Thanks to Brecht for the reviews. :)
This commit adds a show/hide extension below each uiList, containing by default an option to filter and/or reorder items by name (and to reverse those filtering and reordering).
Each derived uiList class in Python can define more specific filtering by implementing callbacks: the draw_filter() function to draw options in UI, and the filter_items() function to effectively filter/reorder items.
Note: the advanced options for vgroups shown as "proof od concept" in patches do not go in trunk for now, we have to find a better way to get those vgroups info for UI code, we can't afford to loop over each vertex here!
And doc (release notes and uiList example) is still to be updated, will do this in next days.
This commit includes all the changes made for plane tracker
in tomato branch.
Movie clip editor changes:
- Artist might create a plane track out of multiple point
tracks which belongs to the same track (minimum amount of
point tracks is 4, maximum is not actually limited).
When new plane track is added, it's getting "tracked"
across all point tracks, which makes it stick to the same
plane point tracks belong to.
- After plane track was added, it need to be manually adjusted
in a way it covers feature one might to mask/replace.
General transform tools (G, R, S) or sliding corners with
a mouse could be sued for this. Plane corner which
corresponds to left bottom image corner has got X/Y axis
on it (red is for X axis, green for Y).
- Re-adjusting plane corners makes plane to be "re-tracked"
for the frames sequence between current frame and next
and previous keyframes.
- Kayframes might be removed from the plane, using Shit-X
(Marker Delete) operator. However, currently manual
re-adjustment or "re-track" trigger is needed.
Compositor changes:
- Added new node called Plane Track Deform.
- User selects which plane track to use (for this he need
to select movie clip datablock, object and track names).
- Node gets an image input, which need to be warped into
the plane.
- Node outputs:
* Input image warped into the plane.
* Plane, rasterized to a mask.
Masking changes:
- Mask points might be parented to a plane track, which
makes this point deforming in a way as if it belongs
to the tracked plane.
Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578
This is mine and Keir's holiday code project :)
with recent outliner optimizations (revision 58855, 3 days ago), in any Blender
version before this commit. On current Blender it would give a double free
warning in the console.
The problem is that it creates a temporary TreeStore on file save. However if you
have multiple outliners this memory block would always be at the same memory
address making it no longer unique. That then meant old memory address lookups on
file read were failing. Solution now is to postpone freeing these temporary memory
blocks until the end so that they are at unique addresses.
- performance of outliner was low because of unoptimal data structures.
- now it uses BLI_mempool instead of custom mempool and GHash to make searches for duplicates faster.
- also fix undesired behaviour of BLI_mempool_as_arrayN
thanks to Campbell Barton and Lukas Tönne for helping me get a better fix put together.
the way Curve.len is used at the moment is really stupid, calculate string size on save for now, but should really store the length in bytes and total number of characters.
code was modifying pointers in the Mesh which gave crashes with another thread
accessing the data at the same time. This could crash other threaded operations
like blender internal render or physics baking too but was less likely.
As a solution I've now changed the save code that it does not modify the mesh
data structure in place but rather a copy, as undo file saving should probably
be fully read-only regardless of how an improved threading architecture might
work.
Thanks to Sergey for tracking down the cause of this crash.
Conflicts resolved:
source/blenderplayer/bad_level_call_stubs/SConscript
Partly reverted changes to intern/cycles/blender/addon/ui.py in revision 52899
to make it easier to merge trunk changes.
and RNA for it independent of the build flag for enabling Freestyle. Suggested
by Sergey Sharybin through a code review of the branch.
* Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific
DNA file specification and RNA for it built in Blender. This will allow Freestyle
setting survive even when a non-Freestyle build is used for loading and saving
files. It is noted that operations are still conditionally built through #ifdef
WITH_FREESTYLE blocks.
* To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have
been added. All API functions in FRS_freestyle_config.h as well as some of those
in FRS_freestyle.h were moved to the new files. Now the relocated API functions
have BKE_ prefix instead of FRS_.
The problem here was that the extra forward compatibility data for node groups (links to the node interface sockets) was written for files as well as undo memfiles. But only in the case of true .blend files is this data subsequently removed again after loading, which in the case of undo leaves invalid links hanging around in the node tree. Forward compat data is now skipped for undo.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
Resolved conflicts:
release/datafiles/startup.blend
source/blender/editors/space_nla/nla_buttons.c
Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of
recent changes for the use of bool.
Saving and loading gpencil was using different order for the individual list items.
On a 120 Mb gpencil project (yes, animators!) loading time went down from 1 minute
to a second or two.
Note that this to have effect, you need to save once.
Developer note: check this commit, it uses a new writelist function. You can
speedup stuff tremendously with keeping saved and read data in sync.
Fix for 2.66a
The new Copy/Paste objects feature could hang in eternal loop.
Only happens for objects that refer to another scene via linkage.
This fix then crashed Blender, needed to add a NULL check for screens.
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.
Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.
The position and orientation of the constraint object is the pivot point
of the constraint.
Constraints have their own group in the rigid body world.
To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.
Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic
Note: constraint limits aren't animatable yet).
Add read/write/interpolate functions.
In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().
Rigid body cache is drawn in the orange color of the bullet logo.
Force fields work with rigid bodies just like they do with other simulations.
Increase min and max strength of force fields so they can influence heavy rigid
bodies.
TODO: Adjust force field strength based on the time step taken.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
This is just the basic structure, the simulation isn't hooked up yet.
Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.
Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.
Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
- Previous commit had a line of code of WIP project in it... tss
- Packed Library data was not freed
- Removed recent (post 2.65a) code to exclude packed data from Undo system.
It's internal data thats part of file spec, errors happen for example on
restoring quit.blend or temp saves.