* Object velocity can now be used to determine brush influence and color.
* Brushes can now be set to "smudge" existing paint.
* Added new operators to easily add and remove surface output mesh data layers from Dynamic Paint ui.
* Fixed drip effect algorithm to work properly on forces pointing towards surface.
* Adjusted drip effect speed.
* Drip effect can now use canvas velocity and acceleration to influence drip direction.
* Fixed texture mapping for material enabled brushes.
* "Object Center" type brushes can now use "material color" as well.
* Improved surface partitioning grid generation algorithm.
* Fixed possible invalid brush collision detection when OpenMP enabled.
* Fixed incorrect random sized particle displace/wave influence.
* Fixed "Object Center" brush color ramp falloff.
* Fixed invalid zero alpha sampling when rendering vertex colors.
* Lots of smaller tweaking.
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
*Removed curve init code in readfile (no more needed since the split broke anyway compatibility with earlier WeightVGroup files…).
*Updated get_ob2ob_distance() code (much simpler – I’m not a matrices’ god!).
*Enhanced a few RNA names (Campbell has others in mind here, though, I think).
Main: Complete rewrite of the sequencer related audio code to support 3D Audio objects later and especially adressing the animation system problems (see mailing list if interested).
Note: Animation is not working yet, so with this commit volume animation doesn't work anymore, that's the next step.
Minor things:
* Changed AUD_Reference behaviour a little to be more usage safe.
* Fixed bug in AUD_I3DHandle: Missing virtual destructor
* Fixed enmus in AUD_Space.h
* Fixed a warning in rna_scene.c
* Removed an unneeded call in rna_sound.c
* Surface bake data is no longer recalculated every frame, but only when surface mesh has moved/transformed. Results in multiple times better performance on high resolution surfaces when using sub-steps or surface is still.
* Heavily optimized particle brushes when random particle size enabled. Up to 10x speedup with large radius particles.
* Added an additional "grid" space partitioning structure for surfaces.
* Added bounding box checks for brushes.
* Smaller overall optimization.
* Further OpenMP parallelization.
* Added physics tab link to modifier panel.
* Fix: "Point Density" texture cache wasn't properly updated. Brushes can now use Point Density textures as well.
* Fix: Paint dissolve resulted in black color.
* Fix: KD-tree checkups weren't completely thread safe. Fixes possible crash with OpenMP enabled particle brushes.
* Fix: When brush was set to use a specific material, it was saved incorrectly and resulted in potential crashes on next load.
xsch and ysch were originally planed to replace the scene->r.xsch/r.ysch
however in blender/3dview we still need to use the r. values. Therefore we can't really run
from using those values even in bplayer. So removed the values in gamedata.
The way it's now, render values (xsch and ysch) are responsible for aspect ratio and gamedata xplay and yplay are responsible for the size of the window.
* New object pointers can't be loaded properly for library linked groups, so the weight groups now store an index to the group objects at save time. This index is used at load time to set the objects without relying on the old pointers.
* If the library linked group is modified the indices can be wrong, but this can't really be avoided easily as there's no way to relate objects in a linked group between loads.
* Canvas and brush can be now enabled simultaneously. This way it's possible for two canvases to interact.
* Added basic anti-aliasing support for vertex surfaces.
* 3D-view color preview now works even when there's subsurf modifier after Dynamic Paint in modifier stack.
* Added a new brush option to use proximity from object center.
* Default surface frame range now use scene's start and end values.
* Improved ray checks for volume brushes.
* Added new "non-closed" option for volume brushes. This way it's possible to use planar meshes as "volume" brushes with predefined ray direction.
* New carrot branch splash image by CGEffex.
* Improved brush affection code.
* Lots of smaller improvements.
* Fixed: Weight paint didn't work with particles.
* Fixed: Point cache didn't work for non-wave surfaces anymore since last commit.
* Fixed memory leak when baking image sequences.
* Fixed sub-steps when brush was controlled by a parent object.
* Added option to select active outputs for paint surfaces.
* Improved color mixing algorithm.
* Improved memory allocation behavior.
* Memory is now freed even in case of errors.
* Removed "initial color" setting, as it's better to adjust color from material.
* "Paint effects" system:
** Converted to use new data structures.
** Works now with any number of surrounding points.
** Re-implemented support for UV-image surfaces.
** Added support for vertex surfaces too.
** Improved color handling.
** Improved movement stability.
** "Drip" effect uses now Blender's force fields instead of just z-directional gravity like before. Now each surface point can have different force influence.
Fix for bug #27710, 'Multires lost from 2.49 file in 2.5x'
Reported by Gaia Clary.
Problem was that the old multires data didn't flush changes to
vertices out to the Multires structure on filesave. So, recent bits of
sculpting could be lost if the multires level wasn't changed before
filesave.
We already had code to deal with missing multires vertex data, which
simply copies the Mesh vertex data into the multires vertex data if it
matches the number of vertices in the highest level. Moved this code
up a bit so that we always make this copy if the numbers match up.
Was able to reproduce the bug fresh in 2.49b, and confirmed that the
fix works. However, this does not help if changes were sculpted on a
multires level other than the highest level and saved without a
subsequent level change.
Usage currently is limited to:
- Panel text, widget text and label text style:
point size, shadow effects
Setting individual fonts to these is not possible yet, it uses the
default for it.
Access goes via outliner now; check "User Preferences". UI team could
add this in userpref scripts :)
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
- Sequencer dynamics: Now it's possible to change the output channels and the resampling quality also increased (previously maximum quality was 44,1 kHz)
- Changed two buffers to use ffmpeg allocation, not sure if that helps somehow.
Committed changes from previous weeks, biggest changes are:
* Canvas can now have multiple "surfaces" that each can have specific format, type and settings.
* Renewed UI to support this new system.
* Aside from old "image sequence" output format, Dynamic Paint can now work on vertex level as well. Currently vertex paint and displace are supported.
* Integrated vertex level painting with Point Cache.
* Added viewport preview for Point Cache surfaces.
Due to massive amount of changes, old Dynamic Paint saves are no longer supported. Also some features are temporarily missing or may not work properly.
Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
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original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
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epydocs (rst) updated too