* Fixed mixdown volume being int instead of float
* Fixed audio muting for sequencer not working
* Added 3D listener settings with RNA (not working in GE yet)
issues like Shift+R (repeat last) not giving capital R in the text
editor. There is also new modal handler list at the window level,
and the API call will always add it to that one now, since modal
handlers were not used in other levels.
The order used to be:
* window modal + keymap
* area modal + keymap
* region modal + keymap
Now it is:
* window modal
* region keymap
* area keymap
* window keymap
New stuff
- Bending springs for hair dynamics.
Code cleanup & optimization
- Disabled reactor particles temporarily for cleanup, it's a clumsy system that will be replaced with something better.
- Removed child seams, something better will come here too :)
- Normal particle drawing data is now saved between redraws if the particles don't move between redraws.
* For example rotating the 3d view is now realtime even with 1M particles.
- Many random values for particles now come from a lookup table making things much faster.
- Most accessed small point cache functions are now much faster as macros.
- Lot's of general code cleanup.
- Nothing big should have changed so if something doesn't work like it used to it's probably just a typo somewhere :)
their handlers based on notifiers, which is simpler and more
reliable.
This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
* Loading newly saved files (where linked-libs were used) crashed.
However, libraries still don't get loaded correctly yet for some reason...
* Pointer layout-items now draw without their UI text if their name is set to "" (i.e. text=""), making the ones with icons appear normal. This is kindof a hack, since it would be better to expose icon_only, but this way is less work.
Appending and Linking
* Linking Operator, invokes filebrowser for Append/Link
* Separated the append/link function into three parts:
** BLO_library_append_begin finds main for appending
** BLO_library_append_named_part appends one Object,Group, Material, ...
** BLO_library_append_end actually reads and expands the libraries
NOTE 1:
I also changed the returned properties for the filebrowser operators to the following convention:
"path" - the full path to a file or directory, means what is in directory + filename buttons in filebrowser
"directory" - the content of the directory button in filebrowser
"filename" - the content of the filename button in filebrowser
Usually only path should be required, but in some cases it might be more convenient to retrieve the parts separately.
Ton, Brecht: If you have time to take a look, let me know if anything needs to be fixed.
- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair.
- Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible).
- Softbody simulation is no longer used for hair.
* Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied.
* Invasion of particles exceptions in sb code is finally over.
- Collisions with other objects are disabled for now and will be worked out in the future.
Other changes/fixes:
- Particle mode editing flag wasn't saved properly.
- Some old files with edited hair didn't load correctly.
- Disabled delete & specials menu in particle mode for non-hair editing.
- Fixed yet one more cloth & softbody pointcache update issue.
- Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters.
- Hair editing now updates correctly with a moving emitter.
* Enable cache for high res + new preview
* Bugfix for smoke banding (in cooperation with N_T)
Hint: Work-in-progress regarding collision objects so can be broken, didn't test
Hint2: jahka enabled a general particle panel but
* bake button doesn't work
* step is not supported for cloth
* several other things there ;)
* Added a new option ('Fixed Position') for Follow Path constraint which allows you to constrain an object/bone to some fixed position along the curve. Unlike the default mode of operation, this doesn't depend on time unless you explicitly animate the offset percentage parameter associated with this.
* Made old (pre 2.5) files saved with armatures in pose mode load in pose mode again.
moved CU_2D to Nurb->flag in do_versions
This made simple type checks confusing to read.
many... if( (nu->type & 7)==CU_BEZIER)
replaced with ... if(nu->type == CU_BEZIER)
made setting rna curve_2d clamp the Z values. still more RNA/UI changes to do.
- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
- Baked point caches for particles, cloth and softbody can now be edited in particle mode.
* This overwrites the old cloth/sb cache editmode editing.
* The type of editable system is chosen from a menu.
* For particles the current particle system and it's current cache are used.
- Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later.
- All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair.
- Code is not yet optimized for speed, so editing might be slow sometimes.
Known issues:
- Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this?
- As "particle mode" is not only for particles any more some other name would be in place?
- Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading.
- Direct editing of point velocities is not yet implemented, but will be in the future.
Other changes:
- Hair editing doesn't require a "make editable" button press any more.
- Multiple caches in single particle system disables changing emission properties.
- Unified ui code for all point cache panels.
* Defined in buttons_particle.py and imported for cloth, smoke & softbody.
- Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.)
- Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality.
