* Added Windows specific implementation for fnmatch taken from GNU/MINGW/MSYS C library
* behaviour should now be the same as under Linux and other OSs
* changed filename for fnmatch.h to ensure we include the correct one if we link with the included implementation
* tested compile with MSVC 7.1 and gcc(MinGW-5.1.3) on Windows.
removing vertex groups was broken, the function being called was for editmode, this would remove the vertex group but apply the weights from the removed group to the next vertex group.
- error fix: overall weight group value was used inverted
- added "Inv" button to make weight group work inverted
- added bigger, more clear Multi Modifier button
- Seperated StripData into
StripData
TStripData
where StripData holds only image-filenames and TStripData holds
the working information needed for ImBuf caching.
=> Large drop in memory usage, if you used a lot of movie and meta strips.
=> Fixed bugs in "duplicate" on the way (imbufs where copied around without
taking reference counting seriously...)
=> Code is much cleaner now
- Added defines for TStripData->ok
Finally figured out, what the magic values ment and named them properly :)
- Got rid of Sequence->curelem.
Reason: very bad idea(tm) for multi threading with more than one render
thread. Still not there, but this was a real show stopper on the way.
This allows to mix between the result of 2 modifiers, with both
using the same input state. This is useful for having a mesh deform
and armature deform working together.
However! This functionality could have been presented better...
this is actually Node editor stuff!
Now it works by adding a "MM" button, next to the "overall vgroup"
option. If MM is pressed, the input of this modifier is the same as
the input of the previous modifier.
Only the armature modifier has this option now...
* Mesh.c bugfix, "mesh.verts = None" didn't set the mesh->mselect pointer to NULL, wizard_curve2tree so would crash when in editmode.
* Texture.py - MTex.uvlayer doc was missing
* buttons_shading.c - Stencil tooltip was stupid.
distorted copy of the original face normal, meaning that on
smooth shaded faces, sometimes the check to keep rays
reflected out away from the face wasn't working, and the ray
would intersect when it shouldn't.
This is an additional option for 'TexFace', which uses the alpha of
the UV assigned faces as well as the colour. It appears in material
buttons as a little 'A' button next to 'TexFace', when 'TexFace is
switched on. It's a bit horrible, but no point tweaking that layout in
isolation at this stage.
This image is using texface alpha, with different assigned images, all
sharing the one material:
http://mke3.net/blender/devel/rendering/texface_alpha.jpg
Usually I consider texface (and teaching people to use it for UV
mapping) to be pretty evil, but in some cases, when you have lots of
separate images that you want to control in the one material, it can
be quite handy.
This commit *should* fix these problems for good. It seems that my attempts at optimising the code (by exiting a loop once the first match was found) were causing it to fail.
I've also made the code aware of handle swapping. I noticed that the handles were not being corrected appropriately after negative scaling.
Adding symetry detection (right now, only primary symetries and only used to determine bone orientation).
Fixing bugs (infinite loops) in length based subdivisions.
Adding number of post processing passes parameter
This option sets the relative scaling factor to the amount set in the
scene "100%/75%/50%/25%" buttons. It's useful when you've got a fixed
background image, and want to do preview renders at a lesser
percentage, so you don't have to go and change the scale node each
time you change the %.
Also removed unnecessary use of a global from texture node.
* Added a new option to only calculate a certain number of frames before/after the current frame instead of defining a frame range. This is useful in certain cases on longer timelines, to be able to view the paths for certain regions quicker.
* When inserting a keyframe, if a bone already has path drawing on, the path for that bone will get automatically recalculated. More testing is required to see if there are any more cases where this would be useful. Also, a global setting to turn this on/off would be a good idea.
Todo (requested but not yet implemented):
* Parts of path before/after current frame could get drawn with different colours
Support for using the axes of a different object as the line of mirror
symmetry for a mirror modifier. As a nice consequence, this allows
"clipping" to arbitrary planes in editmode.
A fun example of using a couple of mirror modifiers and an array
modifier to easily make a nice flower type model is here:
http://bebop.cns.ualberta.ca/~cwant/chocolateC05.blend
Patch by: Roland Hess (harkyman)
For example, a constraint can be sub-targeted at the 50% (or 31.2% or 85% etc.) point of its target bone, giving you enormous rigging flexibility and removing the need for complex contraptions to do such things as:
- A bone whose base slides only between to points on a rig (CopyLoc with a variable, animated subtarget point)
- Bones that attach to multiple points along another bone (CopyLocs, each with a different head/tail percentage)
- Bones that need to stretch to a point midway between specific spots on two other bones (old way: too crazy to mention; new way: stretch bone between points on end bones, then another stretch to the midpoint of the first stretch)
It is only used for the constraint types for which it is relevant: CopyLoc, TrackTo, StretchTo and MinMax, TrackTo, and Floor.
Notes:
- This is accessed by the Head/Tail number-slider.
- This value can be animated per constraint
- The old "Copy Bone Tail" option for the CopyLoc constraint has been automatically converted to 1.0 Head/Bone values for the affected constraints
- In the code, this value is in the bConstraint struct, so it is available for all constraints, even though only a few implement it.
====================
Dynamic binding support. This means that the mesh can move _within_
the cage and still deform correct. If the mesh goes out of the cage,
don't expect correct result. Must be enabled with the 'Dynamic'
option, because it is slower and consumes more memory.
This is useful to use e.g. the cage mesh for main deformations and
still have shape keys for facial deformation working.
Old log Message:
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bug fix, when opening blender with a file (by double clicking or from the
command line) - the initial undo state would be set to the default scene.
So holding Ctrl+Z would go back to the default .B.blend rather then the
file that the user opened.
Tree From Curve,
- report error when nurbs or poly curves are used.
- don't throw errors when >4 branch's per segment are used. also try deal with this better. though no nice solution exists.
- default speed is 10x slower then before.