++) {
MTex *mtex = part->mtex[a];
if (mtex) {
mtex->kinkampfac = 1.0f;
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "HookModifierData", "char", "flag")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData *)md;
hmd->falloff_type = eHook_Falloff_InvSquare;
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "NodePlaneTrackDeformData", "char", "flag")) {
FOREACH_NODETREE(main, ntree, id) {
if (ntree->type == NTREE_COMPOSIT) {
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (ELEM(node->type, CMP_NODE_PLANETRACKDEFORM)) {
NodePlaneTrackDeformData *data = node->storage;
data->flag = 0;
data->motion_blur_samples = 16;
data->motion_blur_shutter = 0.5f;
}
}
}
}
FOREACH_NODETREE_END
}
if (!DNA_struct_elem_find(fd->filesdna, "Camera", "GPUDOFSettings", "gpu_dof")) {
Camera *ca;
for (ca = main->camera.first; ca; ca = ca->id.next) {
ca->gpu_dof.fstop = 128.0f;
ca->gpu_dof.focal_length = 1.0f;
ca->gpu_dof.focus_distance = 1.0f;
ca->gpu_dof.sensor = 1.0f;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 8)) {
Object *ob;
for (ob = main->object.first; ob != NULL; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.last; md != NULL; md = md->prev) {
if (modifier_unique_name(&ob->modifiers, md)) {
printf("Warning: Object '%s' had several modifiers with the "
"same name, renamed one of them to '%s'.\n",
ob->id.name + 2, md->name);
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 273, 9)) {
bScreen *scr;
ScrArea *sa;
SpaceLink *sl;
ARegion *ar;
/* Make sure sequencer preview area limits zoom */
for (scr = main->screen.first; scr; scr = scr->id.next) {
for (sa = scr->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_SEQ) {
for (ar = sl->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_PREVIEW) {
ar->v2d.keepzoom |= V2D_LIMITZOOM;
ar->v2d.minzoom = 0.001f;
ar->v2d.maxzoom = 1000.0f;
break;
}
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 274, 1)) {
/* particle systems need to be forced to redistribute for jitter mode fix */
{
Object *ob;
ParticleSystem *psys;
for (ob = main->object.first; ob; ob = ob->id.next) {
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
if ((psys->pointcache->flag & PTCACHE_BAKED) == 0) {
psys->recalc |= PSYS_RECALC_RESET;
}
}
}
}
/* hysteresis setted to 10% but not actived */
if (!DNA_struct_elem_find(fd->filesdna, "LodLevel", "int", "obhysteresis")) {
2015-03-23 22:51:12 +11:00
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
LodLevel *level;
for (level = ob->lodlevels.first; level; level = level->next) {
level->obhysteresis = 10;
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "GameData", "int", "scehysteresis")) {
Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
scene->gm.scehysteresis = 10;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 274, 2)) {
FOREACH_NODETREE(main, ntree, id) {
bNode *node;
bNodeSocket *sock;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == SH_NODE_MATERIAL) {
for (sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Refl")) {
BLI_strncpy(sock->name, "DiffuseIntensity", sizeof(sock->name));
}
}
}
else if (node->type == SH_NODE_MATERIAL_EXT) {
for (sock = node->outputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Refl")) {
BLI_strncpy(sock->name, "DiffuseIntensity", sizeof(sock->name));
}
else if (STREQ(sock->name, "Ray Mirror")) {
BLI_strncpy(sock->name, "Reflectivity", sizeof(sock->name));
}
}
}
}
} FOREACH_NODETREE_END
}
2015-04-07 08:46:48 +10:00
if (!MAIN_VERSION_ATLEAST(main, 274, 4)) {
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
SceneRenderView *srv;
wmWindowManager *wm;
bScreen *screen;
wmWindow *win;
Scene *scene;
Camera *cam;
Image *ima;
for (scene = main->scene.first; scene; scene = scene->id.next) {
Sequence *seq;
BKE_scene_add_render_view(scene, STEREO_LEFT_NAME);
srv = scene->r.views.first;
