Reporter saw weird fgons and edge creases on spin-mesh.
Appeared that the edge-flag copying code happened after
freeing edges. Already since May 2007 or so... weird!
Also in this commit a couple of simple cleanups.
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
Added ND_OB_SELECT notifier to separate operator. Selected objects
aren't actually changing, but there is no existing ND which could be used
for outliner update.
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
this is too arbitrary and could break if roperty order is changed.
store the property in the operator type that is to be used for menu and enum search func's.
python function for searching operator enums on invoke. (just need dynamic python enums now)
wm.invoke_search_popup(self)
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
Active shape key can now be changed while in edit mode. This is based
on exit/enter editmode again in the background, which is not ideal,
as that loses the undo history. But that already happened anyway when
you did exit/change-active/enter manually.
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
Deal with this by adding ED_view3d_init_mats_rv3d(ob, r3d) which initialized the region mat's and is used in mesh_foreachScreenVert, mesh_foreachScreenEdge etc.
Notifiers
---------
Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
---------
The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdateshttp://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
- Baked point caches for particles, cloth and softbody can now be edited in particle mode.
* This overwrites the old cloth/sb cache editmode editing.
* The type of editable system is chosen from a menu.
* For particles the current particle system and it's current cache are used.
- Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later.
- All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair.
- Code is not yet optimized for speed, so editing might be slow sometimes.
Known issues:
- Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this?
- As "particle mode" is not only for particles any more some other name would be in place?
- Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading.
- Direct editing of point velocities is not yet implemented, but will be in the future.
Other changes:
- Hair editing doesn't require a "make editable" button press any more.
- Multiple caches in single particle system disables changing emission properties.
- Unified ui code for all point cache panels.
* Defined in buttons_particle.py and imported for cloth, smoke & softbody.
- Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.)
- Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality.
Bug fixes:
- Unlinking particle settings crashed.
- Deleting the active object with particles in the scene crashed.
- Softbody didn't write point caches correctly on save.
* 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.
- 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.