again)
- Graph Editor "Active Keyframe" panel now displays more descriptive
error messages. In particular, hopefully this helps to alert users of
the default generator modifier for Driver F-Curves
- The first F-Modifier added to a list is now set to be active one for
that list.
- Adding drivers from the UI (not from py-scripts though) will now
automatically add a "Transform Channel" driver variable to the newly
created drivers. This makes setting up drivers a bit more convenient
for the most commonly used case.
- Drivers now report their errors using the Reports system instead of
writing these directly to the console.
- Clarified some comments to be more insightful about the "why's" of
some design decisions, and related formatting/cleanup tweaks
- Reduced scope of "path" vars to just the scope they're required in
- Removed some unused defines from a failed experiment in the original
Keying Sets code ("templates" and "template flags") which was
superseeded by the more flexible + nicer "Builtin KeyingSets"
Compositor: Texture node didn't use texture-nodes itself.
Now composites initialize texture nodes correctly.
Also reviewed the fix for crashing texture nodes for displace.
It appears texture nodes also are used for sculpt/paint
brushes, in these cases it can be allowed again. But, don't
do this during rendering for now!
VBO enabled, GLSL shading and bevel modifier leads to crash when entering edit mode
Bevel modifier doe not support remapping still, so added check about original index
in cdDM_drawFacesTex_common. Now it works like VBO-less drawing for that special case.
Child-of constraint issue: on adding, it wasn't checking owner
correctly for Bones, resulting in a constraint working in wrong
space; it looked as if transform was applied double when moving
the object. Only adding via Py API went wrong btw.
Also found a silly check for drawing constraints, which caused
constraint initialization to happen for every object on every
redraw!
Implementation note: con->flag CONSTRAINT_SPACEONCE was only used
for child-of constraints in Bones, so I've patched it on file
reading to always set the flag. Marked with XXX, so it can be
removed one day. Now at least things get corrected well for
imported armatures.
Since 2.5x blender has been using CD_MASK_BAREMESH for updating objects since object_handle_update() no longer has access to G.curscreen to calculate the mask from viewports.
The problem with this is after an initial calculation, CD_MASK_MTFACE may be required on draw, so it would recalculate the modifier stack multiple times per frame.
One case which caused this is armature animated mesh with texface in a dupligroup.
Fix this by having customdata_mask member in the scene, this isn't great design but at least fixes the bug and only changes a few files.
An operator Error throws up a menu, a Warning only a flashy header print.
In mesh editmode the menus for simple failures got very annoying, like
"Already a face" for Fkey on a face.
Proposal is to use warning for contextual failures, like:
- wrong selection
- unsupported combination
- wrong modes
And use errors for cases you really need user attention, for example when
issues are invisble or potentially damaging work.
- Memory failures
- Files not found
List can grow in future :) let's test this for mesh now.
I'll tackle this for other ops later after review.
(Also changed: loopcut disabled when editmode shows deformed result)
Code cleanup to allow switching active output nodes in Compositor
made shader nodes output not set correctly.
Now you can have multiple output nodes in shaders too, and switch
on click-activate.
- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
Bug reported by Dominique Lorre
Fix submitted by Jeroen Bakker
When importing COLLADA files, the name of a custom data layer can be longer than 32 bytes. Make sure only 32 bytes are copied.
Preview render for node shaders broke, caused by localizing
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.
Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
Bugfix #25280
Image: sequence option was hardcoded to assume "first frame" was always
picture "001". Made it impossible to have a sequence of images starting
with picture like "000"
Note that by allowing to render a first frame as 000 in Blender, things
mess up a bit here. Things work now as follows:
- Start Frame = 1 : Image 001 on frame 1
- Start Frame = 0 : Image 001 on frame 0
- Start Frame =-1 : Image 000 on frame 0 ;)
This is of course the lack of proper control for image sequences.
Definite something to work on; best idea I have now is a new setting
that defines the Image Number to be "first frame". That way you can
map that number on any Blender frame. Or it makes it more confusing? :)
For the doc department: the proper meaning of "Start Frame" now is:
"The blender frame a sequence starts playing, assuming the sequence
starts with image #1"
Tooltop was fixed accordingly
(Also fixed 'remove doubles' to show more precision in toolbar)
* Pointcache code was quite ugly looking and complicated, so here are mostly just cosmetic adjustments, but some improved logic also.
* Slight cleanup of pointcache ui too.
* Shouldn't have any functional changes what so ever, so poke me right away if something seems off.
loop and increasing memory usage.
Modifiers should never call mesh_get_derived_final or similar, only
use ob->derivedFinal if it exists, if the dependencies are set correct
and there are no cycles, it will be there.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
Sequence effect rendering of color generator did some rather strange
fall through, because of a missing break statement. (Noone got hurt, but
better add that break, just in case)
[#25011] Opacity IPO not refreshing with still images
(should be better named: animation of any prefiltering parameters using
still images didn't work out as expected)
And this issue by private mail by Ton:
"I tried to debug a memory-free error; very simple case:
- add image strip
- click on strip at 2 places
- quit blender"
Surprising this wasnt noticed in a much more obvious case:
- Key Location, Move, Rotate, Undo-Rotate >> Resets to keyed location as well.
This was happening because DAG_on_load_update() was called on read_undosave(), flagging 'ob->adt->recalc |= ADT_RECALC_ANIM;'
Fix by adding an option to DAG_on_load_update(), not to recalculate time flags.
Multi-layer images: clicking on the "Source" popup freed all memory
for multilayers, even when choosing the same "File" entry again.
Now it should work :)
* Depsgraph wasn't updated properly for smoke flow collision object dependencies.
* Smoke also wasn't properly using the actual emission frame of the flow particles.
* There was a lot of bloated logic in some parts of particle code so this fix turned into a small scale cleanup operation.
** As a result particle updating and cache usage should be a bit more stable too.
Root cause is that some drawing modes don't work with PBVH
drawing. Worked around by adding a call to update mesh normals from
the PBVH so that sculpted changes appear correctly in those
"unsupported" modes. (They'll still draw much more slowly than solid,
but should at least appear correct now.)
Sculpt data shouldn't be lost when making topology changes without
quads<->tris face converison.
General idea:
- Go through all grid points of each corner and convert per-corner
coordiante to per-face cooredinate
- Apply weights and convert new point to per-corner coordinate
- Use bilinear interpolation to get needed displacement vector
Some additional work was necessery:
- Two neighbour corners could have different displacements along common
boundary. multires_mdisp_smooth_bounds() makes displacement "symmetrical"
- Point could change it's corner, so displacement vector should be flipped
in some way. In some cases it's not only flipping, because corner could
be mapped with some rotation. It's not solved for triangular faces yet,
so only z-axis displacement would be interpolated for tris.
More limitations:
- Interpolation will give incorrect result after quad<->triangle
face conversion.
- When face normal was fillped displacement would change it's direction too.
Compositor/Image viewer
In 2.4x viewer nodes had animation playback. Not restored yet.
However, when loading such older files the viewer never showed
any result.
* New option to "Regrow hair" for each frame.
* This was perhaps more a feature request, but there was a similar useful feature called "animated hair" in particles at some point.
* The previous behavior for hair growing was inconsistent to say the least, so this is a nice option to have.
This allows manual (point by point) animation of their control verts,
although many other settings cannot really be animated with any
visible effects yet. Interestingly, lattices also had IPO block
pointers, though they were never really used (AFAIK).
Todo:
- Animation Editor support has yet to be added. I've got a few other
things to add to, so will group those changes together.