Rotations are now stored internally as radians, while exposing degrees in the UI -
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what
you see in the UI.
All rotation data is consistently accessible in DNA and RNA as radians, degrees are only
used for the UI controls and graph editor.
This commit includes conversions will convert old files (stored data and also fcurve data)
to the new units, hopefully everything should go smoothly!
Part of this also changes a few properties that were hard-coded as degrees before (such
as IK pole angle and brush texture rotation) to also use the same consistent system of
radians (dna/rna) and degrees (ui).
Thanks to Joshua for hints and review here too.
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.
* Property update functions no longer get context, instead they get only
Main and Scene. The RNA api was intended to be as context-less as
possible, since it doesn't really matter who is changing the property,
everything that uses the property should be updated.
* There's still one exception case that use it now, screen operations
still depend on context too much. It also revealed a few places using
context where they shouldn't.
* Ideally Scene shouldn't be passed, but much of Blender still depends on
it, should be dropped when we try to support multiple scene editing.
Change was planned for a while, but need this now to be able to call
update without a context pointer.
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
* Draw/Inflate/Layer now keep working on the original mesh coordinates and
normals from when the stroke started. This helps avoid the mesh blowing
up, but can still be better. The old behavior is still available as
"Accumulate" in the UI.
* This requires some more memory usage for the BVH, would like to find a
way to avoid that.
* Smooth falloff is now the default.
* Spacing is now enabled by default, with a value of 7.5.
* Anchored now stores normals per node to save some memory.
Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
- remove falloff setting now the curve is used.
- bugfix for airbrush & tablet, with no movement it would assume 1.0 pressure.
- rna, use the use_* prefix for brush options.
* PROP_NEVER_NULL is now a flag instead of a subtype.
* It works for function parameters too now, so setting
this flag can help avoid NULL checks in the function.
* Renamed LocalLamp to PointLamp, making it consistent
with the UI name.
* Set icons for the different lamp struct types.
*Changed Sculpt Modes Flip Direction to an enum so that you can explicitly choose Add or Subtract.
*Expanded the sculpt tool list. I realize Nicolas has a longer term plan for the brush tools, but at least now it's useable again.
* Added UI for brush stroke. Contains for now spacing and smooth stroke
* Removed Sculpt UI for airbrush -- doesn't do anything in sculpt mode
* Improved smooth stroke by using float instead of int precision, so smooth stroke is even smoother now
* 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
* Moved the brush texture settings to MTex/TextureSlot. The mapping settings now show up in the texture panel, pretty much like they do for textures used with materials.
TODO:
* Tiled mode should not show Z size setting
* Add a locked mode so that texture size can be changed uniformly like in 2.4x
* Reviewed subtypes, making them more specific and adding new ones.
* Subtypes now have an associated type of units (length, area, volume,
mass, rotation, time, velocity, acceleration). These are not used
yet anywhere.
* Centralized code that decides the name of array items based on
subtype (XYZ, RGB), was copied in 3 places.
* RNA_def_float etc functions still need to be update, will do this
later together with another change.
* 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
Various fixes for painting, sculpting and particle edit, still
much to be done...
* Move RNA paint and sculpt structs into rna_sculpt_paint.c,
* Added Particle Edit RNA.
* Some tweaks to existing Paint RNA.
* Put texture paint and particle edit object in context.
* Fix some errors in the brush layout, properly doing None
checks, fixing some wrong property identifiers.
* Added tool enum for texture paint and particle edit in panels.
* Allow editing brush textures in the texture buttons, still with
a stupid toggle, ideas for how to make the connection better are
welcome.
* Revert lamp sampling/buffers change. The right enum items should
be defined in RNA, not the layout, so that it works in outliner,
python api too.
* Also changed type popup to radio buttons again, and removed the
icons. This is more consistent, and I don't think it's a good idea
to start using icons for these things, too much clutter.
* Replace Mesh with Normals panel in the mesh buttons.
* Remove Material panel from mesh buttons.
* Added name fields for shape/vgroup/vcol/uv.
* Spacing tweak to Object and Bone names.
