Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
- Fixed tooltip displaying for track sequence forwards in clip editor
- Corrected detection of 8 tracks so it wouldn't count tracks disabled
on keyframes.
- Scale track preview to actual track widget size instead of scaling the
whole preview image with given zoom ratio, so no extra memory needed to
store zoomed margin would be used.
- Track's statistics text will fit pattern position instead of search if
marker is disabled on current frame.
- Fixed toggle selection operator if selected track is hidden due to
"Hide Disabled" policy.
this will be needed for tangents and most likely hair if its to load correctly from trunk.
disabled for now until this is working correctly - hair still needs more work.
- drawing face normals was broken (using wrong index).
- drawing flat faces in solid mode would display ugly tesselation normals (as if the model was made of triangles).
- drawing smooth faces in solid mode would show vertex normals based on tesselation (heavily slant in 1 direction).
now the normals are calculated and stored per polygon (will save some memory too for non tri meshes).
* Fix: Substep update failed if brush was parented to a canvas vertex. Now substeps are ignored in such case.
* Fix: Wave "open borders" option didn't work for image sequence format.
* Fixed a possible crash after changing surface format to image sequence.
* Some code cleanup.
Contrast helps to adjust IBL (HDR images used for background lighting).
Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing.
Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
Org code was working with isotropic scaling, but when scaling only one axis, it was broken. First fix just disabled completly scale handling. This version only takes into account scaling along local Y axis, as this is the only one affecting that constraint!
Sorry for the mistake, hope this time it will be ok.
In fact, we have to add a CD_WEIGHT_MCOL layer (if not yet present) when updating CD_WEIGHT_MLOOPCOL, else with modifiers modifying the topology (like subsurf), it will sigsev.
That step should probably be done at tesselation time, though…
Also simplifies DM_update_weight_mcol: no need to update CD_WEIGHT_MCOL here, as it is anyway recreated from CD_WEIGHT_MLOOPCOL at tesselation time. Only commented out code for now.
- reserve the array sizes to avoid re-allocing (even though its a lower limit it still helps)
- increase array size in larger steps then 1 by 1.
- avoid a few array lookups.
- use more obvious variable naming to make the function more readable.
possiblem, this has to guess when the size is too big so as to re-
well.
If this isnt done, then the number of faces is used to allocate the
initial array to at least avoid many small allocs.
added BLI_array_reserve() to reserve elements and avoid reallocing many
small arrays when the loop starts.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
edit a strip in the timeline
Tweaked the behaviour of the overwritting of extrapolation mode so that it is
less destructive when the problems it sets out to fix aren't likely to occur
(namely a top strip blocking everything below it due to extend backwards).
though it initially works
Problem was that in the past it was possible to have multiple strips/tracks
tagged as "active", but now after getting a correct implementation, we can no
longer have that, and thus entering Tweak Mode only works on the last selected
strip.
However this is problematic in cases when you want to tweak the keyframes of
several objects (which may only have a single strip each) in order to get them
to line up with each other. This hack caters for this case (selecting multiple
strips from the same AnimData block is still impossible and insane/illogical and
is not allowed).
This may have implications for some future tools which make assumptions about
certain aspects of NLA state. However, it shouldn't cause too many problems
(hopefully ;)
This commit restores support for freezing or speeding up physics sims. Animate
the "Speed" parameter under Domain->Time, which controls a multiplier factor for
the rate at which the sim proceeds (i.e. the old "Fac-Tim" setting).
Notes:
* Subversion bumped to 4 to patch up defaults for new value so that old sim
files will still run correctly
* Names/descriptions could do with some tweaking
* Porting this across was not that obvious since quite a bit of stuff had
changed (as in, been cleaned up). However, from tests so far, it seems to work
well.
CCGSubsurf has already a function to disable calculation of normals,
but seems it wasn't used. This patch changes subsurf UV and
subsurf_calculate_limit_positions() to not calculate normals, and also
not allocate space for them.
Should be no functional changes, just a small speedup/less memory use
during subdivision for these cases.
Code review link:
http://codereview.appspot.com/5558058/