BLI_strncpy(srv->suffix, STEREO_LEFT_SUFFIX, sizeof(srv->suffix));
BKE_scene_add_render_view(scene, STEREO_RIGHT_NAME);
srv = scene->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
SEQ_BEGIN (scene->ed, seq)
{
seq->stereo3d_format = MEM_callocN(sizeof(Stereo3dFormat), "Stereo Display 3d Format");
#define SEQ_USE_PROXY_CUSTOM_DIR (1 << 19)
#define SEQ_USE_PROXY_CUSTOM_FILE (1 << 21)
if (seq->strip && seq->strip->proxy && !seq->strip->proxy->storage) {
if (seq->flag & SEQ_USE_PROXY_CUSTOM_DIR)
seq->strip->proxy->storage = SEQ_STORAGE_PROXY_CUSTOM_DIR;
if (seq->flag & SEQ_USE_PROXY_CUSTOM_FILE)
seq->strip->proxy->storage = SEQ_STORAGE_PROXY_CUSTOM_FILE;
}
#undef SEQ_USE_PROXY_CUSTOM_DIR
#undef SEQ_USE_PROXY_CUSTOM_FILE
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
SEQ_END
}
for (screen = main->screen.first; screen; screen = screen->id.next) {
ScrArea *sa;
for (sa = screen->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
switch (sl->spacetype) {
case SPACE_VIEW3D:
{
View3D *v3d = (View3D *)sl;
v3d->stereo3d_camera = STEREO_3D_ID;
v3d->stereo3d_flag |= V3D_S3D_DISPPLANE;
v3d->stereo3d_convergence_alpha = 0.15f;
v3d->stereo3d_volume_alpha = 0.05f;
break;
}
case SPACE_IMAGE:
{
SpaceImage *sima = (SpaceImage *) sl;
sima->iuser.flag |= IMA_SHOW_STEREO;
break;
}
}
}
}
}
for (cam = main->camera.first; cam; cam = cam->id.next) {
2015-04-14 10:30:14 +10:00
cam->stereo.interocular_distance = 0.065f;
cam->stereo.convergence_distance = 30.0f * 0.065f;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
for (ima = main->image.first; ima; ima = ima->id.next) {
ima->stereo3d_format = MEM_callocN(sizeof(Stereo3dFormat), "Image Stereo 3d Format");
if (ima->packedfile) {
ImagePackedFile *imapf = MEM_mallocN(sizeof(ImagePackedFile), "Image Packed File");
BLI_addtail(&ima->packedfiles, imapf);
imapf->packedfile = ima->packedfile;
BLI_strncpy(imapf->filepath, ima->name, FILE_MAX);
ima->packedfile = NULL;
}
}
for (wm = main->wm.first; wm; wm = wm->id.next) {
for (win = wm->windows.first; win; win = win->next) {
win->stereo3d_format = MEM_callocN(sizeof(Stereo3dFormat), "Stereo Display 3d Format");
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 274, 6)) {
bScreen *screen;
2015-05-01 01:49:58 +10:00
if (!DNA_struct_elem_find(fd->filesdna, "FileSelectParams", "int", "thumbnail_size")) {
for (screen = main->screen.first; screen; screen = screen->id.next) {
ScrArea *sa;
for (sa = screen->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_FILE) {
SpaceFile *sfile = (SpaceFile *)sl;
if (sfile->params) {
2015-05-01 01:49:58 +10:00
sfile->params->thumbnail_size = 128;
}
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "short", "simplify_subsurf_render")) {
Scene *scene;
for (scene = main->scene.first; scene != NULL; scene = scene->id.next) {
scene->r.simplify_subsurf_render = scene->r.simplify_subsurf;
scene->r.simplify_particles_render = scene->r.simplify_particles;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "DecimateModifierData", "float", "defgrp_factor")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Decimate) {
DecimateModifierData *dmd = (DecimateModifierData *)md;
dmd->defgrp_factor = 1.0f;
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 275, 3)) {
Brush *br;
#define BRUSH_TORUS (1 << 1)
for (br = main->brush.first; br; br = br->id.next) {
br->flag &= ~BRUSH_TORUS;
}
#undef BRUSH_TORUS
}
if (!MAIN_VERSION_ATLEAST(main, 276, 2)) {
if (!DNA_struct_elem_find(fd->filesdna, "bPoseChannel", "float", "custom_scale")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
if (ob->pose) {
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
pchan->custom_scale = 1.0f;
}
}
}
}
{
bScreen *screen;
#define RV3D_VIEW_PERSPORTHO 7
for (screen = main->screen.first; screen; screen = screen->id.next) {
ScrArea *sa;
