Displays a global progress indicator in the application icon reflecting the total progress of all running jobs.
Currently fully implemented on OSX (Cocoa).
On other OSes that do not allow to redraw the app icon, this can be implemented as a [x%] display in the app title, so to appear in the taskbar.
Thanks to Matt for the windowmanager wrapper.
Orbiting the view while in camera mode now starts from the camera view rather then switching back to the last user 3d view settings.
* I added this some years back but it was rejected, however it was requested today for durian because with set scenes its not always easy to select whats infront of the camera to navigate to it.
Its possible to end up in an annoying situation where you are looking at the main characters head (in a set scene), but when you orbit the view, the camera jumps 500+ BU away and you need to manually navigate back to what you were just looking at.
* If a user wants to go back to the view they had before entering the camera view they can still press Numpad zero which toggles.
for now, it's too fine grained and so becomes a performance bottleneck on some
platforms, while only providing a modest speedup on others. Couldn't find a
simple enough solution to solve this, so for now no multithreading here.
modified/rewrote some of this patch, not to include restrict settings in the group its self, since these are object settings this now uses the outliner/groups as a way to access multiple objects restrict and select settings.
Rather then fakeing that the settings are stored in the group.
This means it does rather more looping on group objects then I'd like however the outliner is doing a lot of loopnig alredy.
there are internal memory problems which can make it crash still.
If you remove all directories in the scripts folder except for 'modules' and 'ui', it runs without crashes.
* Allow loading non 3/4 channel TIFFs (eg. greyscale). This was already
working, but disabled out of caution. Seems to work fine in my recent tests though.
- fix for blend file thumbnails not being immediately visible in an external file manager (was writing the thumb before the blend)
- move overlay function from wm_files.c into thumbs_blend.c
[#21994] hair particle system with dupli object set to particle system object itself results in 100% cpu usage
[#22023] [Rev 28117]Can't bake particles?
[#22065] in a particle system, setting the emitter as the dupli object crashes blender after pressing alt+a to animate
* Path drawing now works for non hair particles.
* Should fix the following bugs too:
[#21316] Hair weight drawing is wrong
[#21923] Consistent Crash When Rendering Particle Scene.
[#21950] Path rendering option for particles causes crash
- Also made it so sys.stdin isnt overwritten anymore, instead the interactive consoel overwrites while it executes and restores after.
- removed hope folder from sphinx patch path
Since curve objects could have constructive modifiers, we can't
always avoid setting OB_RECALC_DATA to linked objects (displist
recalculation wouldn't enough for curves with such modifiers)
Workaround to address attribute description issue.
In resulting .rst file attribute's descriptions appeared
not indented which sphinx considered as anoter blocks.
Error Totblock: 1
OpenPropertyPointerRNA len: 32 0x11111111
I'm not quite sure this has to be done here, or when the actuator is removed (Matt, do we need the customdata pointer for anything later?).
Doing it here seems to be fine so far.
After talking with Brecht he agreed on allowing Esc to be used as input for key input butons.
In order to let the user to cancel an input it can cancel it clicking outside the button.
Also replacing manual check by ui_mouse_inside_button in ui_text function
(patch reviewed (and helped) by Matt (but the change on ISHOTKEY, that's on my own risk ;))
from Riakiotakis Antonis (psy-fi)
with modifications.
notes:
- needed to remove quotes around filepaths for copying.
- WITH_JACK, doesnt link
- WITH_FFMPEG, doesnt build
- WITH_RAYOPTIMIZATION, gave an error for me. (no mmx support)
Reorder callning of add_keyblock and do_ob_key in insert_*key.
do_ob_key shouldn't be called for object with uninitialized key blocks.
NOTE: this commit not fixing problems with slurph
1) Fixed some weird formatting introduced during math-lib cleanups, and some other inconsistencies
2) Optimised the Maintain Volume constraint by taking the value calculations out
Copy All Constraints Operators:
* Added one for bones too
* These are now included in the menus
* Removed some weird/extra code copying/changing/bleh the actcol/totcol stuff...
This constraint allows an object or bone to have their rotations applied as if their origin/pivot-point was located elsewhere. The most obvious uses include foot-roll, see-saws, but could also include more complicated rolling-box examples.
== Usage Examples ==
=== Foot Roll ===
1. Add 'Pivot' Constraint to the bone without any target.
2. Set the 'Y' value of the offset to the length of the bone. Usually this should be negative (if you rig with feet facing 'forwards' along -Y axis). This gives you a pivot point relative to the bone's (preconstraint) location, which should be at the tip of the bone here. Disabling the 'Use Relative Offset' would make this offset be relative to 0,0,0 instead of to the owner/bone-head.
3. Ensure that the 'Pivot When' setting is set to '-X Rot', (default) which means that the pivot will only used when the rotation on the X-Axis is negative to get tip-toe 'roll'.
=== See Saw ===
1. Add a 'Pivot' constraint too see-saw plank object, this time with a target that you wish to have as the pivot-point. It's possible to do this without too (as before), but is less intuitive.
2. Optionally, if you want the plank slightly raised, set the z-offset value, which should make the pivot-point used to be relative to the target with the z-offset applied.
3. Ensure that 'Pivot When' is set to 'Always', which means that the pivot will always be used, irrespective of the rotation.
== Notes ==
* The 'Pivot When' setting has been integrated in the constraint, since this is something that will often be required for these setups. Having to set up additional drivers to drive the constraint to do this kindof beats the purpose of providing this.
* The 'Offset' functionality is probably not presented as clearly as it could be. We may need to go over this again.
* For foot-roll - if any scaling of the foot is required, simply set up a driver on the y-offset to make this dynamically respond to the "scale" RNA property of the bones (don't use the "Transform Channel" vartype since that won't work correct here). However, this shouldn't be common enough to warrant special treatment.
Now, rather than the bit-too-alarming stop sign, threaded wmJobs
display a progress indicator in the header. This is an optional feature
for each job type and still uses the same hardcoded ui template
(could use further work here...).
Currently implemented for:
Render - parts completed, then nodes comped
Compositor - nodes comped
Fluid Sim - frames simulated
Texture Bake - faces baked
Example: http://mke3.net/blender/devel/2.5/progress.mov