Revised the conditions under which motion paths get recalculated after transforms (when auto-keying is enabled). Now, the type of path display does not matter, but rather that the object/bone in question has any paths at all. This makes animating with these a much smoother experience.
Proper fix for this. Moving special mouse input stuff to custom callbacks (this also makes the per transform main functions a bit cleaner).
It also fixes the operator property (value) for shear and warp.
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Bugfix: When autokey is enabled, notifiers to refresh the animation editors *after* transforms finished for objects were missing.
While I understand the need to limit these to not doing this during transform, after transform, this lead to lag/inconsistent UI problems.
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* Added 'Damped Track' Option to 'Make Track' Operator
* Improved the code of the 'Clear Track' operator to include other types of tracking constraint too
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
Only recalculate changes when absolutely necessary (mouse move triggers a soft recalc that will only happen before the next redraw other events trigger hard recalcs). The problem was that mouse moves are reported as lots of events (with small dx,dy) between each redraw which would trigger often heavy recalculations every time while only the last one was really important (the one before the redraw).
This makes snap project (retopo) much more manageable but induces a very small lag equal to one refresh cycle. Confirming transform does a hard refresh, so the final result is always consistent with mouse position.
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not
work well for offscreen rendering. It would have been possible to make a
fake subwindow for this, but I decided to just remove this extra layer as
it does not seem to have much purpose and has been quite confusing when
trying to fix other bugs. The relevant matrices are already stored in
RegionView3D so there will be no increase in calls to glGetFloat, which may
have been a performance reason to use this system in the past.
* Auto-snapping can now be toggled on/off using Ctrl-Key again. Defaults to turning Nearest-Frame on if no auto-snapping is enabled, since this offers the best snapping behaviour in general.
* Graph Editor's 'Draw Time' option can now be taken into account for increment snapping/stepping
Added flags for the mapping function offering more control over what values were affected and when. In the WIP code, the values for unselected verts were getting the restoration conversion being repeatedly applied, resulting in the values tending to zero.
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.
Most file changes were to make scene available in the isDisabled modifier
callback function.
Patch by Jonathan Smith
When using numerical input, up and down arrow keys increment and decrement the value by the transform increment amount (grid for grab and so on).
This commit fixes some update issues for some rig setups used for Durian, with proxies not updating correctly during transforms.
The setup involves an armature that has been proxified, which deforms a mesh in the group it came from. One of the bones in this armature is constrained to an empty that was added in the shot file.
When the empty is moved around, the mesh does not deform in response to the armature until the transform is confirmed.
This was because the depsgraph tagging was not comprehensive enough, since only a few cached tags got restored (but not all). For now, full depsgraph tagging is now performed for objects as they are transformed.
- In 2.4x, this setting was the lock button in the headers.
- Now, this option can be found in the View menus of all relevant editors
- Basically, this option toggles whether objects (using animation data that's being edited) get updated during animation editor transforms to give realtime feedback on the effects of tweaks.
- By default, this is enabled, since this fits in nicer with 2.5's everything 'live' paradigm. However, it is recommended to disable this on slower computers or when updates for heavy rigs are causing too much workflow lag
- Also, removed some old crufty settings from action editor data
Feature request for ZanQdo, which shows the intermediate values used in driver calculations (i.e. current value of driver, and current value of variables), allowing drivers expressions to be debugged. This is a per-driver setting...
Scaling behaviour relative to mouse movement was inverted. Made the this transform tool now use the standard input mechanism for scaling inputs so that the behaviour is now correct.
Martin: In my tests, the responsiveness of the scale tool is now not sensitive enough though. If you have some time, could you look into whether this can be made to work a bit freer?
this is too arbitrary and could break if roperty order is changed.
store the property in the operator type that is to be used for menu and enum search func's.
python function for searching operator enums on invoke. (just need dynamic python enums now)
wm.invoke_search_popup(self)
The reverted code was just blindly restoring the old state of the keyframes; changes to selection state, value changes, handle type, etc. were overridden, and the cases where keyframes were deliberately retimed or otherwise were also ignored.
I'm not sure what problems these changes were meant to be solving, but will reassess the situation when I get more info on this.