This doesn't fix the problems with the corrupted IPO-driver channels in the Outliner after AutoKeying though. I'm not sure what's causing them, but I cannot even seem to be able to disable those channels.
forgot to update the check for valid sequence plugin version #
(The version bump didn't affect sequence plugins so missed it)
This patch also brought the plugin includes back inline with
imbuf stuff. I'm putting it on my todo to see if we can't
remove this duplication so that this is not a reoccuring issue.
Kent
This replaces the hard-coded '%PROFILE%\Application Data\..." path
with the correct language-dependant CSIDL_APPDATA.
PLEASE NOTE!
Checks for the previous location have now been REMOVED. Any data
saved in the old hard-coded location will no longer be found by
Blender (this will only affect users of non-english windows.)
The installer has been updated to help the user to migrate their data
to the new location of their choice, if necessary.
Order of preference for .blender on windows is now the following:
1) %HOME% environment var
2) Installation Directory (location of blender.exe)
3) "Current User" (CSIDL_APPDATA)
4) "All Users" (CSIDL_COMMON_APPDATA)
This would cause a very tiny inconvenience where ndof transform wouldn't work if there wasn't an active object (so, only a problem after you delete something and then select objects without setting active).
[#8067] external texture plugin thread-safe modifications
Submitted By: David Anderson (davywavy)
It makes it so the "result" array is passed in, instead of a global var.
I expanded the patch so it will play nice with older plugins that are not
thread safe as well.
I also updated the existing plugins in the release, so they are thread safe.
--------------- What do people think of this.... ------------------
This should maybe be talked about in the functionality board or something,
but what do people think of adding in default texture/sequence plugins.
or making a seperate tree like lib for plugins.
The reason I ask is we have had a couple of upgrades to the plugin system.
(supporting float buffers for sequencer, and this one for textures)
http://www.cs.umn.edu/~mein/blender/plugins does not store revisions of
plugins I just make sure they work with the latest version. This is
getting messy. I haven't upgraded a lot of them to use floats (I know,
I'm lazy, and now this will also make modifications to the plugins)
It would be nice to have some of the standard ones under revision control.
We also seem to be having an explosion of platforms supported. It would
be nice to have platform maintainers compiling plugins as well for releases.
(Its getting to be more work for me to keep up with things...)
I'll go back to my corner now and be quite. ;)
Kent
[#7113] GE crash pressing as soon as P on 64 bit
Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1
Kent
It is now possible for Action Channels to be displayed using the colour of its group. The colour for an Action Group is only set when it is auto-created by keyframing (controls to tweak this may/may-not be added, time permitting).
To enable the display of these colours, the View -> 'Use Group Colors' must be enabled. However, this is disabled by default.