Commit Graph

155 Commits

Author SHA1 Message Date
d4756d395b remove for bad-level-call & some minor changes to make camera switching neater. 2010-03-09 07:41:04 +00:00
57eac3b3e3 Ctrl+RMB support for selecting markers when sync markers is enabled. 2010-03-08 11:10:04 +00:00
3b105657d5 option to transform markers in the dope sheet, needed for re-timing animation. currently supports translate and extend.
TODO:
- select markers in dope sheet.
- transform time scale.
2010-03-08 09:06:58 +00:00
3501cfa04e update for .B.blend
- disable running scripts automatically
- set sequencer image preview
- added a 3D viewport in the python script screen & selected 'Text' in the next editor.
- enable stamp rendertime by default. (stamp its self is disabled)
- set the stamp font size to 12 (was 8, too small)

also set the default font size to 12 for new scenes.
2010-02-28 17:42:05 +00:00
4755ab9f80 scene_update_for_newframe was calling DAG_scene_update_flags() and BKE_animsys_evaluate_all_animation() for each set.
gain some speedup by only calling once.

minor printf changes to readfile.c, no functional change.
2010-02-19 13:13:21 +00:00
42fd22531f constraints unique name length was set too long (could overrun the buffer), use sizeof() with other instances of BLI_uniquename too 2010-02-18 10:14:49 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
b482b8543e Bugfix #21051: Restored 'Playback FPS'
This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View.

The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
2010-02-12 00:44:26 +00:00
9ffe1c58f8 hack, we need a way not to switch some cameras quickly. 2010-02-08 19:52:34 +00:00
9827a3e9ea 2.5 Audio:
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
2010-02-07 23:41:17 +00:00
64d9026144 Fix for stamp marker name lookup, was returning wrong incorrect pointer. 2010-02-07 09:52:43 +00:00
bd0b26f7bb bugfix [#20990] maker name don't show in render stamp 2010-02-06 14:56:25 +00:00
942e1fc6a8 Give border render coordinates a sane default, so enabling border in the
render properties shows the render border in the 3d view.
2010-02-02 17:28:53 +00:00
cbb23d96bb Added simplification back for quicker preview renders with less subdivision
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.

Most file changes were to make scene available in the isDisabled modifier
callback function.
2010-01-25 11:39:56 +00:00
Dalai Felinto
e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)

In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.

ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?

* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.

For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29 15:47:20 +00:00
99e3423a50 fix for accessing invalid memory when loading a new file. 2009-12-25 23:50:35 +00:00
88d72e796a remove warnings. Sequencer selection for fcurve view didnt work in metastrips.
- added RNA_property_string_set to the RNA_access.h
- include BKE_animsys.h in pipeline.c for sequencer update, hope these are ok.
2009-12-17 11:16:28 +00:00
c3401eb5cb camera switching via markers
Currently access by selecting a marking and binding with the active camera from the view menu.

