Operator goodies!
--- Macro operators
Operators now can consist of multiple operators. Such a macro operator
is identical and behaves identical to other opererators. Macros can
also be constructed of macros even! Currently only hardcoded macros are
implemented, this to solve combined operators such as 'add duplicate' or
'extrude' (both want a transform appended).
Usage is simple:
- WM_operatortype_append_macro() : add new operatortype, name, flags
- WM_operatortype_macro_define() : add existing operator to macro
(Note: macro_define will also allow properties to be set, doesnt work
right now)
On converting the macro wmOperatorType to a real operator, it makes a
list of all operators, and the standard macro callbacks (exec, invoke,
modal, poll) just will use all.
Important note; switching to a modal operator only works as last in the
chain now!
Macros implemented for duplicate, extrude and rip. Tool menu works fine
for it, also the redo hotkey F4 works properly.
--- Operator redo fix
The operators use the undo system to switch back, but this could give
errors if other actions added undo pushes (buttons, outliner). Now the
redo for operator searches back for the correct undo level.
This fixes issues with many redos.
Note for brecht: removed the ED_undo_push for buttons... it was called
on *every* button now, which is probably too much? For example, using
the 'toolbar' redo also caused this...
- running a script from a file now uses the PyRun_File(FILE *, ...) rather then PyRun_String("exec(open(r'/somepath.py').read())"...), aparently FILE struct on windows could not ensured to be the same between blender and python, since we use our own python on windows now it should be ok.
- generating docs works again (operator update for py style syntax broke them)
- python operator doc strings was being overwritten
- added rna property attribute "default" to get the default value of a property, not working on arrays currently because variable length arrays are not supported.
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.
* Fix crash entering particle mode, and particles not showing.
Janne, please check the changes I made in psys_cache_paths,
I'm not confident they are correct.
* Fix some warnings
missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging
source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
* Auto-blending (blend in/out values get determined based on 'overlaps' of strips) now occurs after transforming strips. Where islands (continuous chains of strips) occur, only the ones on the ends of the islands will get or contribute to auto-blending.
* Extend modes (other than 'nothing') now get automatically determined (after transforms) so that moving strips will no-longer cause problems.
* Added a new option to hide influence curves in NLA. Also, made the line widths for these curves narrower, since the old setting was too ugly.
* Pose copy/paste buffer now gets freed on exit
- freeing strings returned by RNA struct functions in RNA_parameter_list_free
Unit tests:
- check that BKE_export_image actually creates a file. This test is becoming dangerous: it creates and deletes files under /tmp.
Having written this complicated test function I now realize it's much easier to write tests in a scripted language, which gives more
freedom in expressions and need not be compiled.
- replaced BKE_copy_images with BKE_export_image, now it handles only one image at a time, this is better since for exporters it is
easier to export one image at a time writing new image path to a file
- exposing BKE_export_image in RNA as Image.export, interestingly, RNA allowed me to define a function with PROP_STRING return type
although it doesn't free memory, will fix that in the next commit
- removed bpy.util.copy_images
Unit tests:
- re-wrote a test for BKE_export_image, it's more compact now
- moved unit tests to the creator module to avoid another executable, now running tests with `blender --test`
- as before, unit tests are built only if WITH_BF_UNIT_TEST is non 0
Particle point cache can now be loaded from external files.
- Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier.
- External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback.
- External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where:
* "identifier" is a freely choseable name.
* "frame" is the cached frame number.
** Six digits padded with zeros!, for example "000024".
* "index" can be used to tell caches with the same identifier apart.
** Two digits starting from zero.
** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1.
- Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members:
* 3 floats: particle's location vector
* 3 floats: particle's velocity vector (per second)
* 4 floats: particle's rotation quaternion
* 3 floats: particle's angular velocity vector (per second)
* 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name)
- Cache files don't have to exist for each frame.
* Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported).
- Cache file formats with extended (or reduced even) data members are in future plans for easier usage.
- Current code only does particles, don't yet know if it's applicable to cloth or sb.
- Known issue: endianness can't yet be handled in any way.
Other changes:
New hard limits for many particle parameters. Some examples:
- Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode.
* Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system.
- Maximum amount of children: 100k children/particle (1T childparticles here we come :D)
- Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards)
- Path draw steps: 10 (power of 2 remember)
- Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
* ID blocks can now get RNA properties defined from python, e.g.:
bpy.types.Scene.BoolProperty(..)
