The problem here was that the extra forward compatibility data for node groups (links to the node interface sockets) was written for files as well as undo memfiles. But only in the case of true .blend files is this data subsequently removed again after loading, which in the case of undo leaves invalid links hanging around in the node tree. Forward compat data is now skipped for undo.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
Saving and loading gpencil was using different order for the individual list items.
On a 120 Mb gpencil project (yes, animators!) loading time went down from 1 minute
to a second or two.
Note that this to have effect, you need to save once.
Developer note: check this commit, it uses a new writelist function. You can
speedup stuff tremendously with keeping saved and read data in sync.
Fix for 2.66a
The new Copy/Paste objects feature could hang in eternal loop.
Only happens for objects that refer to another scene via linkage.
This fix then crashed Blender, needed to add a NULL check for screens.
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.
Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.
The position and orientation of the constraint object is the pivot point
of the constraint.
Constraints have their own group in the rigid body world.
To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.
Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic
Note: constraint limits aren't animatable yet).
Add read/write/interpolate functions.
In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().
Rigid body cache is drawn in the orange color of the bullet logo.
Force fields work with rigid bodies just like they do with other simulations.
Increase min and max strength of force fields so they can influence heavy rigid
bodies.
TODO: Adjust force field strength based on the time step taken.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
This is just the basic structure, the simulation isn't hooked up yet.
Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.
Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.
Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
- Previous commit had a line of code of WIP project in it... tss
- Packed Library data was not freed
- Removed recent (post 2.65a) code to exclude packed data from Undo system.
It's internal data thats part of file spec, errors happen for example on
restoring quit.blend or temp saves.
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!
This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!
To make all this work, other changes were also necessary:
* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.
* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.
* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.
* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
Note: not sure whether we should add that one to all UILayout's prop funcs?
Note: will update addons using template list asap.
- Packing .blend files
If you work a lot with dynamic linked .blend files ("Libraries"), it's always hard to
share your work with others (or for bug reports!).
This new option packs all used external .blend files, and - on save - combines it together
in one .blend file. You can save that file on any location.
Loading a packed .blend file then loads all library data usual - not editable.
Just use unpack to save out all linked .blend files. This will only save out the files
according the directory structure as was used on linking - relative to the current .blend.
It will create new directories, so be careful with unpacking when relative paths go up.
This feature also works fine for linked compressed .blend files.
It also works for many levels deep linked .blend hierarchies.
Access is hidden for now - I need to get some people to give it serious testing first.
You can find the options via spacebar search (try pack or unpack).
- Packed data and Undo
Now all packed data is excluded from the Undo buffer storage. Keeps undo memory smaller
and makes faster redo possible.
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
Short list of main changes:
- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
This allows keeping UI and data without actual saves, until you actually save.
When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v).
Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards.
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
Old option is called "Save Startup File" the new one "Save User Settings".
To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
This also fixes "Continuous Grab" for OSX. (error since 2009)
* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
Storing this list in the node has the advantage of requiring far fewer calls to the potentially expensive internal_connect callback. This was called on every node redraw ...
Also it will allow Cycles to properly use the internal links for muted nodes, which ensures consistent behavior. The previous method was not applicable in Cycles because transient list return values are not supported well in the RNA and particularly the C++ API implementation.
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
Having two ways to control color balance now seems a bit overkill
and not clear.
Removed old Color Balance settings from the interface and logic,
added versioning code to convert this settings to modifier.
Unfortunately, since color balance was a pointer, it's not actually
possible to preserve compatibility of old files saved in new
blender and opened back in old blender.
Hopefully there's no regressions :)
This implements basic color grading modifiers in sequencer, supporting
color balance, RGB curves and HUE corrections.
Implementation is close to object modifiers, some details are there:
http://wiki.blender.org/index.php/User:Nazg-gul/SequencerModifiers
Modifiers supports multi-threaded calculation, masks and instant
parameter changes.
Also added cache for pre-processed image buffers for current frame,
so changing sequence properties does not require rendering of original
sequence (like rendering scene, loading file from disk and so)
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.