- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
New Check option "Show Shadow Box" in shadow panel of sun lamp to get
feedback about which objects project shadows.
Minor tweaks by Campbell Barton and Jorge Bernal
Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton
Reviewed By: lordloki, campbellbarton
Subscribers: sergey, lordloki
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1149
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
old issue, the formulas here were never quite right, should all work ok now
with byte and float images.
Some differences:
* Colors with zero alpha from the background will never have an influence, so
you don't get alpha fringes when painting over such areas. This does give
hard edges when looking at the RGB channels alone, but there's no way to
avoid that and fringes at the same time, same behavior as other painting apps.
* Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged
and work only the RGB channels, again same behavior as many other apps.
* Erase/Add alpha now compensates for premultiplied float images to keep the
straight RGB colors the same.
Next: fix projection painting.
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/
working in blender render rather than blender game mode. Tweaked the flags a
bit to make it compatible more, but for full configuration you need to be in
blender game mode still.
* Shadow color now usable in the BGE
* Simplified the shadow panel while "Blender Game" renderer is active
* Added variance shadow maps for the BGE
* Buffered shadows on sun lamps in the BGE (orthographic)
* Light textures in the BGE
Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
spotlights halo and intensity tooltip had "(buffer shadow)" in there,
while it works just fine with no-shadow and ray-shadow.
the volumetric "step" property is only visible with buffershadows
anyways.
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
- move: material.add_texture(tex, coords, mapto) --> material.texture_slots.add()
- added material.texture_slots.create(index), material.texture_slots.clear(index)
- texture slot functions also work for lamp and world now.
Other minor changes
- allow rna functions to set FUNC_NO_SELF and FUNC_USE_SELF_ID at once.
- [#23317] Changed some operators' RNA to accept lengths, a modification I made to this patch made it not work as intended, removed this edit so unit buttons appier in the UI for certain operators.
- Sphinx doc gen, 2 columns rather then 3, didnt quite fit in some cases.