* Baked normal particles can now use the "Path" visualization.
* Path "max length" & "abs length" are now history:
- New option to set path start & end times + random variation to length.
- Much more flexible (and calculated better) than previous options.
- This works with parents, children, hair & normal particles unlike old length option.
- Only known issue for now is that children from faces don't get calculated correctly when using path start time.
* New option "trails" for "halo", "line" and "billboard" visualizations:
- Draws user controllable number of particle instances along particles path backwards from current position.
- Works with children too for cool/weird visualizations that weren't possible before.
* Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice.
* New particle instance modifier options:
- "path"-option works better and has controllable (max)position along path (with random variation possible).
- "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path.
- "axis" option to make rotation handling better (still not perfect, but will have to do for now).
Some fixes & cleanup done along the way:
* Random path length didn't work for non-child particles.
* Cached & unborn particles weren't reset to emit locations.
* Particle numbers weren't drawn in the correct place.
* Setting proper render & draw visualizations was lost somewhere when initializing new particle settings.
* Changing child mode wasn't working correctly.
* Some cleanup & modularization of particle child effector code and particle drawing & rendering code.
* Object & group visualizations didn't work.
* Child simplification didn't work.
* Lattices: properties editable, editmode operators, menus working
again. As a bonus you can now edit u/v/w in editmode.
* Shape Keys: some code cleanup, and added more buttons. The
value/min/max buttons don't work correct yet though.
* Fix issue with uv textures, vertex colors not being visible outside
editmode, and a few other issue. Mesh.edit_mesh is now NULL when
not in editmode.
More scroller work:
- Added subtle arrow widgets to denote a scroller can zoom the view.
- Made zoom symmetric (old convention to only zoom "one side" just
worked badly)
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.
* Added near empty soft body, fluid, field and collision panels,
tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
updates after pointcache refactor?
Cleanup of scroller drawing in 2D windows.
Before:
http://download.blender.org/institute/rt11.jpg
After:
http://download.blender.org/institute/rt12.jpg
Will add 'zoom' widget circles later, as mockupped here:
http://www.reynish.com/files/blender25/fcurve_scrollbar.png
Also note the scale values are inside scroller; drawing it
on top conflicts with current frame item and markers.
Currently scroller disappear entirely when view is total.
For Joshua:
To make sliders behave nicely, the boundbox (v2d->tot) has to
be refreshed on each change. I've added it in graph drawing
now, but it could be notifier based I guess... not sure what
the correct anim api call would be. Can discuss tomorrow!
On todo:
Layout config hints so people can make scroller positions swap.
More toolbar functionality for workflow review.
- Split the region in two parts, bottom has the Tool Properties, the
top part shows 2 panels, one for python defined tools, other for a
"tool shelf" which (later) will get saved in files.
- Added a full context driven framework for this toolbar, showing
the tools depending on 3D window 'mode'. Both python defined tools
as the shelf respect this. So - for example - you will see different
tools in editmode mesh, as in vertex paint mode, etc.
- First template for the python tools will be committed after this commit;
it has placeholder tools to just show/test functioning.
NOTE: if you had saved a layout that shows tools region, open/close it
once to get the new region created for properties.
TODO:
- Moving paint properties to tool settings
- Test a layout with horizontal toolbar (without properties)
- Bring back floating panels, and put tool-properties here. (as option)
RNA
* Added the relevant active_*_index properties, with proper
get/set/range, updates and notifiers.
* Context.tool_settings.
* ToolSettings.vertex_group_weight.
Operators
* MESH_OT_uv_texture_add/remove
* MESH_OT_vertex_color_add/remove
* MESH_OT_sticky_add/remove
* OBJECT_OT_vertex_group_add/remove/assign/remove_from/
select/deselect/copy/copy_to_linked
* OBJECT_OT_shape_key_add/remove
UI
* Some updates and cleanups in list template code.
Known issue: when going in & out of editmode, uv textures and vertex
colors dissappear. I thought me->edit_mesh would be NULL when not in
edit mode but it is not?
== Re-added smooth stroke ==
UI: toggle is just in the sculpt menu for now. Also changes the sculpt paint cursor slightly, draws a line between previous and current locations.
It's a different implementation than in 2.4, works like this:
The stroke interpolates between the last mouse location and the current location, weighted towards the previous location. If the stroke gets within a certain radius of the current mouse location, the stroke stops. This radius allows for sharp turns in the stroke.
Todo: there are two hard-coded parameters that should become user settable, that's the weighting between previous and current locations, and most important, the no-update radius.
Note also that this option was added as a per-brush flag, worth discussing whether that's the correct place, or whether it should be a sculpt setting like symmetry?
== Improved stroke spacing ==
The previous implementation of stroke spacing simply guaranteed that stroke dots would not occur any closer than the space setting. It now forces stroke dots to always be the specified distance apart.