for (sa = screen->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
ARegion *ar;
ListBase *lb = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
for (ar = lb->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
if (ar->regiondata) {
RegionView3D *rv3d = ar->regiondata;
if (rv3d->view == RV3D_VIEW_PERSPORTHO) {
rv3d->view = RV3D_VIEW_USER;
}
}
}
}
break;
}
}
}
}
#undef RV3D_VIEW_PERSPORTHO
}
{
Lamp *lamp;
#define LA_YF_PHOTON 5
for (lamp = main->lamp.first; lamp; lamp = lamp->id.next) {
if (lamp->type == LA_YF_PHOTON) {
lamp->type = LA_LOCAL;
}
}
#undef LA_YF_PHOTON
}
{
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
if (ob->body_type == OB_BODY_TYPE_CHARACTER && (ob->gameflag & OB_BOUNDS) && ob->collision_boundtype == OB_BOUND_TRIANGLE_MESH) {
ob->boundtype = ob->collision_boundtype = OB_BOUND_BOX;
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 276, 3)) {
if (!DNA_struct_elem_find(fd->filesdna, "RenderData", "CurveMapping", "mblur_shutter_curve")) {
Scene *scene;
for (scene = main->scene.first; scene != NULL; scene = scene->id.next) {
CurveMapping *curve_mapping = &scene->r.mblur_shutter_curve;
curvemapping_set_defaults(curve_mapping, 1, 0.0f, 0.0f, 1.0f, 1.0f);
curvemapping_initialize(curve_mapping);
curvemap_reset(curve_mapping->cm,
&curve_mapping->clipr,
CURVE_PRESET_MAX,
CURVEMAP_SLOPE_POS_NEG);
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 276, 4)) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
ToolSettings *ts = scene->toolsettings;
if (ts->gp_sculpt.brush[0].size == 0) {
GP_BrushEdit_Settings *gset = &ts->gp_sculpt;
GP_EditBrush_Data *brush;
brush = &gset->brush[GP_EDITBRUSH_TYPE_SMOOTH];
brush->size = 25;
brush->strength = 0.3f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_SMOOTH_PRESSURE;
brush = &gset->brush[GP_EDITBRUSH_TYPE_THICKNESS];
brush->size = 25;
brush->strength = 0.5f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_GRAB];
brush->size = 50;
brush->strength = 0.3f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_PUSH];
brush->size = 25;
brush->strength = 0.3f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_TWIST];
brush->size = 50;
brush->strength = 0.3f; // XXX?
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_PINCH];
brush->size = 50;
brush->strength = 0.5f; // XXX?
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_RANDOMIZE];
brush->size = 25;
brush->strength = 0.5f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_CLONE];
brush->size = 50;
brush->strength = 1.0f;
}
if (!DNA_struct_elem_find(fd->filesdna, "ToolSettings", "char", "gpencil_v3d_align")) {
#if 0 /* XXX: Cannot do this, as we get random crashes... */
if (scene->gpd) {
bGPdata *gpd = scene->gpd;
/* Copy over the settings stored in the GP datablock linked to the scene, for minimal disruption */
ts->gpencil_v3d_align = 0;
if (gpd->flag & GP_DATA_VIEWALIGN) ts->gpencil_v3d_align |= GP_PROJECT_VIEWSPACE;
if (gpd->flag & GP_DATA_DEPTH_VIEW) ts->gpencil_v3d_align |= GP_PROJECT_DEPTH_VIEW;
if (gpd->flag & GP_DATA_DEPTH_STROKE) ts->gpencil_v3d_align |= GP_PROJECT_DEPTH_STROKE;
if (gpd->flag & GP_DATA_DEPTH_STROKE_ENDPOINTS)
ts->gpencil_v3d_align |= GP_PROJECT_DEPTH_STROKE_ENDPOINTS;
}
else {
/* Default to cursor for all standard 3D views */
ts->gpencil_v3d_align = GP_PROJECT_VIEWSPACE;
}
#endif
ts->gpencil_v3d_align = GP_PROJECT_VIEWSPACE;
ts->gpencil_v2d_align = GP_PROJECT_VIEWSPACE;
ts->gpencil_seq_align = GP_PROJECT_VIEWSPACE;
ts->gpencil_ima_align = GP_PROJECT_VIEWSPACE;
}
}
for (bGPdata *gpd = main->gpencil.first; gpd; gpd = gpd->id.next) {
bool enabled = false;
/* Ensure that the datablock's onionskinning toggle flag
* stays in sync with the status of the actual layers
*/
for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
if (gpl->flag & GP_LAYER_ONIONSKIN) {
enabled = true;
}
}
if (enabled)