* RNA structs/functions/properties can now get pointers duplicated
(mostly strings), since we can't point to some static string then.
* Added ExtensionRNA struct to add into *Type structs for subclassing,
is a bit more compact than defining the 4 variables each time.
Only disadvantage is it requires including RNA in more places.
Patch by Alfredo de Greef. Considerably improves the quality of bump
mapping, and texture filtering for displacement and warp too. Mainly
this is achieved by getting the texture derivatives just right in
various cases, many thanks to Alfredo for figuring this one out, works
great.
This is enabled by default now, but disabled still for existing
textures to preserve backwards compatibility. Can be enabled with
the "New Bump" option in the material texture slot in the outliner.
Also, I made the range for the normal factor a bit smaller since this
gives stronger effects, but note that you can still type in larger
values than the slider allows.
Patch by Alfredo de Greef with high quality image texture filters.
This adds 3 new filters:
* SAT: Summed Area Tables. This is like mipmaps, but using somewhat
more memory avoids some artifacts.
* EWA: Ellipitical Weighted Average, anisotropic filter.
* FELINE: Fast elliptical lines for anisotropic texture mapping.
The one change I made to this was to try to fix an alpha/premul
problem, hopefully I didn't break anything, it looks compatible
with the existing filter now for me.
* Buttons in header now use operators too. The paste-flipped button needs attention though, since the flipped argument isn't set yet
* Assigned Ctrl-C, Ctrl-V, and Ctrl-Shift-V to Copy/Paste/Paste-Flipped respectively for now.
* Auto-Keying for this doesn't work again yet. On todo for later...
---
* Also, new armatures now get the flag to show custom bone colours enabled by default.
* Added Bone Groups UI to 'Armature' context buttons for now. Later, it may be more convenient to have these with bones instead?
* Added operators for the operations that can be performed on these groups. Moved the core adding/removing functions to blenkernel so that they can be used elsewhere in future if need be.
* Properly wrapped bone groups in RNA. Copied the way that Vertex Groups are wrapped, since they share some similarities. Setting colours for bone groups still needs more work though.
* Added suppport for generating code without verifying with DNA,
this doesn't give good errors and is more error prone, but makes
it easier to wrap things like EditBone which are not in DNA.
* RNA_define_verify_sdna(0), and set to 1 again afterwards.
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
* Closest collision object in negative z direction is considered as ground.
* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
* Many new rules and many still not implemented.
* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
* This is in addition to the boids own system of course.
* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
* This allows forcing boids somewhere.
* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.
Other new features:
- Particle systems can now be named separately from particle settings.
* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.
Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)
Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
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....
- BLI_add_slash returns the new string length.
- BLI_where_am_i() would often have /./ in the path (not incorrect but annoying, got into python exceptions)
- release/ui/space_image.py, py error referencing invalid keyword args.
- 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 :)
Keyframes are now prepared for drawing by being added to a binary-tree structure instead of using insertion-sort on a Double-Linked List. This gives rather significant improvements on a few bad cases (*).
I've implemented a basic Red-Black Tree whose nodes/data-structures can also be used as a simple Double-Linked List (ListBase) for this purpose. The implementation of this tree currently does not have support for removing individual nodes, since such capabilities aren't needed yet.
Stats (using keyframes from an imported .bvh animation file):
* When only the keyframes are drawn (i.e. long keyframes are not identified), the time needed to draw the DopeSheet region 10 times went down from 4000ms to about 300ms.
* When long keyframes are considered as well, the same test has gone from 6000ms to 3000ms. There is still a bottleneck there that I haven't been able to remove yet (an attempt at this made the runtimes go through the roof - 32000 ms for the test done here).
Assorted Notes:
* Added missing headers for some files
* Fixed profiling flags for mingw. There was an extra space which prevented the sound-code from compiling.
Unit tests:
- add a check that BKE_copy_images produces NULL filepath for images having type other than IMA_TYPE_IMAGE
- also expect NULL filepath for images having empty filename
Enhanced BKE_copy_images so the tests pass.
- 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!
- Set View2D operators not to register, got in the way a lot with the console.
- Made autocomplete Ctrl+Enter so Tab can be used.
- Should work with python 2.5 now. (patch from Vilda)
- Moved report struct definitions into DNA_windowmanager_types.h, could also have DNA_report_types.h however the reports are not saved, its just needed so the report list can be used in the wmWindowManager struct. Fixes a crash reported by ZanQdo.
- Store the report message length in the report so calculating the total height including word wrap is not so slow.