Blender duplicates groups in the 3D view at the location of objects having the DUPLIGROUP option set. This feature is now supported in the BGE: the groups will be instantiated as in the 3D view when the scene is converted. This is useful to populate a scene with multiple enemies without having to actually duplicate the objects in the blend file.
Notes: * The BGE applies the same criteria to instantiate the group as Blender to display them: if you see the group in the 3D view, it will be instantiated in the BGE.
* Groups are instantiated as if the object having the DUPLIGROUP option (usually an empty) executed an AddObject actuator on the top objects of the group (objects without parent).
* As a result, only intra-group parent relationship is supported: the BGE will not instantiate objects that have parents outside the group.
* Intra-group logic bricks connections are preserved between the duplicated objects, even between the top objects of the group.
* For best result, the state engine of the objects in the group should be self-contained: logic bricks should only have intra-group connections. Use messages to communicate with state engines outside the group.
* Nested groups are supported: if one or more objects in the group have the DUPLIGROUP option set, the corresponding groups will be instantiated at the corresponding position and orientation.
* Nested groups are instantiated as separate groups, not as one big group.
* Linked groups are supported as well as groups containing objects from the active layers.
* There is a difference in the way Blender displays the groups in the 3D view and how BGE instantiates them: Blender does not take into account the parent relationship in the group and displays the objects as if they were all children of the object having the DUPLIGROUP option. That's correct for the top objects of the group but not for the children. Hence the orientation of the children objects may be different in the BGE.
* An AddGroup actuator will be added in a future release.
Somehow it didnt finished and didnt added some files under the svn control
(found thanks to lguillaume that reported some files were missing)
Last merge fixed and also merged modifications up to revision 15584.
I checked the diff
svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender
And everything seems to be right now
Space types that are to support shortcuts like this should call BPY_menu_do_shortcut(...) from the event queue read method (See winqreadtextspace in drawtext.c for example)
To make our base classes subclasses, the Py_TPFLAGS_BASETYPE flag was added to the object type tp_flags slot.
Finally, I began to implement CurvePoint, descendant of Interface0D. This commit allowed me to verify that my SWIG replacement method works: interfaces are well taken into account by children. For a test, use the following code:
================================
import Blender
from Blender import Freestyle
from Blender.Freestyle import *
print Interface0D()
print CurvePoint()
================================
The __repr__ method is only implemented in Interface0D:
PyObject * Interface0D___repr__(BPy_Interface0D* self)
{
return PyString_FromFormat("type: %s - address: %p", self->if0D->getExactTypeName().c_str(), self->if0D );}
and the result is of the form:
type: Interface0D - address: 0x18e5ccc0
type: CurvePoint - address: 0x18e473f0
As you can see, the correct getExactTypeName of the class is called.
If you enable the Proxy and Custom Dir options and later disable
the Proxy (but not the Custom Dir options), Blender crash every
time that you try select the strip, because the proxy don't exist
anymore.
The solution: only draw the Custom Dir button if the Proxy
option is enable.
Interface0DIterator was modified to allow BPy_Interface1D to be instantiated: verticesBegin(), verticesEnd(), pointsBegin(float) and pointsEnd(float) are not pure virtual functions anymore. If they are called directly from BPy_Interface1D (instead of its subclasses), an error message is displayed.
Its now faster than raytree (both on build and query)
Things tryed:
X=>Y=>Z=>X split (reduces build time.. but increases query time)
bucket sorts
(initial sorts for fast usage of bucket take a long time)
(nth is linear.. so its quite fast already)
Best times archieve with:
*usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time
*quads are on the same node instead of splitting in 2 tris..
(this actually turned on speedup on query time.. since tree size is reduced by a factor of 2)
*test ray-bb before ray-primitive gives better times on both tris and quads
Notes:
measures where made projecting a sphere from inside the head of suzanne.
* samples that wernt loaded could crash blender - divide by zero errors from having 0 channels or bits.
* could also corrupt memory when selecting samples with long names. from the sample selector menu.
Small one: changed the string attribute in multilayer exr files to be:
"2.43 and newer"
To indicate that it's about compatibility of the exr file, not the version
Blender saved it in.
Ztransp OSA render did not include z values anymore in pass... this is
not good Z anyway (aliased), but at least it's back now.
Note: for composites using Z values: use FSA for superior results.
Patch submitted by Roelf De Kock (kiemdoder)
The parts of the patch affecting the timeline were have not been committed, as there was a better solution.
When searching failed to find any matches, the pointer to a matching pose was cleared. However, it wasn't reset upon clearing the invalid search-string, so a crash occurred.
When the NKEY is pressed in the Action Editor while hovering over the keyframes area, a floating properties panel can now be accessed. It shows relevant properties for the active channel, however this is currently only for Action Groups. Action Channel support will come later.
The key benefit of this panel is that it is now possible to edit the colour set used by a group. Also, there is a button for selecting all the channels in that group (which can also be done by simply Ctrl-Shift clicking on any group).
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
=============================
* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
effect, to keep the code in sync with apricot.
When changing the active action in the NLA editor with NLA-override off, armatures now have their restpose applied before the new action is evaluated.
I've commented the code here to make it clearer what is going on.