Groups are supposed to play its entire (internal) animation system
properly, also when using a dupli-group, linking the group from other file.
When dependencies in a scene change, the groups didn't get corrected,
causing dupli-group to not playback without lag.
This commit resorts the group objects on each DAG_scene_sort() call.
- code for detecting loops was overly complex, and detected loops wrong
even (when chains partially overlap it gave error)
- that code could NULLify sets of other scenes than the one you tested
- and that code should be in blenkernel, so it can be called in more
locations, like fixing potential loops in old files
- the code for looping over the chained scenes was bad too, I created a
nice #define to keep code readable. (See SETLOOPER in BKE_scene.h)
ALso fixes reports in tracker :)
- code was on wrong location, all version patches should be grouped,
otherwise we completely lose track!
- code didn't use the WOPHY_BULLET define...
- made more clear comment on meaning of version patch
CVS these days in order not to be terribly annoyed by its absence, here it
is: instinctive-blender's "Recent files list".
It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is
the same as the only entry that used to be in the former popup.
.
[ #4143 ] Methods for reading bone movement limits
Submitted By:
Aron Cristian (criller)
Gives the ability to return/set the limitations on a posebone when that bone is part of an IK chain.
queues get signalled to all escape, this to prevent things happening
on old windows.
The code then still did a redraw though... which was invisble (another
draw happened after, but caused icon system for example to choke on
not-initialized values.
Bug #3657
Texture Space transform
* grab/size: did not support local constraints properly
* size: constraint support did not respect object orientation
Make me.faces.sel and me.edges.sel behave like EM_select_face() and
EM_select_edge() in source/blender/src/editmesh_lib.c.
Script users should note that if they change ANY of the selection states
(vertex, edge, face) and then call a mesh "tool" method (like me.remDoubles)
that the selection states of the mesh MAY change, since these tools use the
edit mode (which updates select states).
Shadowbuffer "soft" option got totally messed up by a commit done 3 months
ago. You could still get soft shadow, but the values to be used had to be
scaled tenfold.
Too bad this now will mean our movie DVD will not render with official
cvs or release... I'll think over some patch to scale down 'soft' values
in certain conditions.
Added simplified fix as proposed by Stephan Kassemeyer to allow scaled
Armatures to still have a working 'stride bone'. Only works for uniform
scaled armatures though.
In general, for properly working armatures, I'd recommend to never scale
it at all, and certainly not non-uniform scaling. It will give issues with
constraints, IK and drivers all over...
Flipped layer render order for halo and ztransp. This because the ztransp
layer changes z values now (for vblur).
This means the default order is: solid + lamphalo + halo + ztra. Different
combinations can be achieved with composting nodes.
Cleared the python dictionary at the end of the game engine, should fix some issues,
also reverted the python controller changes, related to this
This should fix the following bugs:
[ #3789 ]
[ #3815 ]
possiblyy fixes:
[ #3834 ]
all RenderResult nodes (when "Save Buffers" used) at once.
Before it only read 1 Scene... not too useful.
Also: added wait-cursor for saving images in UV/Image Editor.
* use CONSTRAINT_LOCAL instead of SELECT in "Copy Rotate" constraint
* remove "LOCAL" key for now from "Copy Size" constraint; not supported
right now in Blender UI
This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
Added NULL constraint (and fixed bug that didn't allow appending FLOOR
constraint), and added support for Constraint.Settings.LOCAL key support in
COPYLOC, COPYROT and COPYSIZE constraints when target object is an armature.
Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: '
-Path Select
-Edge Loop Multi-Select
-Edge Ring Multi-Select
-Loop to Region
-Region to Loop
Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
When weightpainting, with the armature in posemode, you now can press the
NumPad-period key to zoom in to the selected bone. (it used to zoom to the
painted mesh instead). Actually bugreport 4161.
Environment map render:
- when an object is in multiple layers, the "don't render layer" option
didn't work properly. Now it doesn't render an object when it is
invisible completely
- the new scaling option also worked for cubic envmap, should not.
- Made another attempt to migrate from Sumo to Bullet: import of older files automatically switch to Bullet, but you can override it, and save the file in 2.42 version. then it stays Sumo physics.
renamed meshPrettyNormals to meshCalcNormals, and it now writes to normals rather then returning a list of vecs.
updated vertexpaint_selfshadow_ao to be a bit more efficient and make use of the above changes.