OK, after that failure of committing a bunch of old junk, hopefully
this is what I actually meant to commit :)
* Added big comments to some of the fields in struct PBVHNode. I
always forget the details of these, so finally wrote it down
properly.
* Changed types of PBVHNode.face_vert_indices and PBVHNode.flag to
better reflect their contents.
* There should be no functional changes here.
I named all the BGE modules with their actual names (e.g. Rasterizer, Video Texture, ...). so in the API index.html page they look more like the other Blender modules.
I did the same for the bgl module.
For bge.constraints this patch exposes the constants values for debug mode and createConstraints (they were hardcoded innts before).
+ making all the "todo" and #comments into rst comments (.. comments)
Thanks Solano, it's great to get help to those tasks :)
===========================
- Fixed occasional crash caused by conflicting access
to non-threadsafe moviecache. Added lock on movie clip
ibuf acquire level.
- A bit nicer feedback from libmv when doing reconstruction.
Now if all tracks and frames were reconstructed average
error would be reported in "notification area".
If there's something failed to be reconstructed warning
message would appear and failed items would be printed to
the console.
===========================
- Fixed bug with transforming several markers at the same time.
(Memory access issue, index was chacging in wrong way).
- Do not check result of BKE_tracking_get_marker -- it should
always return valid marker.
Old issue with OSX Cocoa code: shift+scrollwheel should send
a 'horizontal wheel' event to Blender. Blender only recognizes
scroll events in general though. The old code then just didn't
send an event at all, not passing on shift+scrolls.
Now the scroll event is sent anyway, relying on Blender's
keymapping to define what to do with shift+scroll.
This fixes things like shift+scroll to scale ListBox widgets.
===========================
Changed behavior of 2D stabilization:
- Fixed epic spelling error.
- Neither 3d viewport nor MovieClip compositor input node
are using stable footage now.
- Now one thread lock can be avoided -- stable shot
isn't acquiring from several threads.
- Added compositor noe Distort->Stabilize 2D which is
supposed to stabilize "incoming" image using movie clip
block as reference.
Probably it could be useful to define MAT4 socket type and
use it in MovieClip node as output for stabilization and
as input socket for Stabilization node so relation could be
easily visible on "graph".
--it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD
Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one.
Minor UI text update for Vertex Masking
===========================
Implemented 2D stabilization:
- Based on average point of several tracks.
- Tracks for stabilization are controllable from
"2D stabilization" panel.
- Implemented autoscaling. Could fail if average point is
too close to frame boundary.
- Background clip in 3D viewport and MovieClip input
compositor nodes are using stable shot.
Some internal weak things:
- Stable shots aren't cached in moviecache. There is
only one "slot" for stable shot inside stabilization
structure.
- This could fail if several threads are requested different
frames (for example when starting playback, pause to make
Nodes Editor trigger refresh, continue playback).
- Due to it shouldn't crash i decided to implement better
caching for stable shots a bit later.