* Effecting particle properties with textures was possible in 2.49,
but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
for objects with particle systems), which are totally separate from
the material textures.
* Currently a basic set of particle properties is available for
texture control. Some others could still be added, but the whole
system is not intended as an "change anything with a texture" as
this kind of functionality will be provided with node particles in
the future much better.
* Combined with the previously added "particle texture coordinates"
this new functionality also solves the problem of animating particle
properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
"multiply" blending mode, so in order for the textures to effect
a particle parameter there has to be a non-zero value defined for
the parameter in the particle settings. Other blend modes can be
added later if they're considered useful enough.
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
Auto-texture space now is more responsive and correct.
- on transforming it, the buttons get redrawn to show option was reset
- on enabling option, texture space is recalculated/reset
Object color option now is incorporated in preview render, and
in display in 3D window.
Note that Object-color is "modulating" the render result, it just
multiplies... which is very limited for practical use. This was
added for Apricot game project. The original meaning however was
to replace diffuse only... so specular and light work still correct.
ALso made header for properties editor start on top, to reflect
default (report in tracker).
- New Node editor now opens with larger view, the default
was like zoomed in factor 2.
- Add node via menu now shows new node more visible
- Click on (material) node now doesn't re-render the entire
tree anymore, much nicer.
- Duplicate node creates preview image immediate
Sequencer: Properties -> Panel "Strip Input" -> file browse button
next to directory name assigned the full file name.
Added on todo: unported code still for "Change Sequence", allowing
to rebrowse strip contents.
when selecting paths from the user preferences always default relative option to off.
otherwise you get paths like '//..\..\..\..\Program Files\GIMP-2.0\bin\gimp-2.6.exe'
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
Both stored the filename of the blend file, but G.sce stored the last opened file.
This will make blender act differently in some cases since a relative path to the last opened file will no longer resolve (which is correct IMHO since that file isnt open and the path might not even be valid anymore).
Tested linking with durian files and rendering to relative paths when no files is loaded however we may need to have some operators give an error if they are used on the default startup.blend.
* Deleted space_buttons.py file as I doubt that these buttons will be done in python. File was not used anyway.
* Deleted some ifdef checks from space_buttons.c for the py header.
- Holding Alt while clocking on the browse button opens a file browser with the containing dir.
- Holding Shift opens the file its self in the default application.
obscure but at least theres a tooltip so its not totally hidden.
- bugfix for copying a scene with FFMPEG properties set (wasnt copying the ID properties, could crash blender)
- relative path option for adding sequence strips and replaceing images.
path -> filepath (for rna and operators, as agreed on with elubie)
path -> data_path (for windowmanager context functions, this was alredy used in many places)
- added relative option to saving external multires data
- renamed multires external functiosn to have save / pack as suffix.
- added TODO's for file select operators that should support relative paths but dont.
- also disable openmp on linux cross compile, mingw currently isnt linking -lgomp
Made texture/texture slot context a bit less flaky when dealing with active material and
texture nodes inside a node material in the node editor. Now if the active material has
nodes enabled, and there are no active material/texture nodes inside it, nothing will be
shown in the texture properties (similar to 2.49).
* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
* Update several Property Windows for Physic Modifiers in the Physic Tab.
* Update several Property Windows for ND_DRAW Notifier, used by Camera Data, Object Force, and general Object settings.
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for
a while, and was previously almost completely non-functional. The old
code was quite complicated and specific to the 2.4 animation system, so I've
pretty much rewritten most of it.
This includes:
* Animated variables work again - just key them in the UI. Non-animateable values
should be already set non-animateable in RNA, hopefully I got them all.
Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale /
Object initial velocity / Deforming meshes / Fluid control Attract strength /
Fluid control Attract radius / Fluid control Velocity strength /
Fluid control Velocity radius / Object Active status (checkbox next to fluid type)
The Domain time scale is still not yet implemented.
* Fluid sim now use global scene units data by default - when enabled, the
scene's global gravity value is used and when units are set (metric/imperial)
the simulation real world size is taken from the object's actual measurements.
* The baking process is now done in the background, using the nifty threaded
Jobs system. It's non-blocking and your domain object will show the simulated
fluid as it becomes available for that frame.
A nice extra thing for the future would be to improve the visualisation of the
object's state while baking, and also the jobs system/ui could do with some
touchups - currently it has to share a bit from the 'render' job, and appears as
'Render' in the header. Progress bars for jobs in the header would be great too.
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h