* Compo node backdrop works again.
* Compo node previews and backdrop now get correct color management
float to byte conversion.
* Compo nodes got unecessarily recalculated while moving nodes.
* Fix compo node viewer nodes not getting activated correctly.
* Main compo node preview render computations are now outside of
mutex lock, so better for multithreading.
* Tex node outputs did not work in some files loaded from 2.4.
* Change RNA updates to take into account groups that may be shared
between multiple node trees.
Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
* Exposed Tex.use_nodes, Tex.nodetree, MTex.which_output in RNA
* Added node controls to texture buttons (Use Nodes and Use Output)
* Made new texture outputs have unique names by default, though unique names still aren't required.
Note: The preview window in the texture buttons only takes which_output into account when in "material" mode, and in the material half of "both" mode; the plain texture display ignores the user's output choice.
This is because ED_preview_draw draws a Tex* and not an MTex* -- still some work to do here.
* ID blocks can now get RNA properties defined from python, e.g.:
bpy.types.Scene.BoolProperty(..)
* RNA structs/functions/properties can now get pointers duplicated
(mostly strings), since we can't point to some static string then.
* Added ExtensionRNA struct to add into *Type structs for subclassing,
is a bit more compact than defining the 4 variables each time.
Only disadvantage is it requires including RNA in more places.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
Texture nodes hang when nodes have a cyclic case.
Added a (temp?) provision to tag node->need_exec zero for cyclic
nodes, and added check for this in texture nodes.
There was also a bug in 'tag changed' for texture nodes, which not
only tagged, but also called the tree exec (should not happen!).
In general the texture exec needs recode; it doesn't use the stacks
as provided per node, but recurses itself to previous nodes, giving
problems like this. Node execs should only do their own bizz, the
node system handles dependency and eval order nicely already.
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
Cleanup
- for portablity we can keep the old ugly defines for retrieving
active object, cfra and so on. But, they will use 'scene' not
G.scene.
- fixed code that uses those defines.
- some unused variables/functions removed
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)