January 27, 2009, 04:37 (GMT) |
* Struct-ified user preferences RNA |
Revision 8aabcdb by Joshua Leung January 27, 2009, 02:31 (GMT) |
2.5 - Bugfixes for loading ManCandy * Objects parented to bones now load correctly again (so Mancandy no longer looks like he had a run-in with a lawn mulcher). Was caused by a typo. I'm not sure how that got in there (or who did it) * Action/Graph Editors would crash when loading files with Materials with some drivers. |
Revision d17b0d7 by Michael Fox January 26, 2009, 23:58 (GMT) |
2.5 ****** small commit just porting the makeparent menu to use the new menu contsruction system |
Revision 5917d08 by Joshua Leung January 26, 2009, 23:18 (GMT) |
Graph Editor: Added files + Bugfixes * Copied files containing code for tools from Action Editor to use as a base for the Graph Editor's tools. The toolsets are now very similar, so it should just be a case of making a few tweaks here and there. Currently all of these tools are #if-def'd out, as there are still a few things to clean up. (BUILDSYSTEM MAINTAINERS BEWARE!) * Tweaked some UI stuff (width of mode selector in header, names in the spacetype choosing menu) * Fixed a few bugs which were causing crashes when loading old files with IPO Editors open. |
Revision a17eade by Martin Poirier January 26, 2009, 22:43 (GMT) |
- Made embbed point rely on last embbed preview (when holding down shift and moving mouse around) for finding the proper depth. This makes it much easier to do polylines on partially occluded areas: just shift-hover a visible section than move to where you want along the volume before clicking to place a point (this sounds complicated but it isn't). - Replace Cutout command by Straighten. Fonctionnality is the same except that it now keeps points in between cuts, just straightens them. |
Revision 63cedd8 by Nicholas Bishop January 26, 2009, 21:32 (GMT) |
Added some code in sculpt and RNA for textures with type none. Hopefully fixes the problem with sculpt not working in 2.5. |
Revision 5df6f4d by Ton Roosendaal January 26, 2009, 15:23 (GMT) |
2.5 Added add-primitive for Curve objects. Shift+A, works as usual in our outside editmode. |
Revision 14ad6ae by Ton Roosendaal January 26, 2009, 15:22 (GMT) |
2.5 Bugfix: having multiple windows didnt read events anymore for other windows. Caused by too much security escapes in event handlers. |
Revision 78ffaca by Joseph Eagar January 26, 2009, 13:19 (GMT) |
merge with 2.5 at r18679 |
Revision a34e2e1 by Joshua Leung January 26, 2009, 11:33 (GMT) |
Animato/2.5 - Graph Editor (i.e. the new 'IPO Editor') This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers. Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least. It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated. Notes: * Fixed a few bugs in RNA User-Preferences wrapping * The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone? * Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed. * Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it. |
Revision bf05827 by Campbell Barton January 26, 2009, 09:13 (GMT) |
* Added WM_operator_filesel which can be used for an operators invoke function (like WM_operator_confirm). It opens the files selector if "filename" property has not been set, else it executes the operator directly. Brecht, you might want to check, currently only sequencer add operators use it. * Added back Effects menu back, replaced SEQUENCER_OT_add_color_strip with SEQUENCER_OT_add_effect_strip. * Made sequencer header use operator UI functions. * gcc complains when char's are used as array indicies when they are not explicitly signed/unsigned, corrected previous change for vpaint to silence this error. |
Revision 8762737 by Brecht Van Lommel January 26, 2009, 08:34 (GMT) |
Revision 9146687 by Erwin Coumans January 26, 2009, 06:31 (GMT) |
let the game engine compile, if WITH_FFPEG is not defined (so we don't have video textures in that case) |
Revision 784d8ee by Joshua Leung January 26, 2009, 04:13 (GMT) |
2.5 DopeSheet/Action Editor * Made the various datatypes in the DopeSheet get shown again (NOTE: some of the types that don't get conversions to Animato yet may need some further checking). * Did some code cleanup to allow F-Curve channels to always show RNA-based names correctly |
January 26, 2009, 02:42 (GMT) |
