* New armature_mat_bone_to_pose, which is just the reverse of armature_mat_pose_to_bone (currently used by armature evaluation code only, but might be used by constraints space conversion code too, see note below).
* Found another place where another (a bit erroneous) pose_to_bone code existed (apply_targetless_ik(), in transform_conversion.c, used by "auto ik" option), replaced it by a call to armature_mat_pose_to_bone.
Notes:
* All those changes leave many #if 0 commented code, I will remove those in a few weeks.
* There is at least one other place where generic armature_mat_(pose_to_bone/bone_to_pose) functions should be usable: the space conversion function of constraints (constraint_mat_convertspace(), in BKE's constraint.c), but here I have some problems (old code is also somewhat erroneous, but using new one makes old rigs using bone space constraints wrong, e.g. sintel one, and it’s just impossible to make conversion code...). So I'll wait and investigate more for this one.
made some small edits
- removed changes to AVI reading since the data types are apart of the format spec.
- absf -> abs for a double value in render code.
This commit fixes image stopped being an orthogonal rectangle because of horizontal
scaling caused by pixel aspect ratio happening after rotating image which used to
make orthogonal angles from footage not actually orthogonal.
--
svn merge -r44150:44151 ^/branches/soc-2011-tomato
Added AnimData block to MovieClip datablock which allows to animate different properties in clip.
Currently supports animation of stabilization influence only.
--
svn merge -r44129:44130 ^/branches/soc-2011-tomato
not set by building job which leads to unusable proxies.
This change should resolve issues reported in #30229: Sequencer Meta strip Proxy Fails
and probably #30196 will work nicer too.
Added AnimData block to MovieClip datablock which allows to animate different
properties in clip. Currently supports animation of stabilization influence only.
* Hair particle rotations weren't calculated properly for particle locations along a path and the "particle on path" calculations were not correct in many other ways too.
* Now the particle's location along a path is interpolated directly from the cached paths if it exist. These paths are always correctly calculated.
* Paths are now cached if a particle instance modifier using the particle system with the path option exists.
Most part of this commit fixes issues with FFmpeg output with
currently supported codecs:
- avcodec_encode_video might return zero which doesn't mean error
happened, but blender will handle this as error and will stop
rendering to video file.
- Changing output video codec wouldn't update "expert" options
set for video output which leads to some sideeffects like
ignored Lossless option for x264 codec.
This fixes allowed to add QTRLE codec easily.
The "plural" name for ID_KE was wrong in idcode.c (bke), not matching the MainCollectionDef one used in rna_main.c.
Checked the others too, everything seems ok now.
Issue was caused because of missed MDeformVert layer on subdivided cube.
If regular object is constrained to mesh object, extra customdata mask
is adding to such target. But armature bones are handling separately
and there was no such thing happens.
Ideally this code should be deduplicated to avoid such kind of issues,
but better not to do it so close before release.
"Holes" used to be ignored (i.e. when using "Text" as bevel object "e" wouldn't have a "hole").
Resolved by collecting all polys needed for top and bottom cap and filling them at once
There were two issues discovered:
- Triangles mapping didn't free in buildNavMeshData if there's no recast data for an object
- KX_NavMeshObject used not-guarded allocation for polygons storage, but used guarded
freeing stuff to free used memory, producing error messages in the console and leading to
memory leak.
Wasn't actually harmful for users -- there was no memory corruptions and error happens only
when object was set up in a way when navmesh can't work in theory.