#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
value inputs, ignoring color or vector. (Caused by commit to do
automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
saving it over, and read back in current Blender, the window type
should be reset to EMPTY, because all its data got lost.
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.
Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.
- New: Material LightGroup option "Always", which always shades the lights
in the group, independent of visibility layer. (so it allows to move such
lights to hidden layer, not influencing anything).
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html
In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
'restriction collumns'. :)
although it has a lot of noise. Not to mention our bad string code gives
a load of warnings.
I've reviewed specifically:
- file reading/write
- dna and library code
- node system
- entire render module
Done a couple of files in src/ too, seemed to be nice errors.
- Outliner now shows hierarchy for Libraries, indicating which Library
files invoked loading another.
- SHIFT+F1 "Append" browser has a Library menu, allowing to directly browse
into all open library files. This will prevent accidents like re-opening
a same .blend via another path.
didn't keep in mind the pose channels could change order...
Note the disabled code in readfile.c; will be finished later. It's for
debugging library dependencies.
More referenced library issues: if an Object loses the Armature (because
for example the linked file removed it) the Object still had the Pose and
posemode flag set, crashing Blender.
The first incarnation assumed that proxies were local objects per
definition. Unfortunately that makes it impossible to - for example -
reference-link an entire Scene with proxies, to be used as a special
character set.
This commit makes the proxy implementation also a bit more clear.
Related work: the scene-sets were not executed fully or correctly for
the dependency graph. That happens now (in 3d view) as well.
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics.
Added RigidBody constraint UI
LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody
Contribution by RCRuiz, Ramon Carlos.
Removed all limitations from render code for maximum threads. The only
define for this now is in BLI_threads.h, and currently set to 8.
Note that each thread renders an entire tile, and also allocates the
buffers for the tiles, so; more threads might work better with smaller
tiles.
IMPORTANT: node system won't work yet with more than 2 threads! So, don't
try material nodes or compositing with over 2 threads. That I'll commit
later today.
What does work (should work :) is AO and soft shadow now.
center, rotated according to face edges, and optionally with scale of the
face.
http://www.blender3d.org/cms/Face_Duplicator.828.0.html
Also: bugfix in undo/redo for relinking data to the UI. It was not checking
for Library data, accidentally linking non-library data with same names.
3D Window "Transform properties" was using bad globals for buttons, this
caused things not work with multiple 3d windows open, and (in editmode)
set one panel to "Local" and the other to "Global".
Also:
- added undo push for moving bone to a layer
- protected Ikey for posemode to not show a menu without selection
Next to the release code, a subversion number is written in the file
now. This is in the chunk GLOB, which is now in beginning of file.
Subversions can be used to have finer control over do_versions(), so you
don't have to wait for a release to patch stuff nicely. We can also
increase these subversions regularly to denote important changes.
If a subversion is not 0, it's being printed in the header, so a user can
also verify the state. (We might even tag cvs for it?).
Next to this, a minimum version and subversion number are written too.
From now on, if you change files in a way a past binary cannot read this
nicely anymore, you should set these minima to the current version.
This was especially added for the new mesh layers, which will not work
for older binaries once we make 2.43.
library .blend files anymore, making it a load faster to use.
- Fixed ancient annoyance; samples were not properly freed, giving a lot
"Error Totblock" when using sound.
This fix also involves removing an ancient NaN hack, which treated the
samples as fake Library data in the Main database.
But still, the Blender Sound and Sample code is horrible... :/
Added a callback instance_init() so that any particular instance of a
texture plugin can initialize data. Updated the clouds2 and tile example
plugins to have a (dummy) call back.
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
steps, making it all look much nicer!
To keep this interactive, no re-calculate event is generated. A user has
to force that by editing nodes or click on a socket.
The sanity check I added for rare 64-bit cases where sizeof(int)==8
wasn't working so well; part of the code wasn't even committed
(the function BLO_test_64bits I wrote specifically) and since 64-bit
systems like those are so rare and since the code seemed kindof bad,
I just cut it all out.
This commit adds file reading/writing of ID properties to all ID types,
and also adds python access for NMesh, Mesh, Scene and Image. Note
that the file reading code might need some more work for certain
future/planned features to save right. Also I updated a few comments in idprop.c.
This commit adds supports for per-ID properties to blender.
See http://mediawiki.blender.org/index.php/BlenderDev/ID_Property
for more information on how it all works.