Volume rendering: multiple scattering This is mostly a contribution from Raul 'farsthary' Hernandez - an approximation for multiple scattering within volumes. Thanks, Raul! Where single scattering considers the path from the light to a point in the volume, and to the eye, multiple scattering approximates the interactions of light as it bounces around randomly within the volume, before eventually reaching the eye. It works as a diffusion process that effectively blurs the lighting information that's already stored within the light cache. A cloudy sky setup, with single scattering, and multiple scattering: http://mke3.net/blender/devel/rendering/volumetrics/vol_sky_ss_ms.jpg http://mke3.net/blender/devel/rendering/volumetrics/sky_ms.blend To enable it, there is a menu in the volume panel (which needs a bit of cleanup, for later), that lets you choose between self-shading methods: * None: No attenuation of the light source by the volume - light passes straight through at full strength * Single Scattering: (same as previously, with 'self-shading' enabled) * Multiple Scattering: Uses multiple scattering only for shading information * Single + Multiple: Adds the multiple scattering lighting on top of the existing single scattered light - this can be useful to tweak the strength of the effect, while still retaining details in the lighting. An example of how the different scattering methods affect the visual result: http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.jpg http://mke3.net/blender/devel/rendering/volumetrics/ss_ms_comparison.blend The multiple scattering methods introduce 3 new controls when enabled: * Blur: A factor blending between fully diffuse/blurred lighting, and sharper * Spread: The range that the diffuse blurred lighting spreads over - similar to a blur width. The higher the spread, the slower the processing time. * Intensity: A multiplier for the multiple scattering light brightness Here's the effect of multiple scattering on a tight beam (similar to a laser). The effect of the 'spread' value is pretty clear here: http://mke3.net/blender/devel/rendering/volumetrics/ms_spread_laser.jpg Unlike the rest of the system so far, this part of the volume rendering engine isn't physically based, and currently it's not unusual to get non-physical results (i.e. much more light being scattered out then goes in via lamps or emit). To counter this, you can use the intensity slider to tweak the brightness - on the todo, perhaps there is a more automatic method we can work on for this later on. I'd also like to check on speeding this up further with threading too. |
Revision 3d39996 by Nicholas Bishop January 25, 2009, 21:02 (GMT) |
Added radial control support to vpaint and wpaint. Added undo pushes as well. |
Revision 3c088f3 by Ton Roosendaal January 25, 2009, 20:22 (GMT) |
2.5 Simple toolbox-style menu system. Brecht will review it though, and/or check on way to use it for menus. I tried to avoid uiBlock and rna stuff all over. :) Quick image test: http://www.blender.org/bf/rt.jpg Examples you can read in: - editors/screen/screen_ops.c:testing123() (press F5) - editors/object/object_edit.c:object_add_primitive_invoke() (press SHIFT+A) Concept is simple: uiMenuBegin(): returns a handle. uiMenuEnd(): puts it all to work. In between you can add items like: uiMenuItemVal(): a name, icon, retval (use uiMenuFunc()) uiMenuItemO(): an operator + icon uiMenuItemEnumO(): an operator, property name, value Sublevels go easy too: uiMenuLevel(): creates item for sublevel, with function pointer. Inside that function you can use all menu calls again. Levels can go as deep you want. uiMenuLevelEnumO(): creates operator sublevel for an enum |
Revision 99e5494 by Willian Padovani Germano January 25, 2009, 17:49 (GMT) |
== Python: Space Handler Scriptlinks == Bugfix (patch #18216) I made a mistake on my previous try to fix this. I fixed something, tested, decided I should move the call to run spacehandlers to a better place, but missed removing the old call (ugh). Thanks Steven Truppe (rocketmagnet) for emailing me about it and for the patch. |
Revision cfd9342 by Martin Poirier January 25, 2009, 17:08 (GMT) |
2.5 Use proper function to check if prop is defined instead of relying on default. |
Revision 8b79352 by Campbell Barton January 25, 2009, 15:41 (GMT) |
make operator names more consistent ANIM_OT_toggle_time -> ANIM_OT_time_toggle SCULPT_OT_toggle_mode -> SCULPT_OT_sculptmode_toggle UV_OT_select_inverse -> UV_OT_select_invert NODE_OT_toggle_visibility -> NODE_OT_visibility_toggle OBJECT_OT_toggle_editmode -> OBJECT_OT_editmode_toggle toggle was used last in other operators eg- VIEW3D_OT_vpaint_toggle and VIEW3D_OT_wpaint_toggle. 'invert' was used everywhere else. |
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