gpd->flag |= GP_DATA_SHOW_ONIONSKINS;
else
gpd->flag &= ~GP_DATA_SHOW_ONIONSKINS;
}
if (!DNA_struct_elem_find(fd->filesdna, "Object", "unsigned char", "max_jumps")) {
for (Object *ob = main->object.first; ob; ob = ob->id.next) {
ob->max_jumps = 1;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 276, 5)) {
ListBase *lbarray[MAX_LIBARRAY];
int a;
/* Important to clear all non-persistent flags from older versions here, otherwise they could collide
* with any new persistent flag we may add in the future. */
a = set_listbasepointers(main, lbarray);
while (a--) {
for (ID *id = lbarray[a]->first; id; id = id->next) {
id->flag &= LIB_FAKEUSER;
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 276, 7)) {
Scene *scene;
for (scene = main->scene.first; scene != NULL; scene = scene->id.next) {
scene->r.bake.pass_filter = R_BAKE_PASS_FILTER_ALL;
}
}
if (!MAIN_VERSION_ATLEAST(main, 277, 1)) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
ParticleEditSettings *pset = &scene->toolsettings->particle;
for (int a = 0; a < PE_TOT_BRUSH; a++) {
if (pset->brush[a].strength > 1.0f) {
pset->brush[a].strength *= 0.01f;
}
}
}
for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
ListBase *regionbase = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
/* Bug: Was possible to add preview region to sequencer view by using AZones. */
if (sl->spacetype == SPACE_SEQ) {
SpaceSeq *sseq = (SpaceSeq *)sl;
if (sseq->view == SEQ_VIEW_SEQUENCE) {
for (ARegion *ar = regionbase->first; ar; ar = ar->next) {
/* remove preview region for sequencer-only view! */
if (ar->regiontype == RGN_TYPE_PREVIEW) {
ar->flag |= RGN_FLAG_HIDDEN;
ar->alignment = RGN_ALIGN_NONE;
break;
}
}
}
}
/* Remove old deprecated region from filebrowsers */
else if (sl->spacetype == SPACE_FILE) {
for (ARegion *ar = regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_CHANNELS) {
/* Free old deprecated 'channel' region... */
BKE_area_region_free(NULL, ar);
BLI_freelinkN(regionbase, ar);
break;
}
}
}
}
}
}
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
CurvePaintSettings *cps = &scene->toolsettings->curve_paint_settings;
if (cps->error_threshold == 0) {
cps->curve_type = CU_BEZIER;
cps->flag |= CURVE_PAINT_FLAG_CORNERS_DETECT;
cps->error_threshold = 8;
cps->radius_max = 1.0f;
cps->corner_angle = DEG2RADF(70.0f);
}
}
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
Sequence *seq;
SEQ_BEGIN (scene->ed, seq)
{
if (seq->type == SEQ_TYPE_TEXT) {
TextVars *data = seq->effectdata;
if (data->color[3] == 0.0f) {
copy_v4_fl(data->color, 1.0f);
data->shadow_color[3] = 1.0f;
}
}
}
SEQ_END
}
/* Adding "Properties" region to DopeSheet */
for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
/* handle pushed-back space data first */
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_ACTION) {
SpaceAction *saction = (SpaceAction *)sl;
do_version_action_editor_properties_region(&saction->regionbase);
}
}
/* active spacedata info must be handled too... */
if (sa->spacetype == SPACE_ACTION) {
do_version_action_editor_properties_region(&sa->regionbase);
}
}
}
}
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
if (!MAIN_VERSION_ATLEAST(main, 277, 2)) {
if (!DNA_struct_elem_find(fd->filesdna, "Bone", "float", "scaleIn")) {
for (bArmature *arm = main->armature.first; arm; arm = arm->id.next) {
do_version_bones_super_bbone(&arm->bonebase);
}
}
if (!DNA_struct_elem_find(fd->filesdna, "bPoseChannel", "float", "scaleIn")) {
for (Object *ob = main->object.first; ob; ob = ob->id.next) {
if (ob->pose) {
for (bPoseChannel *pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
/* see do_version_bones_super_bbone()... */
pchan->scaleIn = 1.0f;
pchan->scaleOut = 1.0f;
/* also make sure some legacy (unused for over a decade) flags are unset,
* so that we can reuse them for stuff that matters now...
