only becomes correct after a frame change. This also caused errors in
vector blur with strands. Cause was the BONE_UNKEYED flag, which is
not valid anymore after file read with proxies, and should be cleared.
1) Trying to bring back compatibility with Python2.3.
2) Adding some stubs to compile blender player again on linux.
Please tell me if Blender still doesn't compile with py 2.3 or if the player isn't compiling. There was a binreloc related stub I needed to add, so probably the player wasn't compiling before the pynodes commit.
Thanks PanzerMKZ for reporting and testing part of the fix to py 2.3.
* Optimised transform constraint a bit
* PyConstraints now show the script-selection menu correctly when a new constraint is added (i.e. it now displays the correct initial value).
Also made rem_from_group return if it removed the object which save some looping.
Added a node in the blender help message that background mode dosnt load the .B.blend file as a bug was reported recently because of this.
Added a new brush option, "Anchored". When enabled, the brush doesn't move with the mouse, but rather stays in it's initial location and grows larger or smaller to follow the mouse. Good for brushing alphas on to the mesh. (Note that this option isn't available for the grab brush, and ignores the smooth stroke option.)
Now bounding boxes are computed per object, and checked first before
zbuffering objects. For strands, bounding boxes are computed per
original face in the mesh. Overall the speed improvement from this
is quite small (zbuffering is rarely the bottleneck), but it seems a
sensible thing to do anyway.
Added three new tools to the WKEY menu for Armatures in EditMode/PoseMode. These add .* extensions to the names of selected bones based on their position in 3d-space on the axis considered by that tool.
The current naming schemes are based upon the extensions I normally apply. Some people may have slightly different preferences though.
There is one for:
* Left-Right names (along x-axis)
* Front-Back names (along y-axis)
* Top-Bottom names (along z-axis)
Added a new constraint, "Limit Distance". This constraint defines a 'virtual sphere' around the target which the owner can be made to stay inside, outside, or on the surface of it.
This constraint is best used when applied using the Ctrl-Alt-C hotkey, as the radius is set correctly that way.
One usage, is to prevent the target of an IK-chain from straying away from the chain. Care should be taken to not use a member of the IK-chain as the target though.
Description of Variables:
* 'Dist' - Radius of virtual sphere
* 'R' - Click on this to recalculate the 'Dist' value (note: like the 'R' button in the StretchTo constraint, this is currently buggy)
' Mode' - This menu gives different options for how the limiting sphere should act. The mode names are self explanatory.
* 'Soft' and 'SoftDistance' - currently not functional (so settings are hidden). These are used to define a smaller radius around the sphere of influence where a non-linear relationship between input and resulting locations occurs to prevent the owner 'crashing' into the sphere.
of strands changing between frames, vector blur couldn't work. Now
speed vectors are interpolated from the surface. This also means
child particles don't have to be computed in the previous and next
frames, so saves time too.
Also, duplis are now taking into account, the proper way to exclude
them is to set the material to be not traceable.
Removed an unnecessary pointer from the VlakRen struct to save some
memory, not really that significant, but still, saves 70 mb for 10
million faces.
- Particle system distribution wasn't flushed properly for non-edited hair.
- For instances in the renderer, also count their verts and faces in the stats.
- Fix for error in the "surface diffuse" formula for strand shading.
Basically, this is based on the behaviour of the unique_constraint_name (or equivilant) functions, which have traditionally been duplicated everytime a new datatype needed this.
Currently, this is in use for the following things:
* Constraints
* Action/Bone Groups
* Local Action Markers / PoseLib poses
Usage Notes:
* The file in which this is to be used should include the standard header file <stddef.h>. This defines the offsetof() macro, which should be used to find the relative location of the "name" member of the structs
* This function is only designed for names of up to 128 chars in length (Most names are at most 32. TimeMarkers are 64). If a longer string needs to be handled, the function will need to be modified accordingly.
* defname is the default name that should be used in case one hasn't been specified already
Removed FTYPE from render output panel - was some old format that did index colors, and wasn't even used anywhere.
Added 2 options to the render output panel that can be used for a really basic local renderfarm (even artists can use it!),
"NoOverwrite" and "Touch"
When both are enabled, rendering 1 scene between many pc's on a fast network will populate the directory with frames.
Also useful to delete frames that have errors and re-render (without manually re-rendering each frame)
I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems).
Anyway, in this commit, the following things for "bone groups" have been done:
* Bone groups are stored per armature (internally, this is per bPose block)
* Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib.
* Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there.
Some stuff I'd been originally planning to do before committing:
* When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that.
* New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it)
* There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
This is actually just the alpha value as currently being calculated
by the mist code. It is in many cases not very useful to have this as
alpha in shading result, also for postprocess and composite.
Note: this pass also works with "Mist" not set in World, of course.