Grease Pencil crashed after duplicating a screen-area, and deleting a layer from the original screen-area. The duplication code was not reassigning some pointers.
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.
Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)
Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.
It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.
NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
* BLI_linklist_index() - to get an items index in a LinkList
* BLI_memarena_use_malloc() - BLI_memarena_use_calloc alredy existed but there was no way to switch back to malloc.
also added texnodes to cmake
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.
Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
- this means you can do BF_QUICK=bf_ and it would build all libs that contain bf_ in their name. This makes
it easier to use, since you don't have to remember the exact names
* Update documentation to mention scons-local.