unrelated changes that ended up being more trouble to commit separate...
- removed BLI_split_dirfile(), was nasty, occasionaly modifying the source string, it could create directories and used the $CWD in some cases. was only used in 2 places in filesel.c, if this gives problems can address without bringing back this function.
renamed BLI_split_dirfile_basic --> BLI_split_dirfile
- view3d_operator_needs_opengl was being called for offscreen render when it wasnt needed.
Old temp-pointers for File Browser instances were not being cleared on file load, resulting in crashes when trying to free temp screen layouts that contained file browser instance data.
(which is enabled by default). If there was a problem reading or writing
in the compression process, the original .blend file could get lost. Now
errors are checked, and writing is done as follows:
write .blend@ -> compress .blend@ to .blend@.gz ->
rename .blend@.gz to .blend -> remove .blend@
We've had blender crash here, lose the original .blend and leave an
empty .blend@. It is not clear to me where this would happen in practice
if there is enough disk space and permissions are correct, so the actual
crash is likely not fixed by this commit.
Was very quick to do, now re-aquainted with node editor.
http://mke3.net/blender/devel/2.5/hue_correct_node.jpg
Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and
I can help :)
Multiple background images displaying each on a different axis.
Changes made from the original patch.
- Use an enum rather then multiple booleans.
- Reduced the space taken up by the user interface.
- Made the image template compact display not show fields & premul options.
- Added readfile.c lines so old blendfile images are loaded.
- Option to hide BGpic UI (like modifiers & constraints)
- Use the index rather then a bgpic from the context for the remove operator.
note: could be good to use 1 image for both left+right, for eg, but for this to work as intended we would need to add image flipping depending on the axis so left this commented out for now.
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
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.
After the merge operation, running the diff command showed that the
branch had a significant amount of differences from the trunk revision
25149. I had no idea where these differences came from. To resolve
them and make the branch up-to-date, I just copied the following files
from the trunk:
release/scripts/io/import_anim_bvh.py
release/scripts/io/import_scene_obj.py
release/scripts/ui/space_image.py
release/scripts/ui/space_view3d.py
source/blender/blenkernel/intern/object.c
source/blender/blenlib/BLI_math_base.h
source/blender/blenlib/intern/math_base.c
source/blender/editors/animation/anim_markers.c
source/blender/editors/armature/armature_intern.h
source/blender/editors/armature/armature_ops.c
source/blender/editors/armature/editarmature.c
source/blender/editors/curve/curve_intern.h
source/blender/editors/curve/curve_ops.c
source/blender/editors/include/ED_mesh.h
source/blender/editors/include/ED_object.h
source/blender/editors/include/ED_particle.h
source/blender/editors/mesh/editface.c
source/blender/editors/mesh/editmesh_mods.c
source/blender/editors/mesh/mesh_intern.h
source/blender/editors/mesh/mesh_ops.c
source/blender/editors/metaball/mball_edit.c
source/blender/editors/metaball/mball_intern.h
source/blender/editors/metaball/mball_ops.c
source/blender/editors/object/object_intern.h
source/blender/editors/object/object_lattice.c
source/blender/editors/object/object_ops.c
source/blender/editors/object/object_select.c
source/blender/editors/physics/particle_edit.c
source/blender/editors/physics/physics_intern.h
source/blender/editors/physics/physics_ops.c
source/blender/editors/sculpt_paint/paint_intern.h
source/blender/editors/sculpt_paint/paint_ops.c
source/blender/editors/sculpt_paint/paint_utils.c
source/blender/editors/space_view3d/view3d_select.c
source/blender/editors/uvedit/uvedit_ops.c
source/blender/windowmanager/WM_api.h
source/blender/windowmanager/intern/wm_operators.c
* 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.
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.
Note: it may be better to allow active/unselected as with objects.
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve.
Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file:
http://download.blender.org/ftp/incoming/250_splineik_spine01.blend
Screenshots of this in action (as proof):
http://download.blender.org/ftp/incoming/b250_splineik_001_before.pnghttp://download.blender.org/ftp/incoming/b250_splineik_001_after.png
I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :)
Finally, a few notes on what to expect still:
* Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still.
* Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though
* Control over the twisting of the chain still needs investigation.
Have fun!