* Find first unused frame function was failing to correctly detect
conflicts with the lower bound due to the way that markers are not
stored in sorted order. Fixed by performing additional search passes.
* Fixed some update bugs where there were missing notifiers. Most
noticable when the poselib is being viewed in an Action Editor
Visual Keyframing was broken by r.34685, which used another method
which, at the time, appeared to work perfectly fine. Apparently not.
Also, extend/fixed visual keying to work for axis-angle rotations too.
Needs some testing, but should probably work
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
* Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
* Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
* Fixed a few newline issues.
keyframe lines are wrapped up nicely by it
Ideally it could be made so that it only became wide when it is on a
frame with a keyframe, though that could end up causing performance
problems, so this will have to do (if a bit "chunky" looking at
times).
* Keyframe lines were being drawn too short when frame number box was
enabled. The code for drawing this was modifying the View2D view-space
to get it's stuff in the right place, but the timeline code was not
accounting for this.
* In order to make the time ticks more visible outside the frame
range, I've moved the start/end frame drawing stuff in timeline to
occur after the grid drawing, and to draw semi-transparent, just like
the preview range curtains in the other animation editors
* When a track is being solo'd, all other channels for that block are
drawn darker
* Strips in non-solo tracks are drawn flat shaded instead of with
shading
* Mute toggles are hidden (they wouldn't affect the result)
Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
wrong entries if obdata selected
In this case, the problem was that there were some lingering F-Curves
that were unselected by still had "active" flags set (a problem caused
by the old filtering channel visible vs list visible bug). Now,
"active" flag is treated separately from "selected" flag (bringing
this back into line with bones), leaving no confusion.
blocks and Objects from add_element
These two chunks were significantly large that they really needed to
be placed into their own functions to allow for easier source
navigation.
As per my proposal (http://lists.blender.org/pipermail/bf-
committers/2011-July/032553.html), I've split outliner.c into several
new files based on the purpose of the relevant code.
* outliner_tree.c - building outliner structure
* outliner_draw.c - outliner drawing (including toggle buttons and
their handling)
* outliner_edit.c - all operators for toggling stuff, and/or hotkey
accessed operators. Also KeyingSet and Driver operators go here
* outliner_tools.c - all operators and callbacks used for handling RMB
click on items
* outliner_select.c - stuff for selecting rows, and handling the
active/selected toggling stuff
In a few cases, the split hasn't been totally clear-cut due to cross-
dependencies and other spaghetti. However, in a few cases, I have
managed to remove the need for some of the prototypes that were needed
in the past by judicious reshuffling of functions, which also makes it
easier to actually find what you're looking for.
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
It was a regression introduced in rev36301. Average normal calcilation
used to fail due to triangular faces which are too slight.
Do not use triangles with too small area for average normal calculation.