Nothing is changed by default but some linux distributions want to have executing python be opt-in.
This keeps the same functionality but disables auto-run from factory settings and in background mode unless its enabled as a command line argument.
This CMake option is marked as advanced and wont show in the regular options list so its less likely to be enabled by people that like to turn everything ON without reading descriptions :)
blocks via PyAPI/RNA
For example:
ob = bpy.context.active_object # assumes default cube has some drivers
added already before running script
dst = bpy.data.objects["Camera"]
adt = dst.animation_data_create()
for driver in ob.animation_data.drivers:
new_driver = adt.drivers.from_existing(driver)
- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.
As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.
checked all local functions for consistency/correctness.
- made EXPANDED_AGRP take bAnimContext as an argument.
- remove unneeded NULL check drawFacesColored functions.
- comment some vars which are set but not used.
- ghost C api, BLI_get_folder_version() could assign garbage values.
- pointcache ptcache_find_frames_around() had a superfluous NULL check which would have crashed anyway if actually NULL.
======================
All this work with sculpting on armatured/deformed mesh allowed to
implement sculpting on non-locked keys very easy -- just use the same
approach of propagating offsets from deformed PBVH to "sculpting layer".
- If key is locked, then old logic would be used.
- If there's multires modifier enabled, sculpting would happen on multires.
- remove some warnings
- fix typos
- cmake allow in-source build (when WITH_IN_SOURCE_BUILD is defined)
- cmake, use an explicit list of rna files (don't glob)
A change in the poll callback that Available KeyingSet used to use
restricted its use to Object-mode only, while this could also be
useful in Pose Mode (though it would only affect all channels there).
Made this use a custom poll callback now that tests for whether the
active object has an action. This does mean that if you select a bunch
of objects with animation data, but the active object doesn't have it,
then the keyingset will fail to fire, but that's been marked as a todo
in the code.
This bug was caused by tabs->spaces conversion. Change pate-ing logic to
paste buffer AS-IS (without any conversions).
This commit also fixes undo-ing block deletion which contains tabs when
"Tabs as spaces" is toggled on. Also, markes shouldn't be moved after
pasteing new buffer.
* Collision modifiers are disabled here by intention, but particles and softbody were copied the wrong way over :)
* On a further note I don't really get this whole "link modifiers" thing as it just copies the modifiers. As modifiers aren't ID blocks there's no sense in calling this linking!
* Secondly I don't think particles, smoke etc should be considered as modifiers here at all, meaning they shouldn't be linked/copied. These "modifiers" only read the mesh data at a certain location of the stack, but don't actually modify the mesh in any way (more info here http://wiki.blender.org/index.php/User:Jhk#Modifier_Stack_proposal).
Actions now get tagged with an ID-code, which is used to determine
what ID-blocks they can be assigned to. This ensures that material
actions cannot be assigned to the object-level for example.
* Action lists in general will now show only the actions that can be
set for that particular slot. This prevents selection of invalid
actions, and helps cut down the list of actions.
** An exception here is the Add Action Clip in NLA Editor, which will
show all actions but will only add where appropriate. This is because
it's not easy/possible to tell in advance which blocktypes to filter
for when building this list. (TODO?)
* The "Action Editor" is now strictly for object-level action
editing+setting now. This avoids repeateded confusion by people who
try using this to view their shapekey actions, which should go to the
Shape Key Editor instead!
** A context switcher for the legitimate times where this capability
might come in handy is still being investigated.
* "Floating" actions (i.e. actions in some action_library.blend) are
NOT able to be automatically tagged until they are assigned to some
datablocks (i.e. loaded onto the rig + played back once). It is
possible to write scripts that check for certain RNA-paths and "guess"
what datablocks they work on, but it is recommended that you load up
the Datablocks Viewer, and go through such actions by hand, setting
the "ID Root Type" property as appropriate per action.
- allow building blenderplayer with redcode.
- when ffmpeg is enabled remove strict compiler errors for imbuf and blenkernel since its hard to avoid these warnings across ffmpeg versions.
Fixes Fix for [#25713] VSE shows and renders wrong straight alpha gradient even after convert to pr
(see revision: 34540, fix by Janne)
By not breaking the seqcache interface API.
Added comments to header file, so that it is easier to understand, how the
cache API is supposed to work.
Text editor used to add extra indentation when inserting new line from
line with dictionary. Also, fixed extra indentation when comma is inside string.
- render check for ortho/panorama combination wasn't working since the flags were not initialized at the time of checking.
- disable panorama button in ortho mode.
discussed with Janne, Ton, Nathan and we agreed this kind of change at least needs discussion with module owners.
Its also too close to release to be making these kinds of changes.
commands used:
# reverse merge
svn merge -r36073:36072 .
# for some reason this gave a lot of property changes
svn revert `svn st | grep "^ M" | awk '{print $2}'`
# reverse merging didn't work here, removing while dir.
svn rm extern/eltopo/
# manually fixed conflict in
# ./source/blenderplayer/CMakeLists.txt
#
# also manually removed 2 lines from
# ./CMakeLists.txt
Plugged the eltopo library into the cloth solver.
I was playing with it earlier, and it's so easy to
use I decided to quickly put it in (trunk's) cloth.
See http://www.cs.ubc.ca/labs/imager/tr/2009/eltopo/eltopo.html
. The authors are on the bleeding edge of continuous collision
detection (one of them did ILM's cloth sim).
I
don't really have to time to plug it into softbody, particles,
bullet, fluid, etc, but doing so would be pretty straightforward.
I'll leave that up to someone else.
To use, turn on USE_ELTOPO (in cmake) or WITH_BF_ELTOPO in scons.