* WITH_GAMEENGINE and WITH_BULLET were being added to the compiler flags, only define in areas that use them.
* removed C++ unix warnings by adding -Wno-invalid-offsetof -Wno-sign-compare. the py api uses invalid offsets for attributes.
* removed C unix -Wnested-externs warning, these are everywhere in blender.
* removed unused BGE python headers
* undefine _XOPEN_SOURCE and _POSIX_C_SOURCE in the BGE, python redefines.
* renamed USE_BULLET in collision.c to WITH_BULLET for consistency
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
* Added UI for brush stroke. Contains for now spacing and smooth stroke
* Removed Sculpt UI for airbrush -- doesn't do anything in sculpt mode
* Improved smooth stroke by using float instead of int precision, so smooth stroke is even smoother now
Delegates now receive a TexParams* instead of float *coords. This gives texture nodes access to dxt, dyt, cfra as well as coords. This fixes the time node and allows nice sampling to be implemented.
* Use scene->r.audio instead of scene->audio everywhere, was using both still.
* Fix time_top_left_3dwindow link error, not sure why this happens, somehow
with scons building it seems that files (like time_header.c) wich are not
called from the same .a module get stripped?
* Move sound_init to make sure it gets called everytime user
preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
while the other did not, don't see the point of this, so just
made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
rather than timeline flag. Since it uses the same playback
operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
stop playing too.
* 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
- view3d use select menus use the context.mode enum value.
- if selectmenu in dir(bpy.types) # creates a list of 1400+ strings, does a lookup and throws them away, better avoid this for redrawing.
* 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.
* Made texture paint object-localized too.
Note for Brecht: gpu_draw.c had three uses of G_TEXTUREPAINT that I was not able to cleanly fix, so commented out for now. Can you take a look and see what should be done here?
* Weightpaint is now object-local like sculpt and vertexpaint.
* Fixed a bug spotted by DingTo, going from editmode to sculptmode didn't fully leave editmode
* Replaced FACESEL_PAINT_TEST macro with paint_facesel_test. This removes one more thing from BKE_global, and it'll make it easier to localize.
* Fixed sculpt paint cursor sometimes not showing.
Patch [#19031] (2.5) python menus for the view3d header
by Lorenzo Pierfederici (lento). Thanks!
* Added CTX_data_mode_string() to find out in which mode we're in.
* Added some "select" menus as a test.
This patch makes it basically possible to wrap the 3D View menus to python.
* 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.
* Made sculpt mode local to object.
* This also fixes loading files from 2.4x saved in sculptmode
Touched a lot of things here, let me know if anything breaks
TODO:
* The other paint modes should be converted as well
Implementation Note:
* Moved the scene copy/unlink code back into blenkernel, with
the exception of the copy single user stuff which is still in
object_edit.c.
* Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean
way to do this now.
Bugfixes
* Don't allow multires subdivision in editmode, this leads to corruption as noted by nudelZ. Reason is that editmode has its own copy of the MDisps customdata layer, gets written back out on exiting editmode, but the layer that was subdivided was the non-editmode original.
* Missed clearing a couple variables, caught with valgrind.
* Moved the brush texture settings to MTex/TextureSlot. The mapping settings now show up in the texture panel, pretty much like they do for textures used with materials.
TODO:
* Tiled mode should not show Z size setting
* Add a locked mode so that texture size can be changed uniformly like in 2.4x
- use the scene context for the unit settings since there isn't a better place for it currently.
- added 'chain' to imperial units
- set more rna props to be distances and angles.
- Correct fix for file loading crash introduced by earlier point cache commit.
- Simulations are no longer calculated to current frame at render time automatically.
* This has to be thought through more carefully at some point, perhaps through render profiles.
* All simulations can be updated manually to current frame from any cache panel with the "update all to current frame" button.
- Some explanatory comments added for BKE_pointcache.h.
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.