Three features that were on the main UI interface are now
moved to the Advanced Settings panel:
Margin, Actor (that becomes Sensor Actor) and No sleeping.
Sensor Actor is now a feature: it can be turned on and off
for all types of objects, and not just static objects.
Select the Sensor Actor button to make the object visible
to Near and Radar sensor.
The button is selected by default for dynamic objects
and unselected by default for static objects, to match
previous behavior.
Patch #9673: "Short patch to make spacehandler event scripts work more like normal python gui script handlers" by Steven Truppe:
http://projects.blender.org/tracker/?func=detail&atid=127&aid=9673&group_id=9
This patch adds the Blender.eventValue variable available for space handlers, holding the event value (aka 1 for button and key presses, X or Y coordinate for mousex / mousey movement). Thanks, Steven. PS: this doesn't break existing scripts.
using linking together the precompiled library shader code and
material code and recompiling it all again for each material even
if it gives a performance hit, since the previous workaround only
worked on some driver versions still.
Finally, after a long time new render candy for the non-game peoples! :)
Good doc is here: (url splits in two)
http://www.harkyman.com/2008/08/06/controllable-shadow-intensity-
and-color/
Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit
hidden, could get more attention. For later. :)
Removed superfluous check for destination IPO-block/IPO-curve which may not have existed. This meant that pasting keyframes into an "empty" Action Channel sometimes failed.
Bug #17599:
Summary: Python constraints, good in 2.46 not working anymore in 2.47
http://projects.blender.org/tracker/?func=detail&atid=125&aid=17599&group_id=9
Improved my old hack to avoid frame changed scriptlinks from running when rendering stills, should fix this bug. It also causes REDRAW scriptlinks to be executed during renders, but that conforms to how FRAMECHANGED ones work.
BTW: this can still be improved. The current system meant to disable all Python functionality at once needs imo to be replaced by one that allows to enable / disable per feature (scriptlinks, pyconstraints, pynodes, etc.). A better way to inform scriptlinks about what is going on (render, anim, render anim, etc.) would also help. Will discuss with others.
correct if there was more than one camera. It shoots rays from the
active camera, but used the viewport from whichever camera was drawn
last, now it uses the correct vieport.
QUATERNION
B_BONE_REST
INVERT_VERTGROUP
MULTIMODIFIER
to the bpy armature modifier API.
It also fixes a significant problem - In the docs, it refers to
the 'VERTGROUP' field as being a string value, shared
by lattice, armature, etc, referring to the 'VGroup' field in the
armature modifier that defines a vertex group 'mask'
which the armature's effect is restricted to.
However, previously, for some very mistaken reason, in processing
the getters/setters for the armature modifier, the
VERTGROUP field was pointing to the quite different 'Vert. Groups'
toggle in the armature modifier, that enables or
disables using vertex groups for deformation (as opposed to
envelopes).
I've fixed this, so VERTGROUP points to the VGroup string, as is
already defined in the docs and consistent with other
modifiers like Lattice. A new field: 'VGROUPS' has been added,
which is the analog to the 'Vert Groups' toggle.
- This feature had been removed from the code! So this is how things work now:
For normal (non-child) hair particles the length vgroup is used if we're not in particle edit mode and if there are no child particles. So for example checking "Parents" in the visualization panel when children are in use will result in full length parent strands, this is a feature so that you can see how the parent's go to predict child behavior better, not a bug :)
Outliner option 'unlink group' didn't remove its members, in case the
group members were local in file, a confusing situation happened. Now
it removes members.
- renamed the 'morph target' option to 'keep vertex order'
- enabled 'keep vertex order' by default
This should improve usability for importing and exporting shape keys, point caches, mdds ,etc.
* Changed hotkey to Alt-I. As a result, Remove IK is now Ctrl-Alt-I, though that shouldn't affect many people at all as it appears that hardly anyone uses it.
* Added menu entries for Delete Keyframe
but don't have an action got the pose of already added armatures, even
though they're not related. This also fixes an issue where the armature
in Blender would end up in the pose from the game after ESC, removes
unneeded copies made during armature evaluation, and also solves the
constraint copying hack.