Rotation brush used to be crazy because it depends on normal of area
under brush, which is used as axis to rotate vertexes around and
this normal used to change during stroke.
Calculate normal from original mesh state for rotation tool too.
* Only the first object (in scene object order) that instanced a dupligroup was rendered properly, because particle instances were checked for only after creating the render object (and even this check was done wrong).
* Now the actual render object is created only after both object and particle instances have been checked.
Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to
browse screens or switch scenes nicely.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
calling
bpy.ops.wm.read_factory_settings()
... would clear a scripts namespace if running directly, not in a module.
Fix by backing up and restoring the __main__ module.
Also found BKE_reportf wasnt printing all reports in background mode as BKE_report() was doing.
While doing some animation work over the past few days, I found that
it would be useful to be able to tag keyframes as a another type yet:
"jitter" for fill-in secondary motion (i.e. blinks/hand-keyed camera
shake). Of course, what you really use these for is up to you, but
this is one more option when you need it :)
- "CONSTRAINT_IK_AUTO" flag for targetless IK constraints was being
set in the wrong place. This is for the IK constraint data's flag, not
the generic constraint's flag
- Converting stack var "targetless" from type bConstraint to
bKinematicConstraint (i.e. constraint baseclass -> specialised data),
since it was only used in one place with a cast used there.
- When using targetless IK with no specified chain length, bone
rotation locks are taken into account too, saving a bit of extra setup
work
- bpy.data.*.load() functions were only accepting UTF-8 paths.
- rna functions/properties now accept byte values rather then strings for file paths.
- bpy.path.resolve_ncase now supports byte objects.
- operators which reload G.main would crash blender if called from python and then accessed bpy.data.*
- WM_read_homefile_exec was setting the contexts Scene to NULL as a signal for the event system, this didnt work in background mode, crashing when property update functions expected scene to be set.
- now writing to RNA is disabled when inside render() call.
- disallow calling operators when writes are disabled.
Rendering runs in a thread so running operators from the thread is not safe unless rendering becomes a blocking operator again.
occasional unexpected long lines.
1. The Parameter Editor mode was extended to prevent strokes from
doing quick U-turns that "enable" a known bug in strip creation
that generates unexpected long lines in question.
2. A verbose warning message was added to make the existence of
the strip creation bug visible to users. When the bug affects the
stroke rendering, the following warning shows up in the console:
> Warning: problem in strip creation (the strip is most likely doing a U-turn).
3. The extrapolation option of CurveMapping (used in alpha and
thickness modifiers in the Parameter Editor mode) was identified
as another source of unexpected long lines. Now the extrapolation
option is unconditionally disabled (even when users enable it
through the GUI).
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?
Area split error: if the first split position was exactly aligned
with another 'edge' it merged the edges, causing the subdivision
layout to go haywire. Only happens in rare occasions, good find
this report :)
* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense.
* Added a missing notifier for the Node backdrop move operator.
This was a two-part bug: a user error + API error.
* User Error: before calling bpy.ops.constraint.childof_set_inverse()
for a constraint defined on a bone, you firstly need to explicitly
make that bone the active bone. To do that, you do
armature.bones.active = posebone.bone # or something similar
* API Error: active bone setting was a bit too strict. It only allows
setting the active bone if the new bone comes from the same armature,
but was overlooking the fact that RNA pointers may have been created
through the object using the armature instead.
In 2.49 we had this implemented in the logic_windows.c. I think I skipped this when porting the new UI. I probably didn't know how to do it back then or was waiting for something. Anyhoo, it's all good now.
For the records, the Logic Bricks that I haven't gone over to make sure everything is 100% are:
Filter 2D, Constraints and Animation (action, shapekey, fcurve)
I'm going over them this week, so the Logic Bricks are close to receive a "revisited review check-up" ISO 9000 :)
New bump code: option "Texture space" only works for image textures.
It appears this option is some kind of "fake normal map" actually.
Needs nicer name... maybe "Image space".
Now it ignores the option when no image texture is used.
UI bug: when a button has an open menu, the menu closed on any
mouse-over of other buttons in this panel. That's not too bad,
but it didn't check for whether the mouse was already inside the
menu itself (respecting safety region).
The bug showed error on zoomed in UI, using FPS presets, in case
the menu-button was drawing aligned with other buttons. A real
boundary case... :)
.blend1 etc backups.
Proves again that lazy coders only make bad code :)
Implementation note:
The filewindow now recoginizes .blend version backups as
a special type, so filtering for .blend files themselves
ignores it. However, they're recognized correctly as valid
.blend files, and draw an icon as .blend file when filtering
is off. Can become a distinct icon if we want...