Limitations:
1) Parents and children of selected objects are excluded from the pool (siblings are ok) Making it work with that would required unparenting and reparenting after transform, that would turn nasty really quick.
2) Does not support Connected (this could be done through parent links, but see 3 first).
3) Parent relationships in affected objects aren't taken into account. When parent and children in the area of effect, remember that the children will also take the motion of the parents (with additive results). This could perhaps be fixed, but it could be nasty.
Other stuff:
New BASE_EDITABLE macro that checks if base is editable (like TESTBASELIB except it doesn't check for selection)
Add scene parameter to TESTBASELIB_BGMODE macro (using it from current scope is nasty)
This is effectively a C-port of Nathan Vegdahl's "No Twist" TrackTo PyConstraint, and has been added as a separate type of constraint to be consistent with the existing constraints (Locked Track, and Track To).
In general, this works considerably better than the existing "Track To" constraint, since it works by determining the smallest rotation necessary to get the current orientation of the owner to an orientation which would be tracking the target. It is also a much more straightforward approach than the weird old method the old Track To uses.
I've made a few tweaks to the code to deal with the (hopefully rare) cases where the target and the constrained are coincident. These don't appear to cause too much trouble in general.
TODO:
- Probably the naming of the constraints will change, to better convey their purposes. Naming suggestions welcome.
- undo stops all running jobs (operator redo was crashing with threaded render)
- adding new armatures was crashing if there was no valid view3d
- transform with an active hidden object would crash
The aim of this is to avoid having to set the selection each time before running an operator from python.
At the moment this is set as a python dictionary with string keys and rna values... eg.
C = {}
C["active_object"] = bpy.data.objects['SomeOb']
bpy.ops.object.game_property_new(C)
# ofcourse this works too..
bpy.ops.object.game_property_new({"active_object":ob})
# or...
C = {"main":bpy.data, "scene":bpy.data.scenes[0], "active_object":bpy.data.objects['SomeOb'], "selected_editable_objects":list(bpy.data.objects)}
bpy.ops.object.location_apply(C)
* There's an unresolved error in transform_conversions.c which I've flagged in this commit. I'm not quite sure what the exact intentions of that code were (i.e. was the "void_pointer = 1" really intended)
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
* #19727: Noise modifier does nothing with size 1.0
When the 'Size' and 'Phase' parameters were both 1.0 exactly, and evaltime was an integer (as is the case when doing animation evaluation but not for Graph Editor drawing), the noise calculation function was bailing out. Now, the 'z' component supplied to this function is a decimal value (hardcoded to 0.1 after experimentation) to try and avoid this situation.
* Graph Editor 'Bake' operator was using wrong poll callback, making it useless when trying to use it on a F-Curve that only has modifiers on it (i.e. the main use case of the operator!)
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).
The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.
One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.
Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
* RNA Path fixing when renaming data now checks if a path in question cannot be resolved before trying to fix it. This should reduce the number of misindentified cases I hope.
* Silenced compiler warnings for EdgeSlide stuff that mingw was making about unused variables.
* Transform code was not properly fixed to work with the new way that axis-angle data was stored
* The order of the args for the conversion function when switching rotation representations was wrong, causing problems when switching from quaternion to axis angle (i.e. these occurred for newly created bones).
Auto save is now working again in 2.5. It will also remember now what
the location of the original file was when recovering it, so that
library links still work and saving the restored file does not save to
the temp directory. There is also a new Recover Auto Save operator
which will open the filebrowser in the temp directory and show the
auto saved .blends.
Implemenation Notes:
* Timer storage was moved from window to windowmanager, so we can have
windowmanager level timers too now, doesn't make sense to have
autosave timer attached to a particular window.
* FileGlobal now has a filename field storing where the file was saved.
Note that this is only used when loading a file through the recover
operators, regular file read doesn't use it, so copying the quit.blend
manually over the original file will still work as expected.
* Jobs timer no longer uses operator now, this seems more like an
internal thing, changing keymaps should not make it possible to break
the jobs manager.
* Autosave is postponed by 10 seconds when a modal operator is running,
e.g. transform or file browsing.
* Moved setting G.sce in setup_app_data before depsgraph updates, these
can use the filename for pointcaches.
* Now the old/new names get tagged with [" "] before the search and replace operation, which should alleviate problems with searching for 'bone' and ending up with all instances of 'boney' 'boney.r' etc. also getting renamed.
* Cleaned up some compiler warnings, and removed an unused function from an earlier attempt at this work.
RNA Paths used in F-Curve, Drivers, etc. now get renamed when some data that they use gets renamed. This only works when things like Bones, Constraints, Shape Keys, and Modifiers get renamed, but other cases can get added easily.
The code here only performs simple string replacements, so there is the potential for problems when several sets of data with the same names are present. For example, if there are multiple armatures with bones that have the same names, renaming a bone on one armature (with a bone on another armature having the same name) will break all the drivers on the other one, even though they aren't really connected. However, I don't expect the aforementioned scenario to really be a problem in most production scenarios.
Also:
* UI now takes ID self check flag into account so that e.g. it
doesn't offer to the make object it's own parent.
* Mesh loop cuts number of cuts had wrong limits.
* Don't use mesh_get_derived_final in modifier stack, but
ob->derivedFinal instead. Avoids crashes on dependency loops,
and in case there is no loop it should have been created.
- invalid pointer was used for getting the sequencer length crashing blender or setting the length to negative values.
- printf_strip(seq) for debugging sequence strip locations
- Spelling: Cheet Sheet -> Cheat Sheet
* Changing to the ShapeKey editor now automatically enables the value sliders
* Filtering code for ShapeKey editor can now do AnimData block filtering too (internal details...)
* Silenced console warnings when inserting keyframes on F-Curves with no keyframes already (for Animation Editor sliders)
* Made the update code for keyframe transforms send more general depsgraph updates. Unfortuately, this still doesn't resolve the update problems with shapekeys
Special priority request from Durian team to get this sub-editor of the DopeSheet Editor restored. Originally I was kindof planning to drop it, but obviously it still has a role!
It now supports all the modern features that the DopeSheet supports, complete with selection, muting, locking, DopeSheet summary, and all the other tools that you know and love from the other views.
Also, this no longer uses the old hacky sliders that 2.4x used (instead it uses RNA-based ones), so should function just the same as other DopeSheet views).
it would show you the last selected shape key until doing
another operation. This is confusing, and the Pin button allows
you to do the same kind of shape browsing.
Since the deep shadow buffer summer of code project is not actively under
development anymore, I decided to build my own DSM implementation from
scratch, based on reusing as much existing shadow buffer code as possible.
It's not very advanced, but implements the basic algorithm. Just enough so
we can do shading tests with it, optimizations and other improvements can
be done later.
Supported:
* Classical shadow buffer options: filter, soft, bias, ..
* Multiple sample buffers, merged into one.
* Halfway trick to support lower bias.
* Compression with user defined threshold.
* Non-textured alpha transparency, using Casting Alpha value.
* Strand render.
Not Supported:
* Tiling disk cache, so can use a lot of memory.
* Per part rendering for lower memory usage during creation.
* Colored shadow.
* Textured color/alpha shadow.
* Mipmaps for faster filtering.
* Volume shadows.
Usage Hints:
* Use sample buffers + smaller size rather than large size.
* For example 512 size x 9 sample buffers instead of 2048 x 1.
* Compression threshold 0.05 works, but is on the conservative side.
- removed custom invoke function, use generic names (was misleading since conversion is done on selection, not just active).
- made convert mesh to curve use the 'keep_original' option.