* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.
Parenting was just broken, poll would return true but nothing would happen if you dropped on modifiers or constraints
Parent clear now works the same as dropping on a non-ID_OB types but left the actual modifier/contraint instances open to allow for future expansion
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This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.
"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.
See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.
Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
When in material display mode, mesh_calc_modifiers() calculates the
orco DerivedMesh, which uses a different CustomDataMask. In
particular, it does not necessarily include the current modifier's
requiredDataMask, so those layers might get set to NO_COPY. For the
skin modifier, this resulted in a crash when the modifier internally
copies the DerivedMesh and the output does not contain the expected
MVertSkin layer.
Fixed by adding the requiredDataMask to the orco DM's CustomDataMask.
Also added a debugging function to customdata.c:
customData_mask_layers__print(CustomDataMask mask);
This will print out the names of all the CD layer types in the mask.
* Add a solo mode for panels, CTRL+LMB on a panel header.
This closes all other panels.
Patch [#22233] by sneg negr (sneg) with modifications by myself to exclude panels with hidden header (like context)
a) Another boundary fix. Resulted in smoke getting "sucked" back into the domain
b) Disabling substeps (internal thing). Fixes arbitrary explosions/instabilities.
Part of my Blender Smoke Development.
Initially issue was caused by non-proportional edge slide patch in rev46927 which
had several wrong things:
- It introduced new events TFM_WHEEL_DOWN_EVT/TFM_WHEEL_UP_EVT which were defined
as per-bit OR between edge slide and proportional editing modal events, but
the issue is that modal events are not bit masks and that meant that new events
were defined as 20|24 and 21|25 which is a bit strange.
- Another this was caused by the fact, that keymap wasn't creating for some specific
transform modal keymap item -- it used to be tried to create single shortcut for
two different modal events, which isn't supported by keymaps and resulted by
artifacts in keymap editor interface (nodal event type was empty for wheel movements).
That was caused by different events used by modal keymap and defining shortcuts.
- Actual issue which prevented PgUP/PGDOWN to work was mixing using that new events
for wheel scrolling in switch statements which doesn't do bitmask check.
Solved by separating keymaps used for proportional editing and edge slide -- now
it's mouse Wheel for proportional editing and Alt-Wheel for edge slide. If someone
would want to have single shortcut for this two events it'll imply one of the follofing
things:
- Support poll function for shortcuts, so keymap would definitely know which
modal event to send to operator.
- Generalize TFM_MODAL_PROPSIZE_{UP, DOWN} and TFM_MODAL_EDGESLIDE_{UP, DOWN} so
they can share the same shortcut with current design of keymaps.