based on time change. would be nice if dep graph could handle this.
- made dep check if modifiers need update on time change
- fix render crash (access null)
- added new Build Effect modifier type. compared to old one works as
a full member of modifier system, means can apply subsurf, etc on
it, reorder, what have you. and it is all nice and self contained.
- removed old Build effect, old files convert to new style on load
- couldn't help myself, added a randomize feature to build effect
- removed Python BuildEffect support
- removed mesh_deform (merge into mesh_modifier)
- switch python lattice_apply function to use object_apply_deform,
this isn't exactly equivalent but the python system shouldn't
have been calling that deep into the kernel anyway.
New feature: Modifier stack
- added Object.modifiers (list of ModifierData elements)
- added DNA_modifier_types.h
o contains type definition for the file data for the various
modifier types
- added BKE_modifier.h
o contains modifierType_get_info (access to modifier type registry)
o structs and defines for runtime modifier usage
- updated mesh_calc_modifiers to evaluate modifier stack (note that
for the time being it also evaluates the old style modifiers so files
should load and work as normal).
- add file handling modifier code (todo: don't replicate on object copy)
- add modifier stack UI code (lives in object panel)
Only real new feature at the moment is that you can apply lattices and
curves *after* a subdivision surface which was never possible before.
Todo:
- DEP graph updating does not work correctly yet, so you generally have
to tab cycle to see results.
- editmode calculation does not use modifier stack.
- bug fixes (there must be a few in there somewhere)
- With Actions on a Pose, ESC in transform restored wrong.
This is solved similar to ipos now, storing a 'last time evaluated'.
Could be extended to ghosting... soon.
- Moving the little yellow 'key blocks' in Action window didn't update
3d window. ALso the 'lock' option didn't work, and flashed header.
- Pose Transform: noticed there were still errors in cases, especially
with actions. Painfully tried to build the desired matrix now.
- Removed obsolete Bone pointer from TransData
On importing a file (dxf for example), the active filename got set to the
imported filename, causing save-over to use that too. Tracked it down to
be a very old feature... better to remove this, doesn't work according
specs!
- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo
argument instead of operating on mesh
- fixed bug where a derived mesh would not be returned in editmode
- removed object_wave, replaced by init_wave_deform and calc_wave_deform
- moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs
with linked objects
builds new DerivedMesh... caching can come later)
- split DerivedMesh returning functions into editmesh and mesh groups
- got rid of DL_NORS displist type (get built on fly for mesh when
needed)
- got rid of Mesh.disp (yay!)
- started to punch DerivedMesh returning functions into shape to introduce
modifier stack
Fix for previous commit today; found other test file with action
constraint that behaved different... found out the old action constraint
used the deform matrix (from restpos to pose) to define the key.
ALso removed unused function from outliner.c
- added mesh_create_derived_no_deform[_render]
- mesh_create_orco now always goes through a DerivedMesh, some
redundant copying atm but can be fixed (and orco generation is
not a big bottleneck)
New feature: TexMesh (texcomesh) works with subsurf now (are
you listening rob?)
- switch renderer to store orco's in a hash table instead of
caching in mesh (I don't like the renderer caching data
in the actual mesh structure)
- added mesh_create_orco[_render] function
- fix DerivedMesh.getMinMax implementations to set min & max when
there are no vertices
- mesh boundbox calc was wrong in some cases, messed up HOMEKEY
and localview zooming
it used the 'global' (Pose Space) rotation to define the action timing.
That was of course hardly useful, reason for many weird patched rigs.
Nevertheless, sometimes it can be useful, and it's nice to see old files
nicely work still. So: "Local" is an option now.
Note: if you changed last week files because of the new action constraint,
set the new "Local" option in the object-buttons Constraint panel.
- convert MeshDerivedMesh to calculate new vertex normals and such
on initialize, means copy free conversion to DispListMesh
- replace vertex access through function by direct access fo
MeshDerivedMesh
- shadeDispList was not getting correct orco's
- On exit editmode and after deleting bones, a pointer in PoseChannels
was not set NULL correctly, causing potential crashes.
- Action Window: select on 'ipo key' (little icon) didn't select/deselect
the associated bone (old bug!)
- After unlinking an Action, the blue color in bones was not cleared
Also:
- Improved selection in editmode, doing it in 2 stages. Makes it a lot more
accurate.
mesh_get_derived_final... a bit slower atm because of extraneous
copying (will be fixed shortly) but normals are correct for deformed
meshes now (don't think they ever have been)
leaving in a DL_VERTS type displist (and modifying mesh)
- removed DL_VERTS displist type (woot woot)
- makeDispListMesh now puts deformed verts in object->derivedDeform
- switch over other system parts to new deformed vert storage,
still kinda hacky and maybe some inconsistencies... will be
sorted out soon enough.
- moved build_particle_system to makeDispListMesh... this may have
adverse side effects, needs to be sorted out with depgraph system
current depgraph... that's when an object has multiple "parents", which
have different relation types. (one parent moves Object, the other
deforms). In that case the result was undefined.
Solved it nicely with the DAG building code, resulting in quicker flushing
of changes even.
Also noted a bug in the drawview.c 'object_handle_update' call, which
should not check for layers. The DAG flushing clears recalc flags for
invisible layers, if possible. Now need to write that @#!# doc!
- convert object_apply_deform to use mesh_get_derived_deform
- convert build_particle_system to use mesh_get_derived_deform
- remove apply option from mesh_modifier
What do you know, this leaves only one callsite for mesh_modifier
and one "user" site for DL_VERTS...
- added mesh_get_derived_deform function (always returns a DerivedMesh
corresponding to deformed (but not subdivided) mesh). used in places
where original mesh is to be displayed but with deformed coordinates
(vpaint for example).
- added DirectMesh.getVert{Co,No} implementations for MeshDerivedMesh
- updated vpaint to use mesh_get_derived_deform
- changed mesh_get_derived_render to always return a DerivedMesh (even if
no subsurf)
- changed init_render_mesh to always get the mesh data through a
DerivedMesh
situations where data can be shared easily.
- added convertDisplistToMesh function for regular mesh DerivedMesh
interface (how many times can *you* use mesh in one sentence?)
- do_puno was uninitialized in init_render_mesh
- added mesh_get_derived_final (temporary), difference from
mesh_get_derived is it always returns a derived mesh, even if
no subsurf.
The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')
- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet
NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
- appropriate callers of makeDispList replaced with depgraph calls
- unappropriate places just killed... small chance this gives some
errors in corner cases if dep graph isn't notified (example, font
family displists) but these can be tracked down as they show up.
- still a large number of callers of makeDispListCurveTypes, but
makeDispListMesh has just a few.
to that in editmesh as well as for edit{curve,lattice}
- added a G.editModeTitleExtra string that gets displayed in header info
string in editmode. currently used to display "(Key)" when editing a
key (before there was not UI level display of this info).