Wrong filters were used for F-Curves for adding the modifiers. Now the Graph Editor curve visibility settings are only taken into account for this when the hotkey version (i.e. only_active == False) is used, which means that the button works again.
into this before committing:
* Subversion was not increased, meaning that conversion would be applied
even on files saved with the new version.
* Drivers were not converted.
* FCurve generator modifiers were not converted.
This seems to cover all cases we found for Durian, if another conversion
is needed for this, be sure to increase the subversion number and do it
in a separate if() test, otherwise files will break.
* Better (and windows enabled) OpenMP handling (> 2x-5x speed)
* More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway
* Initial velocity taken from particle settings (no more slow starting)
* Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being)
It's been tested since a while but as usual please report any (new!) bugs. ;-)
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.
Most file changes were to make scene available in the isDisabled modifier
callback function.
Pushed limits for Graph Editor view extents to proper limits, and fixed clamping used in View2D code which was preventing height of View2D viewports from getting below 1.0
* Select Grouped
Selects bones in the same layer or same group as the selected ones. Optimised the code for the select same groups too.
* Flip Quats
Flips quaternion values so that the rotation progresses over a different path while maintaining the same endpoint orientations.
Fix [#20794] Can't save my file by pressing "Enter" button
- removed the ability to activate a text field by pressing enter when the mouse is over it. This wasn't that practical and now allows the convenient 2.4 behaviour in the file selector filename field, of pressing enter twice to save.
Rotations are now stored internally as radians, while exposing degrees in the UI -
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what
you see in the UI.
All rotation data is consistently accessible in DNA and RNA as radians, degrees are only
used for the UI controls and graph editor.
This commit includes conversions will convert old files (stored data and also fcurve data)
to the new units, hopefully everything should go smoothly!
Part of this also changes a few properties that were hard-coded as degrees before (such
as IK pole angle and brush texture rotation) to also use the same consistent system of
radians (dna/rna) and degrees (ui).
Thanks to Joshua for hints and review here too.
A straightforward clipping algorithm was implemented to
eliminate vertices that are out of the interval from the
near to far clipping distance defined by the active camera.
Previously, objects that come behind the camera could lead
to a crash. The changes in this commit is intended to
address this issue. When meshes are partially clipped, new
edges are added. These edges can result in visible strokes
if they are within the camera view.
Wrong indices were being used to reference materials, resulting in too few materials showing up. It seems that at some point since coding this in the 2.4 codebase and now, the range has changed from [0, totcol) to [1, totcol].
Fixed and completed support for returning multiple values. This includes support for returning arrays, both fixed and dynamically sized. The way this is achieved is by storing an additional int value next to the dynamic parameter in the ParameterList stack which gets passed to the C function as an additional parameter. In the case of return parameters it is duty of the C function to set this int to the correct length value for the dynamic parameter (which makes sense). Note that for the dynamic output/return parameter it is assumed the function has allocated that memory (which gets freed automatically).
Also, I cleaned the makesrna's bridge function generation code a bit and renamed PROP_RETURN to PROP_OUTPUT, which represents better the reality now that there are multiple returns. The function now to mark multiple returns (outputs) is RNA_def_function_output.
For an example, look at Action.get_frame_range in rna_action_api.c, by the way Aligorith I removed the #ifdef for this function now that there's support for returning arrays, feel free to modify (the function seems to work).
ID-Type for Driver Targets should sometimes not be editable, otherwise, users could set invalid datablocks, leading to crashes.
Added missing checks for this to prevent this happening again.
This operator can be accessed from the "Action Clip" panel, and is used to include keyframes that have been added to a strip already in the NLA. Although this is not a recommended workflow, having this ability is useful at times.
* Particle collision with size was broken since raytrace optimizations by jaguarandi, now the collision code falls back to old slower method when the collision ray has a radius.
* Single goal/avoid object now works for boids.
* Some tiny improvements on collision avoidance for boids.
* scale and rotation of objects with negative scale is exported correctly. This is accomplished by:
** if ob has no parent, use ob->rot, ob->scale values directly
** if ob has a parent, a local matrix is computed without scale and rotation is derived from it, scale value is copied directly from ob->size
Noted a few other bugs:
* importer suffers from negative scale problem too
* bones with negative scale are exported incorrectly too
* object animation values are copied from FCurves which is not ok for child objects where values should be in parent-space
Basically two simple changes, changes, I pulled in the faster
ghash in bmesh (which uses mempools for allocation, providing
a substanstial speedup in some cases, and also I inlined some
of the functions), and I changed __inline to __forceinline for inlining
of math functions.
I also removed the timer in the view3d zoom op (ctrl-middlemouse)
that was making it nonfunctional. Why was that there?
Between the datablock filtering options and the auto-snapping menu in the headers of Animation Editors, there is a new toggle for enabling this new feature (only when there are groups in the scene). Enabling this, a field to enter/select a group in the scene to filter with, will appear beside it.
This feature has been added to make it easier to manage animating multiple character shots in Durian.
By assigning the rigs of several bandits to a single group, or Sintel and her staff to another group, or Sintel and the guardians to another group, and so on, it is possible to filter the animation data shown in the editors to a useful subset of the total motion in the scene.
This makes it easier to retime or edit the motions of one set of characters and their props without affecting the motions of other no-related objects. The downside is that there is a bit more setup work required upfront, but that's probably a small price to pay for some groupings that may be useful in other ways too later (perhaps for compositing or lighting work).