Todo: Performance gets pretty awful with a small spacing setting, this needs optimization.
* show only name of the last directory for the bookmark
* small fix of projectfile: header BLI_fileops.h was moved
Note: full path should appear in tool tip later, also for renaming bookmarks later on.
Image Window
* Unpack operator now works.
* Some small layout code tweaks.
Info Window Header
* Moved to python UI code.
* template_running_jobs, template_operator_search added.
* Ported external data operators: pack/unpack all, make
paths relative/absolute, find/report missing files.
Also
* Report RPT_INFO too, not only warnings and errors.
* Run UI handle functions after RNA and Operators.
* Rename particle system add/remove operators, to not
include "slot", that's only there for materials because
that's what they are called now in RNA.
* bookmark operators: add and delete bookmark
* first start at menus in file browser: Directory and Bookmarks
* Adding a bookmark via menu or via CTRL+B
* Remove a bookmark with the X button next to it.
* start of filebrowser RNA
* system files, bookmarks, etc. now nicely inside panels to allow collapsing etc.
* filebrowser header now defined in space_filebrowser.py
TODO:
* button type for bookmarks etc. not final yet, at least should get centered still. Suggestions welcome here.
Search Menu: added feature that on opening, it shows the
current ID block, and selects it. Same can be used for other
searches, just pass on pointer to active item for the search
callback.
Also fixed arrow triangle draw for search.
Menu usage: enabled arrow-key based browsing, especially for open and
close sublevels. Only thing missing is to prevent sublevel to open
on creating menu (like SHIFT+A now), this is design conflict in code.
(It sends fake mouse move events causing it)
Implementation note; the 'auto open sublevel' feature gets triggered
with new state var, that checks if mouse was used or not.
Also: on render in editmode, editmode result gets stored, as usual for 2.4x.
Bugfixes:
- Preview Icon for render result crashed, there was still need for a scene
pointer to be passed on.
- Added quick fix for preventing shaded drawmode to call render while
rendering is in progress. It crashes badly.
Rendering while UI is alive is still in probation, most UI stuff will
probably get blocked, with exception from inspecting buttons and using
the image window.
Improved sculpting in perspective mode; starting a stroke on the background would sometimes result in the brush having a huge effect on the mesh. Fixed by waiting to start the stroke until the mouse moves over the model.
The fix is not quite perfect, because detection of the edge of the model is based on the depth buffer, so other things that change the depth buffer, like the grid and axis lines in the 3d view, can throw off the calculation.
Removed a bunch of old code that was #ifdef'd out. Mostly relates to partial visibility and partial redraw. Both of these are important features, but need better design updated for 2.5.
Also removed the old (huge/ugly!) sculpt() function that is now handled by the stroke operator code.
Two bugfixes:
- When making 2d windows small (zero sized) the view2d data could get
corrupted with NaN values. Clipped values correctly to 1.
- Search menu (ctrl+alt+f) had wrong color for selected text in text
button
* Adding/removing particle systems to an object.
* Changing of particle settings.
* Currently showing an object's particle systems in a list (like materials).
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
Test commit; toolbar has 'add operator' menu in mesh editmode.
Nothing stored, freed here...
Also: removed reading .B.blend, since a much better default has
been compiled in now, prevents confusing testers who run 2.5
for the first time. :) Of course .B25.blend still works.
* Search popup + autocomplete for bones, vertex groups, etc. This
is done with layout.item_pointerR, specifying an RNA collection to
take the items from. Used by constraints and modifiers.
* Some tests with the List template, ignore those for now..
Part one (of probably many :) of Operator review/validation.
Nothing final nor defined, it's reseach :)
- Added tool buttons in "Toolbar" (Tkey). Just four examples
for objectmode, and six for mesh editmode.
(Review in progress is operator internal state vs context, what
do redo exactly, undo vs redo syncing, when op->invoke or not,
etc. This has to be pinned down exactly and frozen asap)
- On undo, clear redo-operator-stack for now (won't work)
- Added call to better detect active/current view3d region.
ED_view3d_context_rv3d(C)
- Fixed some operators that missed correct redo (add-prim etc).
Later more fun!
Rendering preview icons is back!
Note for Andrea: the render code has been decoupled from
drawing, it needs Scene context to be able to run...
At the moment only the search menu calls the new render
code (which is the ID browse menu default anyway)
check Save Image or Export PLY operator for example.
Also these code changes:
* Added some RNA collection iterator macros to simplify code.
* Fix bpy.props.BoolProperty not working correct.
* Merge uiDefAutoButsRNA/uiDefAutoButsRNA_single into one.
- Added ND_SHADING notifier on linking materials, so it gives
refreshes in UI
- Removed reduntant debug prints
Crucial fixes in other code while checking warnings;
- Particle buttons were assigned to short, whilst data was int
- Filesel border select used float rect API, on an int rect.