* (i.e. POSE_IK_MAT, (unknown/unused x 4), POSE_HAS_IK)
*
* These seem to have been runtime flags used by the IK solver, but that stuff
* should be able to be recalculated automatically anyway, so it should be fine.
*/
pchan->flag &= ~((1 << 3) | (1 << 4) | (1 << 5) | (1 << 6) | (1 << 7) | (1 << 8));
}
}
}
}
for (Camera *camera = main->camera.first; camera != NULL; camera = camera->id.next) {
if (camera->stereo.pole_merge_angle_from == 0.0f &&
camera->stereo.pole_merge_angle_to == 0.0f)
{
2016-07-22 04:05:38 +10:00
camera->stereo.pole_merge_angle_from = DEG2RADF(60.0f);
camera->stereo.pole_merge_angle_to = DEG2RADF(75.0f);
}
}
if (!DNA_struct_elem_find(fd->filesdna, "NormalEditModifierData", "float", "mix_limit")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_NormalEdit) {
NormalEditModifierData *nemd = (NormalEditModifierData *)md;
nemd->mix_limit = DEG2RADF(180.0f);
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "BooleanModifierData", "float", "double_threshold")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Boolean) {
BooleanModifierData *bmd = (BooleanModifierData *)md;
bmd->double_threshold = 1e-6f;
}
}
}
}
for (Brush *br = main->brush.first; br; br = br->id.next) {
if (br->sculpt_tool == SCULPT_TOOL_FLATTEN) {
br->flag |= BRUSH_ACCUMULATE;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "ClothSimSettings", "float", "time_scale")) {
Object *ob;
ModifierData *md;
for (ob = main->object.first; ob; ob = ob->id.next) {
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Cloth) {
ClothModifierData *clmd = (ClothModifierData *)md;
clmd->sim_parms->time_scale = 1.0f;
}
else if (md->type == eModifierType_ParticleSystem) {
ParticleSystemModifierData *pmd = (ParticleSystemModifierData *)md;
if (pmd->psys->clmd) {
pmd->psys->clmd->sim_parms->time_scale = 1.0f;
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 277, 3)) {
/* ------- init of grease pencil initialization --------------- */
if (!DNA_struct_elem_find(fd->filesdna, "bGPDstroke", "bGPDpalettecolor", "*palcolor")) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
ToolSettings *ts = scene->toolsettings;
/* initialize use position for sculpt brushes */
ts->gp_sculpt.flag |= GP_BRUSHEDIT_FLAG_APPLY_POSITION;
/* initialize selected vertices alpha factor */
ts->gp_sculpt.alpha = 1.0f;
/* new strength sculpt brush */
if (ts->gp_sculpt.brush[0].size >= 11) {
GP_BrushEdit_Settings *gset = &ts->gp_sculpt;
GP_EditBrush_Data *brush;
brush = &gset->brush[GP_EDITBRUSH_TYPE_STRENGTH];
brush->size = 25;
brush->strength = 0.5f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
}
}
/* create a default grease pencil drawing brushes set */
if (!BLI_listbase_is_empty(&main->gpencil)) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
ToolSettings *ts = scene->toolsettings;
if (BLI_listbase_is_empty(&ts->gp_brushes)) {
BKE_gpencil_brush_init_presets(ts);
}
}
}
/* Convert Grease Pencil to new palettes/brushes
* Loop all strokes and create the palette and all colors
*/
for (bGPdata *gpd = main->gpencil.first; gpd; gpd = gpd->id.next) {
if (BLI_listbase_is_empty(&gpd->palettes)) {
/* create palette */
bGPDpalette *palette = BKE_gpencil_palette_addnew(gpd, "GP_Palette", true);
for (bGPDlayer *gpl = gpd->layers.first; gpl; gpl = gpl->next) {
/* create color using layer name */
bGPDpalettecolor *palcolor = BKE_gpencil_palettecolor_addnew(palette, gpl->info, true);
if (palcolor != NULL) {
/* set color attributes */
copy_v4_v4(palcolor->color, gpl->color);
copy_v4_v4(palcolor->fill, gpl->fill);
if (gpl->flag & GP_LAYER_HIDE) palcolor->flag |= PC_COLOR_HIDE;
if (gpl->flag & GP_LAYER_LOCKED) palcolor->flag |= PC_COLOR_LOCKED;
if (gpl->flag & GP_LAYER_ONIONSKIN) palcolor->flag |= PC_COLOR_ONIONSKIN;
if (gpl->flag & GP_LAYER_VOLUMETRIC) palcolor->flag |= PC_COLOR_VOLUMETRIC;
