Currently for ColorBands, when pressing the Add button, new elements are
set with a medium gray in a medium position which often is not desired
behaviour.
This patch when possible sets new elements as averaged values between
the current element and its preceding neighbour
Campbell's changes to make this use fnmatch by default had the case-sensitivity setting inverted. This meant that convenient searches in lowercase were no longer possible by default.
* Removed some un-needed armature code stubs
* Manually copying over the values of constraints in the constraint copy() callbacks should NOT be needed. Removed this from the Spline IK constraint. The manual process is only a hacky aspect of the modifier stack only!
- IPO-blocks for curves were not getting handled correctly (i.e. no conversion and relinking was taking place) when converting from 2.4x to 2.5
- Old 'speed' IPO's now have their values multiplied by the path length when they are loaded from old 2.4x files so that they work correctly in 2.5.
Also...
- Cleaned up a few instances of scruffy code formatted in some weird ad-hoc way.
- Debug prints for the start/end of the file conversion process are now all hidden behind debug-only checks. Unless the way the conversions are done is significantly changed at some point, this should be sufficient...
- return euler rotation values from rna now have correct rotation order.
- mathutils.Euler stored rotation order off by 1. (didnt work at all)
- Euler/Quat/Color sliceing working again.
- mathutils.Color.hsv attribute. eg. material.diffuse_color.hsv = 0.2, 0.8, 0.4
- Vector/Euler/Quaternion/Color now only take a single seq arg.
- internal function for parsing arrays. (cleanup messy internal list/vector/tuple/seq parsing)
- didnt update rigify yet.
This adds MULTICAM-editing support for blender. (Well, the beginning of.)
There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.
Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:
* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top
Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)
Compare that to:
* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
somewhat work.
* cry out loud, using it, if you have to move cut points around
Alternatively, even harder:
* just edit the old way and put strip after strip
You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...
Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
eg. character.blend -> anim.blend -> comp.blend
... Would link the character.blend directly into comp.blend because on driver ID's.
In this case id_lib_extern doenst need to be called because the object its linked from is a library.
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).
(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)
I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/