ID properties are accesable by python; but note that
bindings have only been added to Object and Material thus
far. However adding more bindings is easy and I plan
on adding several more hopefully within an hour of this inital
commit.
A generic UI panel is also planned, that will go wherever its
needed; for example in the material buttons, editing buttons, etc.
I'll likely submit the initial code for that as a patch, though,
so matt and ton and others can go over it and make sure it's
all good. :)
VERY important, if you intend to use ID properties please
go to http://mediawiki.blender.org/index.php/BlenderDev/PropertyStandards
and start writing the appropriate standards for it.
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty
Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)
Usage; select group, alt+ctrl+p, pick an object you want to proxify.
THE OBJECT PROXY
Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.
This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.
Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips )
1.1 give some more user control to the solving process (mins,maxs).. optional feedback on the console
2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch'
which holds runtime data like cached collider data and more .. and it's thread save this way :)
3.related no 2. write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'
4. some <clean> optimizations, 3-BSP for self collision, general AABB checking before ever going to collision details
5. some <dirty> ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
Was surprisingly easy to add, compiant with file reading and undo code.
Currently only the Image->ibuf gets restored, and its opengl binding, so
for realtime texture it works nicely. Also texture images are not freed
inbetween undo steps
Notes:
- Painting textures will just keep the painted image, there's no undo
yet for that
- If this works satisfying, I'll extend it to compositing previews
TEST IT WELL PLEASE! :)
* Removed un-needed cases for limit loc/rot/scale constraints from expand_constraints, which caused a few compiler warnings
* Removed an odd character in one of the comments for constraints. (Hopefully there wasn't any specific reason why it had to be there)
a specific object, so you can see long walkcycles or actions well.
Option is per 3d window, in "View Properties" panel. It also can optional
lock a view to a single bone even!
Temporal movie for fun:
http://www.blender.org/bf/0001_0060.avi
This enables finding data in the Outliner.
Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive).
SHIFT+Fkey to repeat a search, this cycles around.
Extra changes:
- button popups to enter strings now starts activated.
- outliner either shows for Armature the Bones, or Posechannels or
Editbones, depending the mode. Was needed to make searches meaningful.
Although Joshua did very good work on the key functions, there were a couple
of issues in his code, and problems in Outliner code, that didn't make it
all work nicely. So, this is quite a revised patch. :)
Full review log can be found in the patch tracker.
- Removing Shape Keys didn't free drivers
- The sample file had Shapekeys in a weird order (should be sorted on shape
index number). How this could have happened is unknown, probably a script.
For the time being added a version patch to check on this after reading
a file. If wrong ordered, it gives warning prints.
Using the Library Append "at cursor" option went wrong;
- it moved all selected objects to cursor position
- it didn't even check what was imported...
Both issues are fixed now.
If you rename a Constraint, the used Constraint Channels (Ipo curves) were
not renamed as well, making animations not work anymore.
Now renaming works up to this level:
- own object constraints
- own object Action constraints
This is identical to Bone renaming. Note that other actions (like in NLA)
are not corrected for renaming. Have to look at ways to provide that once.
- FORWARD CYCLING & MATCHING
Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.
Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).
Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend
Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.
To be further tested:
- Blending cycles
- matching rotation for the bones as well.
- ACTION MODIFIERS (motion deformors)
The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.
The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend
Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).
Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
(in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
the negative Y direction, you have to set in Object Buttons, "Anim settings"
Panel, the correct Track option. (Note; option will probably move to the
Modifier later).
This is a good reason to make such paths automatic (on a command). Is on the
todo list.
Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
a character walks over moves). Moving the Curve in Edit Mode will change the
actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...
This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.
Special thanks to Bassam & Matt for research & design help. Have fun!
settings, rather than using the object's TrackX/Y/Z/etc buttons.
This is good for two reasons: a) having the settings over in the object buttons
before was terribly unintuitive and hidden, now it's more visible how to
control the deformation, and b) now if you have more than one curve modifier,
they can have their own settings, instead of being forced to use the object
level data.
Customizable Grid Subdivisions
This commit adds a numbut to the View Properties panel that lets you specify how the grid is subdivided.
This affects snapping in translations, obviously.
Default: 10 (behavior doesn't change)
That means people still stuck in feet and inches (shudders) can set it to 12 and have 1 unit = 1 foot.
That also means you can work in "heads" when doing body proportions or whatnot (don't think of it as being limite to "CAD" uses).
Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html
In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.
This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.
For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
file was also happening on files made with current CVS (until next release).
Added a simple check to make it only happen on old files where there was no
radius before.