This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
PBVH used the same verts array as mesh data and shape key/reference key coords
were applying on the mesh data, so on some refreshing undeformed mesh was
displayed.
Added utility functions to get vert coords from key block, apply new vert coords
on keyblock and function to apply coords on bpvh, so now pbvh uses it's ovn
vertex array and no changes are making to the mesh data.
Additional change:
Store key block name in SculptUndoNode, so now shape wouldn't be copied to
wrong keyblock on undo
- implemented the old functionality of pin a sensor or actuator when "show state" is on.
- fixed code for setting/resetting VISIBLE and LINKED flags for sensors and actuators
(so states buttons is working for actuators and sensors)
- move the flag setting code (^^^) to a pre-processing part of the logic ui code.
Add Convert operator and button (missing in 2.5)
Fix stroke selection (uneeded separate operator and missing redraw)
Map sketch operators to LEFTMOUSE and RIGHTMOUSE instead of SELECTMOUSE AND ACTIONMOUSE (more in line with other sketching operators, might work better with swapped mouse buttons)
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
The most useful effect of this is that set scenes can take the simplify settings from the current scene (render team doesnt have to worry about animators simplify settings).
details...
- updating on frame change now passes the parent scene to object update function. (this was alredy happening for updating tagged objects)
- set scenes objects update first so scenes can depend on set objects however this only happened at once level, now set scenes are updated recursively, so deepest level is updated first.
- collision objects used to only look through the current scene, now set objects are included.
If no parameter is passed it uses the active object.
To do: make logic_window set "active object" in context before calling add s/c/a operator
So far I tried this before uiItemMenuEnumO(row, "LOGIC_OT_controller_add", "type", "Add Controller", 0); :
+RNA_pointer_create((ID *)ob, &RNA_Object, ob, &ob_ptr);
+uiLayoutSetContextPointer(row, "object", &ob_ptr);
Not working though :) (not committed either). to be investigated.
* Enabled premultiplication for packed images
* Added pack/unpack operator to image template
* Moved brightness/contrast corrections to after de-premultiplication in image texture sampling
- release/scripts/ui/space_userpref.py
added the change to add a 'warning' field to bl_addon_info
warning icons are used to show 'broken' scripts or warnings
asked permission to campbell and matt in blendercoders to apply this
- source/blender/python/doc/sphinx_doc_gen.py:
small fix in the url
Blender crashes when wiring an image input to an image output in the
compositor (not the same image)
The string to keep the full path was usign FILE_MAXDIR, when
has to be both, FILE_MAXDIR + FILE_MAXFILE (240, like FILE_MAX).
Adding two rna properties: state and state_number
For scripting "state_number" (integer) makes more sense while "state" (boolean/array) may be needed for the UI.
So far the UI is only showing the state number (using Label). Still have to decide how is the better way to "change the state".
If we don't need "state" (as boolean) for the UI, we can have only the integer one and rename it to "state".
+ some cosmetic changes (renamed ob "states" to "visible states")
ps.: 2 goals == 2 commits... let's see if I can keep that ratio until the middle of July ...
This commit allows you to see the Logic Bricks for multiple objects at once. It still will only add s/c/a for the active object.
@Matt,
currently "LOGIC_OT_controller_add" uses the active object. That's good for the operator to work in scripts, however for the UI we need something different.
Ideally I would like to pass the object as an (optional) parameter to the operator. Not sure if it's possible.
The solution in 2.49 looks too "2.50 incompatible". In there ob->scaflag is set to be retrieve later by "do_logic_buts". Smart but too hacky imho.
- creation obstacle on object replication (including navmesh object)
- creation object transform for navigation mesh directly from blender object instead of using SGNode world transform (because SGNode doesn't exists yet when building navmesh on ProcessReplica)
- on instances last hit optimization was jumping to the last hit face
inside an instance without doing space transformation.
Fixed by making last hit optimization jump to the root node of the instance
instead of the last hit face.