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.
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.
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.
Revised external multires file saving. Now it is more manual in that you
have to specify where to save it, like an image file, but still saved at
the same time as the .blend. It would ideally be automatic, but this is
difficult to implement, so for now this should at least be more reliable.
* Multithread parts of multires and subsurf. Only loops working on
face grid data and do no memory allocation have been multithreaded,
others would be more complicated.
* Force some CCGSubsurf functions to be inlined, gives a small overall
speedup in subsurf code.
* Fix sculpting not working correct with transformed objects.
* Fix a few cases of "spikes" on lower level multires levels. There's
still cases where it happens, usually on boundary cornders. The
problem is that in such cases the limit surfaces can be very different
from the low res surface, so the tangent space is very different too..
* Fix crash deleting multires higher levels with level set to 0.
* Fix crashes that happened sometimes when adding faces in editmode.
* This is experimental, the file format may change still!
* Helps reduce memory usage, keeps .blend files smaller, and makes
saving quicker when not editing multires.
* This is implemented at the customdata level, currently only the
multires displacements can be stored externally.
ToDo
* Better integration with object duplication/removal/..
* Memory is not yet freed when exiting sculpt mode.
* Loading only lower levels is not supported yet.
* Displacement coordinates are now stored differently, as a grid per
face corner. This means there is duplication of coordinates, especially
at low subdivision levels, but the simpler implementation justifies it
I think.
* ToDo: conversion of existing multires files (2.4x or 2.5x), loading them
may even crash now.
* Editmode preservation/interpolation code also has not been updated yet.
* Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh,
which should be more memory efficient.
* There are still bad memory peaks (if you're using 32bit) when subdividing
or propagating displacements. Though at least there should be no huge
memory blocks allocated, which windows is now to have trouble with.
* Still found some weird spike artifacts at lower multires levels, some also
happening before this commit. Perhaps computation of tangents needs to be
tweaked more.
* Multires modifier now has viewport, sculpt and render levels. Also the
levels have been made consistent with subsurf, previously the same level
of subdivision was one less for multires.
* Both multires and subsurf modifier now can have their subdivision level
set to 0 for no subdivision.
* Now uses the CCG DerivedMesh also in object mode, used to be edit mode only.
* Create CD_ORIGINDEX layer on demand, to save memory.
* Removed ss_to_cdderivedmesh function, and instead create ccgdm and then
convert that to cddm, to avoid code duplication.
* Added and implement DerivedMesh interface functions to obtain face grids.
* Store edge/face flags more memory efficient.
* Export CCGDerivedMesh struct in BKE_subsurf.h
* 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
Limitations:
1) Parents and children of selected objects are excluded from the pool (siblings are ok) Making it work with that would required unparenting and reparenting after transform, that would turn nasty really quick.
2) Does not support Connected (this could be done through parent links, but see 3 first).
3) Parent relationships in affected objects aren't taken into account. When parent and children in the area of effect, remember that the children will also take the motion of the parents (with additive results). This could perhaps be fixed, but it could be nasty.
Other stuff:
New BASE_EDITABLE macro that checks if base is editable (like TESTBASELIB except it doesn't check for selection)
Add scene parameter to TESTBASELIB_BGMODE macro (using it from current scope is nasty)
* #19583: Keying Sets list issues
Deleting a Keying Set (or a Keying Set Path) set the active index to 0, but that would mean that the first item would be selected but not visible.
* #19590: Keyframing properties of a modifier with more than one of it's type the property will highlight in all
- Modifiers now always have a unique name, so renaming a modifier should check that the name is unique. Most of the files changed in this commit were just to make sure that modifiers got unique names when they were created
- Modifiers path getter was wrapped a bit wrong (missing the "s around the name)
* Constraints Bugs
- Constraints renaming now also makes sure the names stay unique
- Fixed (or attempted to fix) compiler warnings about some enum declaration for distance constraint
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
* Fixed doing a simple subdivide, rather than Catmull-Clark. Note that the first subdivision will still appear to be CC rather than simple, this is a bug we just have to live with for 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.
- reports can be selected with RMB, Border (bkey) and (de)select all.
- delete reports (X key)
- run operators in the console (R key)
- copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p
Details
- Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view.
- RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)"
- add flag to reports, use for seletion atm.
opens a new world of context bugs :)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
Attempt to make multires updating a little cleaner by
assuming that no update needs to be performed, and only
doing the update when the modified flag is set (either
by sculpting or using some other tool that needs an update.)
Added subdivide operator and button for multires.
Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?
Assorted smaller fixes:
- Fix: modal keymaps for editmode in view3d were not set again
when you copy areas or go fullscreen.
- Improved "redo last op" (F6) to search back in history for
a redoable operator. Operator also used wrong pupmenu type.
- On creating new FCurve editor, the channel rainbow colors are
set correct.
- EditMesh: fixed code for Spin/Screw, correct props, init and
error reporting. (Spin hotkey ALT+R temporary)
- recompiled all to check for uninitialized variable warnings.
(compile flag should be -O for this). Fixed some proto's.
* Removed RNA for old multires in Mesh, the old mesh->mr struct should never be used (except for loading old files)
* Dealt with sculpt + render (just needed to force multires update)
* sculpt memory leaks fixed
* Entering editmode now always exits paint modes (previously, only happened if editmode was called from the header button)
- wm draw method is now initialized correct when reading older
files, but the SDNA bug causing the problem is still unsolved.
is due to // char pad[8]; not being recognized as commented.
- triple buffer proxy texture test follows spec better now,
was disabling triple buffer unnecessarily on some drivers.
- some cmake compile fixes related to sequencer pthread usage
and removed bad level calls lib for player.
- show outliner header buttons in oops mode as well until that
can be switched in the UI.
- fix region data free issue for tooltips
- warning fixes
soc-2008-nicholasbishop branch.
Note: any old code with multires_test() or multires_level1_test() can
just be deleted, not needed by the multires modifier.
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.
From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.