- Tidying up some inconsistent formatting
- Names of old IPO blocks are now included in the names used for new
actions. These are included after a "CDA:" prefix, (i.e. "_C_onverted
_D_ata _A_ction:"), which makes it easier to browse through these
actions later.
-> 2.50
Actionified ShapeKey IPO-blocks (i.e. "Shape Key Actions") would have
an action channel with the hardcoded name, "Shape", and this action
would be assigned to Object level (although ShapeKey blocks had their
own IPO-block slot, only Objects could have actions, so actionifying
ShapeKey IPO-blocks would wrap a ShapeKey block's IPO's to an Object-
level action).
Hence, the path conversions code would wrongly interpret this action
channel as referring to a Pose Channel instead, thus creating some
invalid paths with a 'pose.bones["Shape"]' prefix wrongly getting
tacked on. To ensure that the converted animation can work out of the
box, a 'data.shape_keys' prefix is now used instead so that these
actions can still be Object-rooted while still being able to correctly
control the Shape Keys. This is because there's no easy way to
identify and then shift such action from Object-level to ShapeKey-
level within the conversion code. The consequence though is that such
converted ShapeKey actions CAN ONLY BE USED THROUGH OBJECT LEVEL (i.e.
via Action NOT ShapeKey editor).
Secondly, the Action/ShapeKey editor version patching code has been
modified so that if a ShapeKey editor view was active when loading an
old 2.4x file, the action gets cleared from the view. This is because
of this didn't make semantic sense: the ShapeKey editor is for
ShapeKey-rooted actions, while the Action Editor is for Object-rooted
actions. The converted files though let Object-level actions be shown
in either one.
mode with drivers
ChildOf constraints added using the PoseBone.constraints.new() method
via Python scripts instead of using the operator (this latter method
is still the preferred/recommended method) were not getting some
critical flags set, causing errors arising from space conversions
being performed more than once.
- negative ray casts would invert the offset direction.
this meant if positive and negative were enabled at once and the mesh was slightly inside & outside the object it wrapped,
the offset would be applied in opposite directions.
This way the offset is always along the vertex normal.
- allow negative offset from RNA, could be useful and no benefit to disable.
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.
This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window
The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!
Demo file:
http://download.blender.org/demo/test/auto_composite.blend
Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.
Implementation notes
- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.
Drivers for Scene, World, and Compositing Nodes now "work" (well,
sort-of)! Previously they were strictly restricted to object-
accessible data only; now they can function across the board (give or
take some weak spots).
Although there is still no depsgraph support so that these properties
update properly when their source controls are changed (this will
probably require a lot more work), they can still update under other
circumstances (i.e. frame change and/or manual refresh flushing via
mouse movement, etc.)
As the depsgraph tagging support is lacking, these just get always
executed for now, which might potentially be quite sluggish, though it
is hoped that there are so few of these top-level datablocks with
drivers hooked up that this is barely an issue in practice. At least I
haven't noticed any substantial slowdowns for animation playback, so
it should probably be fine.
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
Probably wouldn't cause a problem but manually editing these types through python could easily crash blender.
also changed cmake, stub-makefile default build dir to be lower case and leave out architecture string, easier for documentation.
Use ../build/linux/ rather then ../build/Linux_i686/
- Bugfix #25937
Child-of constraint now behaves like regular parent-child
relationship when all options are set. This prevents the
errors that can happen when decomposing non-uniform matrices.
- Todo item
The area corner hotspots for splitting/merging were far too
narrow. Now it uses a circular distance to detect whether
the hotspot is active. Also cleaned up drawing code for it.
* After countless different bugs particles should now render correctly inside dupligroups.
* Only particles with metaball visualization are still problematic, this is mostly due to the ancient metaball code.
* I'll also add a test file for some of the situations, so that hopefully these cases stay fixed :)
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.
There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.
Interal changes:
* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
nearly all nodes have this many children, so overall it actually reduces
memory usage a bit and avoids a pointer indirection.
Patch #25901 by Tobias Oelgarte.
Bone transformations would be converted back and forth between different
representations when changing modes, which due to numerical errors could
lead to bone transformations slowly changing as you edit the armature.
Now the editmode head, tail and roll values are stored in bones and used
directly when entering edit mode. Head and tail were already there but
now we ensure they are the exact same value, roll was not yet there, so
we have a version patch for it.
The sub version was incremented to 1 for the version patch.
Manually disable jitter usage for anchored and drag dot brush stroke metdhods.
Jitter slider is hidden in UI for this strokes so users can't set it to 0 by hand
and even if this slider would be visible in UI jitter gives wierd result for
this stroke methods.
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
- use BLI_math functions for removing rotations from objects and pose channels.
- add unit_axis_angle() to avoid setting the Y axis inline anywhere rotation needs removing.
calling
bpy.ops.wm.read_factory_settings()
... would clear a scripts namespace if running directly, not in a module.
Fix by backing up and restoring the __main__ module.
Also found BKE_reportf wasnt printing all reports in background mode as BKE_report() was doing.
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?
oldbump -> original
newbump -> compatible
*new* -> default (3tap)
*new* -> best quality (5tap)
the latter two have an option to apply bumpmapping in
viewspace - much like displacement mapping
objectspace - default (scales with the object)
texturespace - much like normal mapping (scales)
* Caching of the start and end stills were just referencing the original imbuf (which got premultiplied after the caching), so as a result most of the time the premul was applied twice.
* Now the start and end stills are stored in the cache as duplicates of the original (non modified) imbuf.
they have some rotation-affecting constraint (i.e. Track To and Copy
Rotation) targetting, transforming the objects (directly, using GKEY
-> grab) becomes unreliable.
This was caused by a typo in some code checking for some
OB_NO_CONSTRAINTS under "flag" instead of "transflag"
For Constraints, there's now a working "Local" Space for Objects
without parents. This is defined as relative to the object's rotated
set of axes which results from rotation that gets set via "rotation"
transform properties.
I'm not sure whether this different behaviour between parented and
unparented objects will be too confusing (and thus require separate
settings + a round of version patching), so I'll wait until we get
proper testing from experienced riggers first.