Addons are checked for their timestamps and reloaded when it changes but this failed when, 2 addons had the same name since different times caused 2 reloads on every redraw.
Now when duplicate addons are in the path now give a error message in the UI and print path conflict in the console and don't thrash reloading.
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Click-and-slide behavior for placing marker.
Now "workflow" of adding new marker is following:
- Hit Ctrl+LMB
- Release Ctrl
- Slide mouse to give marker better position using
preview widged for this.
"Previous" behavior is valid still.
* Find first unused frame function was failing to correctly detect
conflicts with the lower bound due to the way that markers are not
stored in sorted order. Fixed by performing additional search passes.
* Fixed some update bugs where there were missing notifiers. Most
noticable when the poselib is being viewed in an Action Editor
- add back slicing for buffers, (was previously in 2.4x but not working in py3):
buf = bgl.Buffer(...)
ls = buf[:]
- fix for crash with negative index access not being clamped.
- improve repr() function for multi dimensional buffers.
- add back 'list' attribute, but print deprecation warning.
Now it behaves right on playback:
- Starting playback "Anim Player" button appears on header.
It used to appear only on mouse hover before.
- Stopping playback triggers refresh on compositor, so
actual result would be visible if image sequence/movie
is used in nodes.
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- Silent compilator's warning about possible uninitialized
variable usage in set floor operator.
- Check tracks cound on both of keyframes before reconstruction.
- Refresh 3d viewport when deleting track with bundle.
Visual Keyframing was broken by r.34685, which used another method
which, at the time, appeared to work perfectly fine. Apparently not.
Also, extend/fixed visual keying to work for axis-angle rotations too.
Needs some testing, but should probably work
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
* Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
* Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
* Fixed a few newline issues.
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- Bundle re-newed libmv library.
- Update API in libmv-capi to match new library.
- Initial implementaition of feature detection.
- Fixed bug with incorrect user sync when tracking
for first frame.
===========================
Fix for camera solver on windows.
There were two problems:
- Static align in Eigen should be also disabled for libmv.
- SSBA doesn't work correct for windows when optimization is
turned on.
There's no other way rather than disable optimization for
the whole extern/libmv. This leads to 3-4x slowdown, but it's
really the only thing we could do now.
Keir is going to drop SSBA out and replace it with Bundler,
so it shouldn't be a major problem.
* New object pointers can't be loaded properly for library linked groups, so the weight groups now store an index to the group objects at save time. This index is used at load time to set the objects without relying on the old pointers.
* If the library linked group is modified the indices can be wrong, but this can't really be avoided easily as there's no way to relate objects in a linked group between loads.