* Fix some naming conflicts in RNA, with "name" and "type" properties
being defined twice in the same struct.
* context.scene.tool_settings -> context.tool_settings.
* Some changes to make lamp and world textures editing work.
You may have to click on another texture slot once before
being able to add a texture, and the layout is messy. Added
this so lightenv project isn't blocked by this being missing.
* Adding a new material slot now doesn't create a new material
anymore, to avoid creating unused materials.
* Tiny changes to scene/object buttons.
* support for dynamic enums to be inspected enumProp.items() from python.
* fix, enums check for a separator was flipped, meant no enums were in docs.
* dynamic enum functions now check for a NULL context and return all possible options for the "items" attribute used for docs.
* added an arg for rna arrays to free the array there looping over (needed to free dynamically allocated enum items)
* python api checks for NULL items since this can happen in some cases.
* python api, When getting an enum ID from an int in an array - If it failed it would get the first enum identifier and return that. Brecht? dont understand, making it return an empty string in these cases.
== Re-added smooth stroke ==
UI: toggle is just in the sculpt menu for now. Also changes the sculpt paint cursor slightly, draws a line between previous and current locations.
It's a different implementation than in 2.4, works like this:
The stroke interpolates between the last mouse location and the current location, weighted towards the previous location. If the stroke gets within a certain radius of the current mouse location, the stroke stops. This radius allows for sharp turns in the stroke.
Todo: there are two hard-coded parameters that should become user settable, that's the weighting between previous and current locations, and most important, the no-update radius.
Note also that this option was added as a per-brush flag, worth discussing whether that's the correct place, or whether it should be a sculpt setting like symmetry?
== Improved stroke spacing ==
The previous implementation of stroke spacing simply guaranteed that stroke dots would not occur any closer than the space setting. It now forces stroke dots to always be the specified distance apart.
Todo: Performance gets pretty awful with a small spacing setting, this needs optimization.
* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.
* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
* Automatically do us++ and us-- reference counting in ID pointer
set functions.
* Added an enum property callback to dynamically vary the list of
available items.
* Added some functions to do removes on pointers and collections
runtime defined for RNA and using ID properties.
* Constraints now have owner/target space wrapped, and most
pointers made editable. They can be ported to use python layouts.
* Also other pointers made editable that I think are see now with
the automatic reference counting.
* Allow pointers to be editable, did SpaceTextEditor.text as a test.
* Changed PROP_NOT_EDITABLE to PROP_EDITABLE, and added
RNA_def_property_clear_flag.
* Removed rna_dependency.c test code.
* Image painting back. 2d paint, 3d paint and projection, undo,
pressure, repeating paint operations, etc should all work.
Drawing cursor needs a bit of work, only gets shown when enabling
texture paint mode now.
* Move sculpt, image paint, and vertex/weight paint into a single
sculpt_paint module. Doesn't make much difference now, but nice
to have it together for better integration and consistency in
the future.
* RNA_blender.h is now generated along with the other files. It is not
used anywhere yet, and still located quite hidden next to the other
rna_*_gen.c files. Read only access for now.
* Inherited properties are not copied from the base anymore but
iterated over. Patch by Vekoon, thanks!
* Array get/set callbacks now do the whole array instead of getting an
index. This is needed for some layers for example so python can set
the array as a whole, otherwise the check that one layer has to be
enabled at all times gets in the way. Also nicer for the C API.
* Also some changes to returning pointers to make the API cleaner, got
rid of the type() callback and instead let get() return PointerRNA
with the type included.
The C API looks like this currently:
http://users.pandora.be/blendix/RNA_blender.h
* Added a rotation setting to brush (and brush RNA)
* Brought back strength and rotation modes for radial control
* Brought back brush texture for radial control
* Turned off display of sculpt brush during radial control operator
* Finished DNA_lamp_types.h, DNA_world_types.h and DNA_sound_types.h.
* Renamed "parent" struct property to "nested", and also remaining "from"
usage to "base".
* Added a NEVER_NULL subtype for pointers and use it for all properties
that apply.
* Make sure all structs have a description, and fix any other DOC_BROKEN
descriptions, also many other naming consistency improvements.