Bringing back missing feature: Create new directory by typing a not existing name into the directory button.
Note: Small issue still with autocomplete -> if typing the new directory directly after autocomplete, it doesn't execute the operator yet.
Also fixed some minor compile/cleanup issues with warning about signed/unsigned comparison and missing header.
Both stored the filename of the blend file, but G.sce stored the last opened file.
This will make blender act differently in some cases since a relative path to the last opened file will no longer resolve (which is correct IMHO since that file isnt open and the path might not even be valid anymore).
Tested linking with durian files and rendering to relative paths when no files is loaded however we may need to have some operators give an error if they are used on the default startup.blend.
Supports default OSX codecs : Linear PCM, Apple Lossless and AAC
Note that AAC codec doesn't support sample rates above 48kHz. If a python/rna guru knows how to easily enforce this limit, he is welcome!
Enjoy making Quicktime movies now with audio!
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
* added some new variables (mostly the same as with scons):
- USE_COCOA: use Cocoa for ghost (defaults to true)
- MACOSX_ARCHITECTURE: can be ppc, ppc64, i386, x86_64. By default this is the host architecture
(ppc for PowerPC Macs, i386 for Intel Macs). In theory this allows to cross compile blender for
a different architecture, though cross compilation only works on Intel Macs, because makesdna
and makesrna are built for the target architecture.
For a 64 bit build, set MACOSX_ARCHITECTURE to x86_64 (Intel) or ppc64 (PowerPC).
- MACOSX_MIN_VERS: minimum OS X version to run blender on (10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_DEPLOYMENT_TARGET: needed by the linker to create an Application targeted for a specific
OS version (defaults to 10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_SDK: path to a specific SDK. currently not used
- USE_QTKIT: use QTKit instead of QuickTime (defaults to true for 64 bit builds, as using QTKit
is mandatory in that case))
* use the same compiler flags as scons
* default compiler now is gcc-4.0 when building for 10.4 and gcc-4.2 when building for 10.5
* extract $(LCGDIR)/release/python_$(MACOSX_ARCHITECTURE).zip to Application bundle. This might
break building on 10.4, to fix that, rename $(LCGDIR)/release/python.zip
When compiling blender, only MACOSX_ARCHITECTURE might be of interest, as it allows doing 64 bit
builds (or 32 bit PowerPC builds on Intel). All other variables are then set to reasonable defaults.
For current users of the Makefile system, this commit shouldn't change much.
Quicktime codecType data is a 32 bit value (4 chars coded).
Implemented RNA set/get functions for codecType enum to cope with RNA enum values 24bit precision limitation
Implemented dynamic codecType enum list creation
Carbon quicktime now stores codec settings in "clear" in the QuicktimeCodecSettings dna struct (in addition to the closed atom container in QuicktimeCodecData) to be compatible with the QTKit version
+fixed some warnings
- added "QuicktimeCodecSettings" struct in DNA
- old "QuicktimeCodecData" opaque struct is nowdeprecated (read only use when QuicktimeCodecSettings is not set)
- fixed small bug when importing deep color movies
Note that you may need Final Cut Pro installed to be able to use the DVCPRO HD codecs
Removed the pop up of the codec settings dialog box that was causing the crash, as it was called from the render thread (and not the main one).
So qt export settings are now blocked on default settings:
codec=jpeg, quality=max, bitrate=5MBps
Complete fix will be done by replacing this dialog box by "encoding" settings in the render panel.
- QuickTime export fixes.
Note that QuickTime export still crashes because it tries to open a "codec settings" dialog from the rendering background thread (and not the main/UI thread).
One quick fix may be to move the movie export initialization out of the render thread back into the operator function.
But a cleaner way would be to get rid of such a carbon/win32 dialog and place the codec settings inside blender interface
(additional fields in the output panel as it is currently the case for other file formats ?).
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
an upgrade to the new quicktime api to work, but that's not really
compatible with rendering out frames sequentially. For now it sets the
compression to minimum quality, which doesn't need seeking forward and
backwards.
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
review, wait a bit for docs?
Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.
This adds fractional FPS support to blender and should finally
make NTSC work correctly.
NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough.
I added a seperate variable frs_sec_base and FPS is now
frs_sec / frs_sec_base.
I changed all the places, where frs_sec was used to my best knowledge.
For convenience sake, I added several macros, that should make life
easier in the future:
FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS : return current FPS as a double precision number
(last resort)
This closes bug #6715
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.
https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125
Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.
The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.
Enjoy!
- buffer overflow was possible with providing a file path argument longer
than 256 characters.
- buttons "VCol Light" and "VCol Paint" were not mutual exclusive
- quicktime error menu (unable to create) had a enter in end
- deleting points in CurveMapping button (like Curves node in compositor)
did not give proper recalc event
- edges render menu had a tooltip still mentioning the unified render
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
Quicktime on OSX now saves Movies with a correct alpha layer.
Also fixed the bottom-to-top orientation problem which occured
with several (OSX) applications.
When the Quicktime movie output path lacks any path indication, the movie is created in the
executable directory.
Also new, when the Quicktime output movie isn't created for some reason, the rendering will
stop and give an error message (in the console).
Raw fix for the drive letter issue with Quicktime/Windows filenames.
When a drive letter is missing in a filename, it'll use the drive where the executable is.
Fix might be useful for Yafray too, because the extern char bprogname[]; doesn't return
a full path when Blender is started from the console.