* replace by BLI_snprintf in various places, note _snprintf on windows
does not properly null terminate the string.
* fix overflow in sequencer proxy code due to buffer being smaller than
specified size.
* fix some usage of snprintf as strcpy, this is will go wrong if the
string contains % characters.
* remove BLI_dynstr_printf function in gpu module, use BLI_dynstr_appendf
* Added option to preview surface wetmap instead of paint.
* Changed default paint color to blue for better visibility.
* Fix: Random sized particles didn't work anymore.
* Fix: Particle initial velocity issues when using canvas substeps and a particle brush.
* 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.
* Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing.
* Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object.
* Added vertex weight painting.
* Added dissolve/fade setting for every surface type.
* Restored image format and displace type selection for image sequences.
* Fixed a possible crash when OpenMP enabled.
* Attempt to fix surface rna paths.
* Fixed compile warnings.
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.
- ghost C api, BLI_get_folder_version() could assign garbage values.
- pointcache ptcache_find_frames_around() had a superfluous NULL check which would have crashed anyway if actually NULL.
* Using the job system for physics baking is not yet in the near future, so here's some good old console based progress info to all point cache based physics baking.
* The info contains current total bake time, baking time for the current frame, and a simple estimate of completion time.
* The info is only shown if the estimated total time for the bake is higher than one minute, so quick bakes don't suffer any performance hits due to console printing.
- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
* External caches didn't load for smoke straight away. Smoke caches store all necessary info in every file, so no need to try to look for an info file.
also minor functional changes
- OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it)
- removing BG image now returns cancelled if no image is removed.
* Viscoelastic springs between the fluid particles can simulate all kinds
of viscous and elastic substances, such as jelly and honey. This is
achieved by creating springs dynamically between neighboring particles
and adjusting their rest length based on stretching/compression.
* This nearly completes the currently intended functionality for particle
fluids. The last missing thing is a surfacing extraction algorithm,
which is needed for a proper representation of a sph fluid.
* I also cleaned up and renamed some of the fluid parameters to make the
ui a bit easier to understand.
* One addition to the patch is an option to use "initial rest length" for
the springs, which uses the lengths between the particles at the time of
spring creation as the spring rest lengths instead of interaction radius/2.
This makes the fluid keep it's original shape better (good for very
viscoelastic materials), but can create large density differences inside
the fluid (not really physically correct for a fluid).
* Viscoelastic springs are stored in point cache as extra data.
* Not strictly necessary right now, but better for future.
* Struct data (only boids at the moment) is now written as structs (with dna) so they work between 64 and 32 bit machines too.
* I've getting bad feelings about the point cache index_array for a while (cause for this bug too), so from now on memory cache uses a simple binary search directly on the index data to handle queries to specific data points.
* This is a bit slower than just checking from a dedicated array, but it's much less error prone, uses less memory and makes the code more readable too, so it's not a tough choice.
* Renamed children to "simple" and "interpolated" as this is
easier to explain and more descriptive than "from particles"
and "from faces".
* Also shuffled the child ui around a bit to make it clearer.
* Child seed parameter allows to change the seed for children
independent of the main seed value.
* Long hair mode for interpolated children:
- Making even haircuts was impossible before as the child
strand lengths were even, but their root coordinates were
not similar in relation to the parent strands.
- The "long hair" option uses the tips of the parent strands
to calculate the child strand tips.
* Hair parting options:
- Hair parting can now be calculated dynamically on the fly
when in 2.49 there was a cumbersome way of using emitter mesh
seams to define parting lines.
- For long hair parting can be created by a tip distance/root
distance threshold. For example setting the minimum threshold
to 2.0 creates partings between children belonging to parents
with tip distance of three times the root distance
((1+2)*root distance).
- For short hair the parting thresholds are used as angles
between the root directions.
* New kink parameters:
- Kink flatness calculates kink into a shape that would have
been achieved with an actual curling iron.
- Kink amplitude clump determines how much the main clump value
effects the kink amplitude.
- The beginning of kink is now smoothed to make the hair look
more natural close to the roots.
* Some bugs fixed along the way too:
- Child parent's were not determined correctly in some cases.
- Children didn't always look correct in particle mode.
- Changing child parameters caused actual particles to be
recalculated.
* Also cleaned up some deprecated code.
All in all there should be no real changes to how old files look
(except perhaps a bit better!), but the new options should make
hair/fur creation a bit more enjoyable. I'll try to make a video
demonstrating the new stuff shortly.
* Removed the unused fuctions spotted by Campbel.
* Removed the gotos to make Ton happy.
* Added better debug prints to disk cache operations.
* Fixed a memory unmap error that seemed to happen on a test file.