if (gpl->flag & GP_LAYER_HQ_FILL) palcolor->flag |= PC_COLOR_HQ_FILL;
/* set layer opacity to 1 */
gpl->opacity = 1.0f;
/* set tint color */
ARRAY_SET_ITEMS(gpl->tintcolor, 0.0f, 0.0f, 0.0f, 0.0f);
/* flush relevant layer-settings to strokes */
for (bGPDframe *gpf = gpl->frames.first; gpf; gpf = gpf->next) {
for (bGPDstroke *gps = gpf->strokes.first; gps; gps = gps->next) {
/* set stroke to palette and force recalculation */
BLI_strncpy(gps->colorname, gpl->info, sizeof(gps->colorname));
gps->palcolor = NULL;
gps->flag |= GP_STROKE_RECALC_COLOR;
gps->thickness = gpl->thickness;
/* set alpha strength to 1 */
for (int i = 0; i < gps->totpoints; i++) {
gps->points[i].strength = 1.0f;
}
}
}
}
/* set thickness to 0 (now it is a factor to override stroke thickness) */
gpl->thickness = 0.0f;
}
/* set first color as active */
if (palette->colors.first)
BKE_gpencil_palettecolor_setactive(palette, palette->colors.first);
}
}
}
/* ------- end of grease pencil initialization --------------- */
}
if (!MAIN_VERSION_ATLEAST(main, 278, 0)) {
if (!DNA_struct_elem_find(fd->filesdna, "MovieTrackingTrack", "float", "weight_stab")) {
MovieClip *clip;
for (clip = main->movieclip.first; clip; clip = clip->id.next) {
MovieTracking *tracking = &clip->tracking;
MovieTrackingObject *tracking_object;
for (tracking_object = tracking->objects.first;
tracking_object != NULL;
tracking_object = tracking_object->next)
Rework 2D stabilizator See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583
2016-08-16 10:32:55 +02:00
{
ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
MovieTrackingTrack *track;
for (track = tracksbase->first;
track != NULL;
track = track->next)
{
track->weight_stab = track->weight;
}
Rework 2D stabilizator See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583
2016-08-16 10:32:55 +02:00
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "MovieTrackingStabilization", "int", "tot_rot_track")) {
MovieClip *clip;
for (clip = main->movieclip.first; clip != NULL; clip = clip->id.next) {
if (clip->tracking.stabilization.rot_track) {
migrate_single_rot_stabilization_track_settings(&clip->tracking.stabilization);
Rework 2D stabilizator See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583
2016-08-16 10:32:55 +02:00
}
if (clip->tracking.stabilization.scale == 0.0f) {
/* ensure init.
* Was previously used for autoscale only,
* now used always (as "target scale") */
clip->tracking.stabilization.scale = 1.0f;
}
/* blender prefers 1-based frame counting;
* thus using frame 1 as reference typically works best */
clip->tracking.stabilization.anchor_frame = 1;
/* by default show the track lists expanded, to improve "discoverability" */
clip->tracking.stabilization.flag |= TRACKING_SHOW_STAB_TRACKS;
/* deprecated, not used anymore */
clip->tracking.stabilization.ok = false;
Rework 2D stabilizator See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583
2016-08-16 10:32:55 +02:00
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 278, 2)) {
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
2016-09-21 15:01:51 +02:00
if (!DNA_struct_elem_find(fd->filesdna, "FFMpegCodecData", "int", "ffmpeg_preset")) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
/* "medium" is the preset FFmpeg uses when no presets are given. */
scene->r.ffcodecdata.ffmpeg_preset = FFM_PRESET_MEDIUM;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "FFMpegCodecData", "int", "constant_rate_factor")) {
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
/* fall back to behaviour from before we introduced CRF for old files */
scene->r.ffcodecdata.constant_rate_factor = FFM_CRF_NONE;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "SmokeModifierData", "float", "slice_per_voxel")) {
Object *ob;
ModifierData *md;
for (ob = main->object.first; ob; ob = ob->id.next) {
for (md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Smoke) {
