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
vertex it would potentially loop through every face). This fix speeds
it up a bit (only loops through all faces once, at the cost of some
additional memory). An example of export times for a mesh with 6266
verts and 12528 faces:
Before: 2m56s
After: 8s
Isnt intended to be ultra high quality, more for automatic realtime "Level of Detail" model generation.
BPyMesh.redux(ob, 0.5) # To reduce to about half the polys
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.
Used F11 and friends for its special keys Stop,again etc..
So this little patch enables F11 and F12 to work as expected
following link has documentation on it:
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=4734408
also from /usr/include/X11/Sunkeysym.h
#define SunXK_F36 0x1005FF10 // Labeled F11
#define SunXK_F37 0x1005FF11 // Labeled F12
I also added a comment explaning why the heck its there...
What this means is XK_F11 and XK_F12 do not line up with the F11 and F12
keys on sun keyboards. So I've added special cases to correct the issue.
Doing a quick grep for XK_F shows there are some files in the
gameengine that use them when they probably shouldn't, but I'm not going to
attempt to fix them, Files that should be looked at are:
gameengine/BlenderRoutines/KX_BlenderInputDevice.h
gameengine/Converter/KX_ConvertSensors.cpp
gameengine/GameLogic/SCA_IInputDevice.h
gameengine/GamePlayer/common/unix/GPU_KeyboardDevice.cpp
gameengine/GamePlayer/common/windows/GPW_KeyboardDevice.cpp
gameengine/GamePlayer/ghost/GPG_KeyboardDevice.cpp
gameengine/Ketsji/KX_PythonInit.cpp
Kent
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.
Until too many people complain: People can use older versions of Blender / player if they really need Sumo.
Sumo is not supported by anyone, and Bullet needs more feedback.
Note: Sumo is not removed yet, because no discussion is started about this. It's currently just a simple switch that replaced Sumo by Bullet.