* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0
* Generated images arnt animated - use for a test to see if the textures animated.
animated textures
I have added a dependsOnTime function for the Displace modifier which checks
if the displacement texture has IPOs, is a plugin, or uses an animated image.
Flags control the behaviour and grouping of markers. At present, Ctrl+M places a marker with TMARK_EDITALL set for testing purposes.
I have also split the text area event handler into separate methods for marker handling and the existing text tools. This makes the events system much easier to follow as it was getting a little hairy.
* Added "Lock axis" options on taper and strech/squash (suggested by ZanQdo)
* Better control of deform factor (suggested by ZanQdo)
* Added eModifierTypeFlag_AcceptsCVs (so it now accepts both curves and meshes)
=======================================
Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.
* A new per texture face "Sort" setting defines if the face
is alpha sorted or not, instead of abusing the "ZTransp"
setting as it did before.
* Existing files are converted to hopefully match the old
behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
in a mesh with 600 faces lowered the framerate from 200 to
70 fps in my test.. the sorting there case goes about 15x
faster now, but it is still advised to use Clip Alpha if
possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
I've added some comments to the code about this.
Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/
Merged some fixes from the apricot branch, most important
change is that tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.
Also, the subversion was bumped to 1.
- Takes less than half the time to format a full document
- Where possible only the required lines are re-parsed when text is changed (was the whole file, for every key press!)
- Memory is allocated in one place only (there were all sorts of problems here)
- Should be easily extensible for other scripting languages
- Lots of comments to make it very easy to follow / change
- def and class are now properly coloured. They had a theme colour but the checks didn't work.
* For constraint mesh-targets, the check for whether the target mesh was in EditMode didn't check to see if the target mesh was the mesh in EditMode.
Thanks jaguarandi for catching that!
* Bumped up size of buffer for grease-pencil drawing after seeing a program written in 1989 that had a 100 times larger buffer
*the options "remove faces", "merge" points were removed
*made shrinkwrap work with CVs (curves and nurbs surfaces)
*cleanup shrinkwrap code.. (removed bruteforces and raytree methods)
left overs from new particles
-wind and force did not work if aero or edge collision was activated.
-force field had flipped sign compared to particles
tsk who thinks a attractive force should negative sign? well... i am passionless with that.
-adapted effect of wind and fields on softbodies such that softbody "particles" and particle "particles" behave consistently
note!
effect of wind is 1/25 compared to before
other forces 1/10
- Added GUI panel
- Selected text is copied to "find" field
- Option to search "all texts"
- Option to replace text
- Alt+F finds, Ctrl+Alt+F finds again (without UI)
- Alt+H replaces (UI), Ctrl+Alt+H replaces again (and undo works)
- Fixed: Find didn't push undos so cursor position was wrong
Fixes: [#17315] Sequencer: after undo there's no active object
closes: [#17357] fix for bug #17315 - Sequencer: after undo there's no active object
(kiemdoder: thanks for the patch, had to do it in a little bit different way,
since sort_seq will kill your sort order idea...)