Note:
after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc
so this is ifdef'd with DURIAN_CAMERA_SWITCH
2009-12-16 19:49:33 +00:00
61da7bb866 more sequence -> sequencer rename, also made sequencer swap strip update effects strips 2009-12-13 15:48:57 +00:00
abe8c09b8a * renamed BKE_sequence.h and sequence.c --> sequencer
* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
2009-12-13 14:56:45 +00:00
877c47fe35 Fix for [#20331] adding and removing render layers in specific sequence creates layers with the same name
Render layers now use the same consistent 'unique name' function as other parts of Blender (i.e. RenderLayer.001). Updated the defaults for consistency.
2009-12-11 05:23:00 +00:00
11ca70b42d Update Handling: moved wm_data_handle_update from windowmanager to
scene_update_tagged in blenkernel, code fits better there.
2009-12-10 11:08:38 +00:00
da442c1d43 UI/RNA:
* Set default particleedit selection mode in add scene (TODO: not yet changed in the default blend)
* Corrected names for particleedit selection mode in RNA, added icons
* Added occlude geometry flag to view3d RNA
* Converted particleedit buttons to uiItems in view3d header
2009-11-28 18:19:34 +00:00
37e4a311b0 Math Lib
* 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
2009-11-10 20:43:45 +00:00
297045fd96 Fix for [#19852] Animation rendering not working in new scene
As part of this commit, I moved the scene frame_step to RenderData, where the other frame-related data is.
2009-11-10 04:56:55 +00:00
bff893a420 Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons) 
  instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group 
  setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
	- "Point" is most like the old effectors and uses the 
	  effector location as the effector point.
	- "Plane" uses the closest point on effectors local xy-plane 
	  as the effector point.
	- "Surface" uses the closest point on an effector object's 
	  surface as the effector point.
	- "Every Point" uses every point in a mesh effector object 
	  as an effector point.
	- The falloff is calculated from this point, so for example 
	  with "surface" shape and "use only negative z axis" it's 
	  possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer 
  just spherical.
* New effector parameter "flow", which makes the effector act as 
  surrounding air velocity, so the resulting force is 
  proportional to the velocity difference of the point and "air 
  velocity". For example a wind field with flow=1.0 results in 
  proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random 
  flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force 
  (note. the z-axis is the surface normal in the case of 
  effector shape "surface")
* New "force field" submenu in add menu, which adds an empty 
  with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector 
  system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for 
  particles, softbody & cloth, since their final effect depends on many external 
  factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through 
  DAG_id_flush_update(..).
  
Known issues
* Curve guides don't yet have all ui buttons in place, but they 
  should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50 
  frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to 
  free pidlists after use :).
2009-09-30 22:10:14 +00:00
2a21c1acbe Animato: Bugfixes
* #19501: Only the first user of multi-user IPO's were getting converted to AnimData. 
Now, this AnimData gets converted multiple times - once for each user. This will mean that multi-user actions will no longer be multi-user after conversion though, although this could be fixed manually if there really is such a need.

* #19503: Nasty memory leaks when duplicating objects with AnimData
Fixed a few little oversights made when coding the copying code for NLA-data (which resulted in exponential copying-loops of doom), and sanitised the AnimData copying code for ID-blocks to be simpler to manage.
2009-09-30 04:59:14 +00:00
189263e1d9 Sound:
* Fixed mixdown volume being int instead of float
* Fixed audio muting for sequencer not working
* Added 3D listener settings with RNA (not working in GE yet)
2009-09-20 17:55:03 +00:00
1185be4355 Sound:
* Moved AudioData back to Scene
* Updated RNA stuff
* Added mixdown volume
2009-09-20 14:00:00 +00:00
5dd9f7635a 2.5
Make local and make single user are back for ID template.

Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.

Further, some small changes:

* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
  even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
2009-09-04 21:02:43 +00:00
874d38eeb4 Point cache editing:
- 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.
2009-08-29 15:20:36 +00:00
c15db042cc Grease Pencil: WIP Code Reordering + Context Stuff
* Shuffled some code around, and renamed some functions used for getting context info
- Split UI-buttons into a separate file from stroke-drawing code
- Removed some obsolete code (i.e. old paint code that used to be in _edit, but which has been moved to _paint). 

* Made drawing in 3D-View default to using the active object as the owner of the Grease Pencil data. For now, the drawing code will therefore only show the GP data for the active object only. More work to come on this.

* Fixed freeing code for Objects/Scenes with GP data.
2009-08-28 12:41:45 +00:00
aace6ef551 2.5: Restored statistics in the info header.
Implementation:
* NC_SCENE or NC_OBJECT cause scene->stats to be cleared.
* NC_INFO is sent to tag info headers for redraw.
* In UI scene.statistics() creates scene->stats if it is
  NULLd, and then returns the string.
2009-08-19 12:35:40 +00:00
3682624616 2.5: Game Engine
* Added Shading and Performance panels in the scene buttons,
  containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
2009-08-18 15:27:48 +00:00
a3b317daf7 2.5 Texture paint:
* Converted to use Paint struct. Now all the brush modes are done.

