* Finished baking code for motion paths, generalising it so that it works for both Objects and Bones.
It is based on the old code for baking bones, although I have modified the updating code to use a more 'correct' method of updating dependencies. However, this may turn out to be too slow, and another API method should be added for that...
* Moved some of the old version-patching code for animviz settings out of the drawing functions, instead doing this on the version patching proper.
* Added RNA support for the new AnimViz types, and included RNA access via their users too. The old settings have still been left in for now, since there are still some things not ready to use yet.
----
* F-Curve's with sample points (i.e. sounds to F-Curves) now perform linear interpolation between sample points instead of using constant interpolation.
* Cleaned up dead code, removed all traces of socket selection
* Modified border select so it's possible to have border select on mouse tweak.
With this change, by default, click+dragging on a node will select and move it,
but click+dragging on empty space will border select.
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.
Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature.
Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them).
Without this some of the bones in the rig also dont make much sense when animating with.
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.
Also: Changed 'Spread' value to be proportional to the light cache voxel grid
(i.e. 0.5 spreads half the width of the grid), so that it's independent of light
cache resolution. This means that results should be similar as you increase/
decrease resolution.
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.
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/
The missing region was added to the wrong region base.
Bump the subversion, new code to fix wrong region layouts saved in previous subversion and correct all old files correctly.
- appending scenes would not append the sound and scene ID's for sequence strips
- reload button in sequence header now reloads sounds as well.
- redrawing the sequence image view didnt work while plaing (unless play was activated from that region)
- generic functions for running a callback on sequence strips recursively. seqbase_recursive_apply() and seq_recursive_apply()
- bind marker with camera was set to home key, use Ctrl+B instead.
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
Separated preview drawing into own ARegion, this should make using View2D possible
The Sequencer now has three view types: Sequencer, Preview and split Sequencer/Preview.
Changing the preview can be done either by the combobox in the header or toggling through those types with CTRL+TAB.
Notes:
* Icon for split Sequencer/Preview view missing still.
* Naming items in the comboboxes can be improved (just Preview instead of Image Preview?)
Next steps:
* bringing back View2D handling (zoom/pan) for image preview
* experimenting with splitting the Preview ARegion for In/Out editing
Also fixes:
* Weight paint subsurf drawing.
* Missing pointer endian conversion in paint brushes.
* Use of unitialized variable in screen version patch.
* Multires modifier without mdisps layer crash.
* Sound strips now respect metastrips for muting. That means they
are muted if the metastrip is muted, and don't play when located
outside of the current metastrip.
* Operators now use notifiers instead of redraw tagging, added a
separate notifier for selection as well, but that is not used to
do less redraws yet.
* Make partial update work again for faster editing.
* Draw parents over children again, nicer for editing.
* Fix crash with remove tools & showing child particles.
* Fix children not disappearing always when setting to None.
* Fix wrong normal for last point in child path.
* Fix a python error in the hair dynamics panel.
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