- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
The 'Show Sliders' option for DopeSheet and Graph Editors now works again. When this option is enabled (it is disabled by default), a slider (or combobox) is shown beside the mute/lock toggles for F-Curves. Editing the slider will result in a new keyframe being added on the current frame.
So, for all the (ex)-Maya animators out there, you can now animate in a channelbox-like way. :)
Also in this commit:
* Fixed some warnings in modifier.c from previous commits there
* Fixed some refresh problems with DopeSheet channel list (which were only obvious after adding back the sliders)
* Removed the old/unrestored and nasty slider code used in the past by the Action Editor only.
Fixed some typos made in previous commit. Hook Modifier should now work correctly again (and also for newly added Hook relationships)
Notes:
* To add a hook, you currently need to perform the following steps
1) add modifier from menu (no operator in EditMode)
2) specify the object (and/or bone to use as the hook target)
3a) in EditMode, select the vertices you wish to be affected by the hook, and press 'Assign'
3b) alternatively, fill in the vertex-group field for the Vertex Group which contains the vertices to be affected
4) press 'Reset' (to make sure hook will behave correctly)
5) optionally, also press 'Recenter' if the hook position isn't right...
* BUG ALERT (Brecht/Ton): it is impossible to clear the vertexgroup/bone fields once you have assigned some value. Doing backspace+enter (or any other variation) will always result in the first item in the search menu being used.
Made Hook Modifier be able to use bone targets. However, I haven't been able to verify that everything will work perfectly, since just creating a new Hook Modifier and assigning targets doesn't set hmd->indexar correctly.
* Popup menus now remember the last clicked item again.
* Modifier and File Format menus are now organized in multiple
columns with categories.
* Hook, explode, uv project modifiers have all their buttons
again with the relevant operators implemented.
* Modifiers that can't be added by the user, or don't work on
curves for example, are not in the menu anymore.
* Fix search menu overlapping buttons when near the bottom of
the screen.
* Fix uv layers search menu not working in some modifiers.
* Cleanup popup menu code a bit, layout engine is used in more
cases now instead of ugly position calculation code.
* cache for low res (deactivating high res for now)
* new way of view3d rendering of smoke (no longer 3 axes) -using 3dtexture now (introduced into gpu/intern)
* introducing LZO and LZMA libs into extern (makefiles missing for now)
* reducing memory usage after simulating for the frame ended (freeing temporary buffers)
* splitting smoke into 2 modifier for the cache-sake (it cannot handle more than 1 cache on the same modifier-index)
* no color on gui anymore
* fixing non-power-of-2 resolutions (hopefully)
* fixing select-deselect of domain drawing bug
* fixing drawobject.c coding style (making Ton happy) ;-)
HINT #1: If scons doesn't work -> cmakefiles are up-to-date, couldn't test scons (but i tried to mantain them, too)
CODERS HINT #1: we really need a way to disable adding all modifiers through "Add Modifiers" dropdown!
WARNING #1: before applying this commit, deactivate your SMOKE DOMAIN in your old files and save them then. You can open them then savely after that.
WARNING #2: File and cache format of smoke can be changed, this is not final!
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
Not working:
a) rendering (since volumterics branch is not merged yet)
b) moving collision objects of any kind
c) saving of collision objects (because that's what I am working on)
d) pointcache
e) A bunch of other things I already know of
So please do not report any bugs on this one yet :-)
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.
* Wave modifier speed 0.5 -> 0.25.
* Particles even and random distribution on.
* Particles normal velocity 0.0 -> 1.0.
* Particles size 1.0 -> 0.05.
* Particles draw emitter and material color on.
* Field strength 0.0 -> 1.0
* Object drawing without material was not consistent
with default material.
* Panel title 13 -> 12 points.
* Baked normal particles can now use the "Path" visualization.
* Path "max length" & "abs length" are now history:
- New option to set path start & end times + random variation to length.
- Much more flexible (and calculated better) than previous options.
- This works with parents, children, hair & normal particles unlike old length option.
- Only known issue for now is that children from faces don't get calculated correctly when using path start time.
* New option "trails" for "halo", "line" and "billboard" visualizations:
- Draws user controllable number of particle instances along particles path backwards from current position.
- Works with children too for cool/weird visualizations that weren't possible before.
* Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice.
