This commit fixes the first issue in the report - deselecting unselected channels does not flush the change in state - which resulted in the channels of collapsed and unselected groups not getting unselected too (a consistency issue).
For operators that depended on working on the data of 'selected' channels, but which needed to get F-Curves only, collapsed groups posed a problem (these operators included inserting keyframes on selected channels only, pasting keyframes, and ghosting curves).
When these groups were selected, all their F-Curves should get included regardless of selection since it's too confusing otherwise. However, inside the F-Curve filtering code, selection was still being considered. This problem has now been avoided by not filtering the F-Curves for selection status in these cases.
Bugfix #21031: Non-visible animation channels affected by fcurve visibility toggle hotkeys
Removed a bad check for the selection filtering check from animation editor filtering for groups+fcurves. This check meant that groups that were not visible due to not having any visible F-Curves would end up being shown too.
- World Animation was being ignored. Reported on BA
- Particle/Sound/World animation handling were all missing break statements for some reason, which was corrupting path names.
- Python script to crossfade two sound strips in the sequencer
- Fix for the libsamplerate code producing awful audio when resampling sequencer strips
- Changed default resampler to a linear one (as temporary workaround for a bug that seems to be in the samplerate code)
- Fix for the OpenAL device to return a more accurate playback position
When the visiblity of a F-Curve in an expanded group was enabled using VKEY, the visibility of all groups above the expanded groups were also turned on.
Many string properties need tweaks to work correctly with this, since many don't have any reasonable defaults set (especially name fields, which often get cleared with these changes).
- 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
This commit adds a few more execution contexts for operators, given the increasing tendency for some special regiontypes to exist within areas that must have their own set of special operators.
Examples of these include the "channel" operators in the Animation Editors (i.e. those in the 'Channels' menu), and the "Fit to Preview Window" operator for the Sequencer.
Previously, operators such as these would not function when clicked on from the menus, and they would not show the hotkeys they were mapped to.
Also, fixed a few operator definitions in the Animation Editors which were missing ot->prop defines. This meant that some hotkeys (mainly selection) were shown incorrectly in the menus.
Patch by Daniel Salazar - ZanQdo
- Do not change save the distance factor since this is not relevant as a preset, it should stay at what ever the user
set it to work with that particular scene
- fixed a tooltip
Add optional parameter to VideoTexture.Texture refresh() method
to specify timestamp (in seconds from start of movie) of the frame
to be loaded. This value is passed down to image source and for
VideoFFmpeg source, it is used instead of current time to load
the frame from the video file.
When combined with an audio actuator, it can be used to synchronize
the sound and the image: specify the same video file in the sound
actuator and use the KX_SoundActuator time attribute as timestamp
to refresh: the frame corresponding to the sound will be loaded:
GameLogic.video.refresh(True, soundAct.time)
* Zoom and Pan should work now (thanks Aligorith for reviewing)
* mostly removed ancient drawing code
* Fit preview in Window still has issue, HOME key in preview area should be working though
Disables save buffers and full sample when render border is turned on (render doesn't work otherwise because save buffers doesn't support border rendering).
* Smoke got it's own thread loop now and can be esc'ed now
* Apple OpenMP bug workaround until they fix the GCC (couldn't test this one)
* removing some "static" keyword to prevent crashing on frame display
* should also fix problems with wavelet.noise crashing (Bug #20710)
Fluid:
* sleep delay has been reduced to be more responsive
* Fluid progress is displayed in percent using the mouse cursor (like smoke)