TODO:
* Make the UI better
2009-08-17 04:40:59 +00:00
9d2d3a8be7 2.5 Paint:
* Converted vertex paint and weight paint to use the new Paint type
2009-08-17 02:49:31 +00:00
594121016d 2.5
* 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?
2009-08-16 22:49:17 +00:00
afa0fa5e29 2.5 Sculpt:
* 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
2009-08-16 19:50:00 +00:00
177956a3a7 2.5/Posemode:
* 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.
2009-08-16 03:24:23 +00:00
be1efd74d1 2.5/Sculpt:
* 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
2009-08-15 18:58:01 +00:00
9059639df4 2.5: Screen/Scene New/Delete operators.
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.
2009-08-15 16:43:03 +00:00
d916c25616 - moved unit settings from user prefs into the scene.
- 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.
2009-08-13 07:37:41 +00:00
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
c1ca2ab5dc Sculpt/2.5:
* Added toolbar UI for setting "anchored" mode
* Added a "persistent" mode for the layer brush; basically you can keep sculpting on the same layer between strokes when this is on. There's a button to reset the base so you can add another layer on top of that, and so on.
This feature was suggested by Blenderer on BA, thanks!

Note, I think these options could use better names in the UI, but I couldn't really think of anything very descriptive, suggestions welcome
2009-08-09 17:21:40 +00:00
ffb8ac01a2 remove scriptlinks,
they were not working and we have plans for better script integration in 2.5
2009-07-22 09:41:41 +00:00
Dalai Felinto
9a9d118bbf BGE panels: wip
Logic Panel:
- world settings (moved from world)
 ... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
 ... separated stereom into stereoflag and stereomode
- properties
 ... (didn't touch it)

Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
 ... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
 ... a datablock link to the materials of an object + the dynamic physic variables

* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
2009-07-20 20:28:29 +00:00
1ef7293585 Colour Management
- 1st stage: Linear Workflow

This implements automatic linear workflow in Blender's renderer. With the 
new Colour Management option on in the Render buttons, all inputs to the 
renderer and compositor are converted to linear colour space before 
rendering, and gamma corrected afterwards. In essence, this makes all 
manual gamma correction with nodes, etc unnecessary, since it's done 
automatically through the pipeline.

It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management

And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg

This also enables Colour Management in the default B.blend, and changes the 
default lamp falloff to inverse square, which is more correct, and much 
easier to use now it's all gamma corrected properly.

Next step is to look into profiles/soft proofing for the compositor.

Thanks to brecht for reviewing and fixing some oversights!
2009-07-17 02:43:15 +00:00
41fb3626f3 2.5: Render
* UI layout for scene buttons has quite some changes, I tried to
  better organize things according to the pipeline, and also showing
  important properties by default, and collapsing less important ones.

Some changes compared to 2.4x:
* Panorama is now a Camera property.
* Sequence and Compositing are now enabled by default, but will only
  do something when there is a node tree using nodes, or a strip in the
  sequence editor.
* Enabling Full Sample now automatically enables Save Buffers too.
* Stamp option to include info in file is removed, it now simply always
  does this if one of the stamp infos is enabled.
* Xvid, H.264 and Ogg Theora are now directly in the file format menu,
  but still using FFMPEG. Unfortunately Ogg is broken at the moment
  (also in 2.4x), so that's disabled. And Xvid crashes on 64bit linux,
  maybe solvable by upgrading extern/xvidcore/, using ubuntu libs makes
  it work.
* Organized file format menu by image/movie types.

Added:
* Render layers RNA wrapped, operatorized, layouted.
* FFMPEG format/codec options are now working.

Defaults changed:
* Compositing & Sequencer enabled.
* Tiles set to 8x8.
* Time/Date/Frame/Scene/Camera/Filename enabled for stamp.
2009-07-13 19:09:13 +00:00
e2b6cea3b9 2.5: Tool Settings
* Moved proportional edit, snap, autokey mode, and a few others
  from Scene to ToolSettings.
* RNA wrapped properties in ToolSettings for the UV editor:
  proportional edit, snap settings, selection modes.
2009-06-23 00:41:55 +00:00
8ead648fd1 Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
2009-06-21 16:18:38 +00:00