scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
- vertex normals were not being flipped (though faces are)
- rim faces didnt influence edge vertex normals
apply solidify on top of solidify modifier now works correctly
mask, also avoid making vertex groups if they will not be filled.
* Add back image pin option in image editor header.
* Fix deep shadow not respecting Cast Buffer Shadows option.
* Tangent space normal map baking should work again now.
* Fix a problem with particle duplis, due to own bugfix for #20350,
the problem for that seems to be in dupliverts, not particles.
* Fix external multires data link getting lost on exiting editmode.
(commits 27776,27777,27830,27840,27841,27862 by Brecht from render25 branch)
to specify different spring lengths.
Implementation is quite ugly because the shape key has to be pulled
through the modifier stack somehow, need a more flexible data mask
system to solve this properly.
(commits 27773,27775,27778 by Brecht from render25 branch)
replaces another so it can do updates (e.g. dopesheet editor can
sync channel selection).
Also coded a simple optimization for allocating small objects,
based on mempools. It's #ifdef'd out, you can enabled it by
defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to
your compiler flags).
We suffer from a great deal of performance loss from the system allocator
(vgroups, ghash, edgehash, the singly-linked list implementation in blenlib,
editmesh, and likely a great many areas I'm forgetting), and this is the
common solution for handling the many-small-objects problem. It's not
really production-ready yet (it's long-term memory consequencers need to
be profiled first, and the implementation tweaked as necassary), but for
people on systems with slow system allocators it's worth trying.
Note that since this creates a guardedalloc<->blenlib link, the build systems
need to be updated accordingly (I've already done this for scons, though I'm
not sure if the player builds).
Revised external multires file saving. Now it is more manual in that you
have to specify where to save it, like an image file, but still saved at
the same time as the .blend. It would ideally be automatic, but this is
difficult to implement, so for now this should at least be more reliable.
* Don't allow adding/removing multires levels in editmode.
* Customdata code for swapping mdisps restored.
* Fix inflate brush crashing with multires.
* Smooth and layer brush don't work yet with multires, but at
least avoids crashing now.
* Fix threading issue with flatten brush.
* This is experimental, the file format may change still!
* Helps reduce memory usage, keeps .blend files smaller, and makes
saving quicker when not editing multires.
* This is implemented at the customdata level, currently only the
multires displacements can be stored externally.
ToDo
* Better integration with object duplication/removal/..
* Memory is not yet freed when exiting sculpt mode.
* Loading only lower levels is not supported yet.
* Displacement coordinates are now stored differently, as a grid per
face corner. This means there is duplication of coordinates, especially
at low subdivision levels, but the simpler implementation justifies it
I think.
* ToDo: conversion of existing multires files (2.4x or 2.5x), loading them
may even crash now.
* Editmode preservation/interpolation code also has not been updated yet.
* Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh,
which should be more memory efficient.
* There are still bad memory peaks (if you're using 32bit) when subdividing
or propagating displacements. Though at least there should be no huge
memory blocks allocated, which windows is now to have trouble with.
* Still found some weird spike artifacts at lower multires levels, some also
happening before this commit. Perhaps computation of tangents needs to be
tweaked more.
* Multires modifier now has viewport, sculpt and render levels. Also the
levels have been made consistent with subsurf, previously the same level
of subdivision was one less for multires.
* Both multires and subsurf modifier now can have their subdivision level
set to 0 for no subdivision.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
soc-2008-nicholasbishop branch.
Note: any old code with multires_test() or multires_level1_test() can
just be deleted, not needed by the multires modifier.
* pixels with <= the current opacity are not painted onto, speeds up painting especially with low spacing. (only when airbrush is disabled)
* use qsort rather then own crufty sorting function
* grouped projection painting functions together.
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
=======================================
Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.
* A new per texture face "Sort" setting defines if the face
is alpha sorted or not, instead of abusing the "ZTransp"
setting as it did before.
* Existing files are converted to hopefully match the old
behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
in a mesh with 600 faces lowered the framerate from 200 to
70 fps in my test.. the sorting there case goes about 15x
faster now, but it is still advised to use Clip Alpha if
possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
I've added some comments to the code about this.
Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
Merged some fixes from the apricot branch, most important
change is that tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.
Also, the subversion was bumped to 1.
=========
- Texture orco coordinates for particles are now actual orcos instead
of just the vertex positions, which means they are the same under
deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
instead of generating an orco derivedmesh separately, the derivedmesh
is generated alongside the regular one and stored in an orco custom
data layer.
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewritehttp://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index
since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index
* fixed some warnings
* made the colored edge in active face draw mode only display when texture mode enabled.
In order to give import/export script authors the ability to add properties
to inidividual faces, vertices and edges in the same manner as they are able
to do with ID structures three new custom data types have been added to blender
for floats, integers and strings.
Things to note:
-Since property Layers are custom data, they are added to all verts, edges
or faces at once.
-Only one property layer for each unique property name may exist. In other
words, you cannot have a float layer as well as an integer layer
both with the same name.
-No user interface for this exists at the moment.
The following methods and attributes have been added to the Blender.Mesh
Python module and it's object types:
->MVert/Edge/FaceSeq:
addPropertyLayer(name, type)
removePropertyLayer(name)
renamePropertyLayer(original name, new name)
properties(readonly list.)
->MVert/Edge/Face
getProperty(name)
setProperty(name, value)
->Mesh module
PropertyTypes (readonly dictionary)
This means changing the active UV/VCol layers wont change what renders.
needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer.
boxpack2d.py - redoen in C now, dont need python version.
using mface->flag for both.
Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
* Removed the "Add UVs" option from the UVProject modifier
* Added a UV layer menu to the UVProject modifier
* Refactored the Displace modifier UV layer menu code to allow the UVProject
modifier to share it
* Added two CustomData functions to facilitate getting layers by name
Changes to CustomData:
Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.)
Still todo:
* UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier.
* Vertex Colors still don't support multiple customdata layers.
* Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
Crash leaving editmode related to vertex groups. I couldn't reproduce this,
but suspect somehow multiple deformvert layers were created. Added some
extra checks to avoid that now.