Curve deform did not work yet on Text and Curve objects, this because it
was not providing the entire array of vertices, for a proper detection of
min/max bounds of the full input.
- Bring Actor button back in main panel: makes the users
life easier to identify which object is visible to
near and radar sensors.
- Give more space to the Advanced Settings panel.
- Display radius control button even for static objects
if sphere bound shape is selected. Same for displaying
the radius in the 3D view.
* Eraser size is now UserPref. This way it is more easily tweaked than using layer stroke-thickness squared, but it is less accessible.
* Restored stroke 'smoothing' (post-conversion) option as UserPref option. Off by default.
* Fixed bug with convert tools. Was adding an extra datablock everytime, that wasn't being used (and was subsequently dicarded).
* Moved pressure vars from paint-loop to temp-struct (during painting). Also, moved the macro which tests for converting straight lines.
object message actuators needed the prefix OB when sending a message to a specific object.--This line, and those below, will be ignored--
M source/gameengine/Converter/KX_ConvertActuators.cpp
M source/blender/blenkernel/BKE_blender.h
M source/blender/src/buttons_logic.c
M source/blender/blenloader/intern/readfile.c
Disabled fancy 'dot' drawing for Image Editor. This is still just a quick-fix (like for fancy strokes), and it would be nice to get the scaling right someday.
Replaced the method used in to check if there's a keyframe on the current frame, when drawing the active object name / frame number info with this new code.
- It should in theory be faster than the previous code, as it doesn't have to build an entire list everytime of all keyframes, and also uses more efficient search method.
- Added some settings to control what sources of animation data are used (per 3d-view). Can be found in the View Properties panel.
This should be stable... release builders should ignore this commit for now (to avoid having differences between release candidates).
A new type of constraint actuator is available: Force field.
It provides a very similar service to the Fh material feature
but with some specificities:
- It is defined at the object level: each object can have
different settings and you don't need to use material.
- It can be applied in all 6 directions and not just -Z.
- It can be enabled/disabled easily (it's an actuator).
- You can have multiple force fields active at the same time
on the same object in different direction (think of a
space ship in a tunnel with a repulsive force field
on each wall).
- You can have a different damping for the rotation.
Besides that it provides the same dynamic behavior and the
parameters are self explanatory.
It works by adapting the linear and angular velocity: the
dynamic is independent of the mass. It is compatible with
all other motion actuators.
Note: linear and anysotropic friction is not yet implemented,
the only friction will come from the object damping parameters.
Support for friction will be added in a future revision.
Implementation of the PHY_IPhysicsController::SetMargin(),
GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo
to allow resetting the Near sensor radius. For bullet use
the new setUnscaledRadius() function to change sphere radius.
In pPreparation of a Fh constraint actuator:
- Add KX_IPhysicsController::GetRadius()
- Fix implementation of KX_BulletPhysicsController::GetVelocity()
(velocity at a point in geometric coordinate)
- Don't try to set velocity on static object (Bullet will assert)
- Add KX_GameObject::GetVelocity() for C access to local velocity
Final attempt at solving this problem. This time I've decided to separate the 'delete markers' from the 'delete keys' hotkeys, as it proved to be too problematic for users.
The new hotkey for deleting markers is "Shift-XKEY". (or Shift-Delkey)
P.S. I know that 'Shift' is usually used for 'add' operations, but this will have to do for now...
----
Also, rearranged button order in Timeline header a bit to group keyframing buttons together more.
- More cleanups, to move the return of success from insertkey to take into account results of 'only needed' keying option
- Added a 'better' test for size of area than the previous one (for use with the keyframing buttons in the TimeLine)
- Moved the checks for Action/IPO editors to commonkey_context_get() so that the keyframing buttons in TimeLine could also consider using these editor's keyframing methods too
- Added missing update calls for buttons window keyframing. This should get rid of all those sporadic update problems (using a different keyingset would result in no curve being added)
* Grease Pencil Mode - now includes the area-ID into the name string. While the numbers currently don't mean much (though they do make it easier to distinguish between views to more than before), they could become handy if/when PyAPI access to Grease Pencil data comes into handy
* Copy + Paste bugfixes
- When there was a collapsed group, it was impossible to get the keyframes in the keyframe summary to be copied too. This fix shouldn't cause any problems with other things...
- Feature to allow pasting to any channel without doing name matching was not working