SmokeModifierData *smd = (SmokeModifierData *)md;
if (smd->domain) {
smd->domain->slice_per_voxel = 5.0f;
smd->domain->slice_depth = 0.5f;
smd->domain->display_thickness = 1.0f;
}
}
}
}
}
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
2016-09-21 15:01:51 +02:00
}
if (!MAIN_VERSION_ATLEAST(main, 278, 3)) {
for (Scene *scene = main->scene.first; scene != NULL; scene = scene->id.next) {
if (scene->toolsettings != NULL) {
ToolSettings *ts = scene->toolsettings;
ParticleEditSettings *pset = &ts->particle;
for (int a = 0; a < PE_TOT_BRUSH; a++) {
if (pset->brush[a].count == 0) {
pset->brush[a].count = 10;
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "RigidBodyCon", "float", "spring_stiffness_ang_x")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
RigidBodyCon *rbc = ob->rigidbody_constraint;
if (rbc) {
rbc->spring_stiffness_ang_x = 10.0;
rbc->spring_stiffness_ang_y = 10.0;
rbc->spring_stiffness_ang_z = 10.0;
rbc->spring_damping_ang_x = 0.5;
rbc->spring_damping_ang_y = 0.5;
rbc->spring_damping_ang_z = 0.5;
}
}
}
/* constant detail for sculpting is now a resolution value instead of
* a percentage, we reuse old DNA struct member but convert it */
for (Scene *scene = main->scene.first; scene != NULL; scene = scene->id.next) {
if (scene->toolsettings != NULL) {
ToolSettings *ts = scene->toolsettings;
if (ts->sculpt && ts->sculpt->constant_detail != 0.0f) {
ts->sculpt->constant_detail = 100.0f / ts->sculpt->constant_detail;
}
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 278, 4)) {
const float sqrt_3 = (float)M_SQRT3;
for (Brush *br = main->brush.first; br; br = br->id.next) {
br->fill_threshold /= sqrt_3;
}
/* Custom motion paths */
if (!DNA_struct_elem_find(fd->filesdna, "bMotionPath", "int", "line_thickness")) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
bMotionPath *mpath;
bPoseChannel *pchan;
mpath = ob->mpath;
if (mpath) {
mpath->color[0] = 1.0f;
mpath->color[1] = 0.0f;
mpath->color[2] = 0.0f;
mpath->line_thickness = 1;
mpath->flag |= MOTIONPATH_FLAG_LINES;
}
/* bones motion path */
if (ob->pose) {
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
mpath = pchan->mpath;
if (mpath) {
mpath->color[0] = 1.0f;
mpath->color[1] = 0.0f;
mpath->color[2] = 0.0f;
mpath->line_thickness = 1;
mpath->flag |= MOTIONPATH_FLAG_LINES;
}
}
}
}
}
}
/* To be added to next subversion bump! */
{
/* Mask primitive adding code was not initializing correctly id_type of its points' parent. */
for (Mask *mask = main->mask.first; mask; mask = mask->id.next) {
for (MaskLayer *mlayer = mask->masklayers.first; mlayer; mlayer = mlayer->next) {
for (MaskSpline *mspline = mlayer->splines.first; mspline; mspline = mspline->next) {
int i = 0;
for (MaskSplinePoint *mspoint = mspline->points; i < mspline->tot_point; mspoint++, i++) {
if (mspoint->parent.id_type == 0) {
BKE_mask_parent_init(&mspoint->parent);
}
}
}
}
}
/* Fix for T50736, Glare comp node using same var for two different things. */
if (!DNA_struct_elem_find(fd->filesdna, "NodeGlare", "char", "star_45")) {
FOREACH_NODETREE(main, ntree, id) {
if (ntree->type == NTREE_COMPOSIT) {
ntreeSetTypes(NULL, ntree);
for (bNode *node = ntree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_GLARE) {
NodeGlare *ndg = node->storage;
switch (ndg->type) {
case 2: /* Grrrr! magic numbers :( */
ndg->streaks = ndg->angle;
break;
case 0:
ndg->star_45 = ndg->angle != 0;
break;
default:
break;
}
}
}
}
} FOREACH_NODETREE_END
}
}
}
void do_versions_after_linking_270(Main *main)
{
/* To be added to next subversion bump! */
{
FOREACH_NODETREE(main, ntree, id) {
if (ntree->type == NTREE_COMPOSIT) {
ntreeSetTypes(NULL, ntree);
for (bNode *node = ntree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_HUE_SAT) {
do_version_hue_sat_node(ntree, node);
}
}
}
} FOREACH_NODETREE_END
}
2014-03-06 04:33:15 +11:00
}