* New particle instance modifier options:
- "path"-option works better and has controllable (max)position along path (with random variation possible).
- "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path.
- "axis" option to make rotation handling better (still not perfect, but will have to do for now).
Some fixes & cleanup done along the way:
* Random path length didn't work for non-child particles.
* Cached & unborn particles weren't reset to emit locations.
* Particle numbers weren't drawn in the correct place.
* Setting proper render & draw visualizations was lost somewhere when initializing new particle settings.
* Changing child mode wasn't working correctly.
* Some cleanup & modularization of particle child effector code and particle drawing & rendering code.
* Object & group visualizations didn't work.
* Child simplification didn't work.
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.
* Added near empty soft body, fluid, field and collision panels,
tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
updates after pointcache refactor?
* Adding/removing particle systems to an object.
* Changing of particle settings.
* Currently showing an object's particle systems in a list (like materials).
* Added support for passing collections to/from RNA functions,
this is done using a ListBase of CollectionPointerLink, which
is a standard ListBase link + PointerRNA.
* Added editable active uv/vcol layer to Mesh.
* Armature.bones now includes all bones, not only the ones without
parents.
* Modifier UV layer fields now are allowed to be empty, previously
this would set the name during modifier evaluation if there was
none.
actually two modifier datamask optimizations that were never done.
* Don't use modifier data mask for disabled modifiers.
* Check if UV data is needed for particle system instead of always
requesting it.
Checker: FORWARD_NULL (help)
File: base/src/source/blender/blenkernel/intern/modifier.c
Function: meshdeformModifier_deformVerts
Description: Variable "dm" tracked as NULL was passed to a function that dereferences it.
fix provided by Brecht.
Kent
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
-Many things not yet working properly :)
-Experimental new (hopefully more logical) categorization of buttons, feedback on this is very welcome.
-Separate render & draw types, for example now there is actually a render option "halo" instead of all the different point draw types.
-Particles get recalculated only from buttons that actually change something that has to be recalculated, for example changing visualization doesn't reset particles any more.
-Boid physics buttons are still missing as I'm currently redoing the whole boids code.
-Point caching is still very wip, so baking is not possible for example, but I added a few cache baking flags for rna that were/will be needed for particle buttons logic.
* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
shrinkwrap wasn't using the updated coordinates/normals of vertexs
when the DerivedMesh had been modified by a previous modifier.
before revision 19744, users would only notice a strange behaviour
of shrinkwrap in projection mode (because it was using the wrong normals)
(jpbouza reported this)
after revision 19744 this bug was "bigger".
Anyway it's fixed now :)
Armature modifier didn't set amd->prevCos temp variable to NULL
after freeing. Saving this in file will cause error or crash on
reading. Quite weird how it survived so long?
- Most mesh particle effectors can now have their effection point taken per particle as the nearest point on the mesh surface.
- This is activated with the "surface" button in the effector field panel.
- Activating the option adds a "surface" entry to the modifier stack where the state of the mesh is read from.
For an example of usage see http://www.youtube.com/watch?v=3XkO1EAmJks.
- Explode didn't use the dmcache index for getting the particles emitter position.
- One "tri or quad"-comparison tested the wrong index. Leading to one quad converting into a tri.
EditMesh *EM_GetEditMesh(Mesh *me);
void EM_EndEditMesh(Mesh *me, EditMesh *em);
as discussed on the mailling list, this is to facilitate migration to bmesh.
next step is to merge this this to the bmesh branch. this was done in the 2.5
branch to prevent too great a divergance.
also, made makesdna/makesrna work on cygwin/msvc2008/scons.
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
particleInstanceModifier_applyModifier uses getVertCo,which is not implemented by ccgDM.
getVertCo was used to simply perform a min/max, so it was fixed to use the apropriate min/max
dm->getMinMax(dm, min_r, max_r);
Maybe the fact ccgDM doesn't implements getVertCo/getVertNo is a bug, since it implements every
other DM function and its strange those are left out.
Instead of many commits, here 1!
- Constraint edit code back
- Removed XXX stubs for constraints
(make parent follow path works)
- Removed XXX stubs for armature
(make parent deform, do center, etc works)
- Found a bad uninitialized global Scene * in code, especially
in kernel it wreaked havoc.
- added missing include in blenkernel/brush.c
- fixed Nicholas' fix for editmode subsurf crash
(It needed to check for editmode)