Bug fixes:
- Unlinking particle settings crashed.
- Deleting the active object with particles in the scene crashed.
- Softbody didn't write point caches correctly on save.
* Shuffled some code around, and renamed some functions used for getting context info
- Split UI-buttons into a separate file from stroke-drawing code
- Removed some obsolete code (i.e. old paint code that used to be in _edit, but which has been moved to _paint).
* Made drawing in 3D-View default to using the active object as the owner of the Grease Pencil data. For now, the drawing code will therefore only show the GP data for the active object only. More work to come on this.
* Fixed freeing code for Objects/Scenes with GP data.
This commit is the start of the new Grease Pencil implementation. I've just ported the old code to make it work with operators, and to store its data in Grease-Pencil datablocks.
However, this is currently still really buggy, with only the barebones of the drawing/creation tools restored (no UI panels, no options). To use (not recommended), use D+S+move_mouse (and click when finished) for now. There are some rather serious event handling errors going on here...
I hoped for it to resolve the bug of loading sounds with relative paths didn't work, but Main.name isn't set before the sounds are loaded, so the bug resists!
Someone who is into file loading should please fix this!
* cache for low res (deactivating high res for now)
* new way of view3d rendering of smoke (no longer 3 axes) -using 3dtexture now (introduced into gpu/intern)
* introducing LZO and LZMA libs into extern (makefiles missing for now)
* reducing memory usage after simulating for the frame ended (freeing temporary buffers)
* splitting smoke into 2 modifier for the cache-sake (it cannot handle more than 1 cache on the same modifier-index)
* no color on gui anymore
* fixing non-power-of-2 resolutions (hopefully)
* fixing select-deselect of domain drawing bug
* fixing drawobject.c coding style (making Ton happy) ;-)
HINT #1: If scons doesn't work -> cmakefiles are up-to-date, couldn't test scons (but i tried to mantain them, too)
CODERS HINT #1: we really need a way to disable adding all modifiers through "Add Modifiers" dropdown!
WARNING #1: before applying this commit, deactivate your SMOKE DOMAIN in your old files and save them then. You can open them then savely after that.
WARNING #2: File and cache format of smoke can be changed, this is not final!
Implementation:
* NC_SCENE or NC_OBJECT cause scene->stats to be cleared.
* NC_INFO is sent to tag info headers for redraw.
* In UI scene.statistics() creates scene->stats if it is
NULLd, and then returns the string.
* Added Shading and Performance panels in the scene buttons,
containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
possible from python, but it's still work in progress.
Pointers and collections are restricted to types derived from
IDPropertyGroup (same as for operators), because RNA knows how to
allocate/deallocate those.
Collections have .add() and .remove(number) functions that can be
used. The remove function should be fixed to take an other argument
than a number.
With the IDPropertyGroup restriction, pointers are more like nested
structs. They don't have add(), remove() yet, not sure where to put
them. Currently the pointer / nested struct is automatically allocated
in the get() function, this needs to be fixed, rule is that RNA get()
will not change any data for thread safety.
Also, it is only possible to add properties to structs after they have
been registered, which needs to be improved as well.
Example code:
http://www.pasteall.org/7201/python
* Refactored the file write/read code for the new Paint type. Just used for sculpt for now, but this'll make it easier when the other paint modes are converted.
* Added a new Paint type in scene DNA. This is now the base struct for Sculpt.
* The Paint type contains a list of Brushes, you can add or remove these much like material and texture slots.
* Modified the UI for the new Paint type, now shows the list of brushes active for this mode
* Added a New Brush operator, shows in the UI as a list of brush tool types to add
* Made the sculpt tool property UI smaller and not expanded, expectation is that we will have a number of preset brushes that will cover the basic sculpt brush types
TODO:
* Vertex paint, weight paint, texture paint need to be converted to this system next
* Add brush presets to the default blend
* data reorganisation - uses own values now instead of reusing surface material properties (i.e. an individual density value, rather than reusing alpha) Files saved with the old system won't load up the same after this.
* improved defaults and ui
* Pose mode was already object-localized, but moved the flag from object->flag to object->mode, with all the other modes.
* Updated object mode RNA
* Commented out some dubious use of base->flag with the posemode flag. So far as I could see the value was only being set, not read, so a hopefully safe change.
* Transparency is now it's own panel, with a boolean toggle
+ enum for z/ray transparency (following mockup made by
William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.