though it initially works
Problem was that in the past it was possible to have multiple strips/tracks
tagged as "active", but now after getting a correct implementation, we can no
longer have that, and thus entering Tweak Mode only works on the last selected
strip.
However this is problematic in cases when you want to tweak the keyframes of
several objects (which may only have a single strip each) in order to get them
to line up with each other. This hack caters for this case (selecting multiple
strips from the same AnimData block is still impossible and insane/illogical and
is not allowed).
This may have implications for some future tools which make assumptions about
certain aspects of NLA state. However, it shouldn't cause too many problems
(hopefully ;)
This commit restores support for freezing or speeding up physics sims. Animate
the "Speed" parameter under Domain->Time, which controls a multiplier factor for
the rate at which the sim proceeds (i.e. the old "Fac-Tim" setting).
Notes:
* Subversion bumped to 4 to patch up defaults for new value so that old sim
files will still run correctly
* Names/descriptions could do with some tweaking
* Porting this across was not that obvious since quite a bit of stuff had
changed (as in, been cleaned up). However, from tests so far, it seems to work
well.
revisions: 38166,38167,38177,38179,38180,38187,38242
To be implemented after merge:
1) add pydocs(rst) for the video texture new defines
2) see if a NodeSetLocalMatrix would fit well
#43439 by kupoman
Changing the worldTransform and localTransform python attributes to use BLI_math to simplify the code
#38242 by kupoman
Adding the constants SOURCE_ERROR, SOURCE_EMPTY, SOURCE_READY, SOURCE_PLAYING, SOURCE_STOPPED to the video texture module. Updates to the documentation will follow after a merge with trunk
#38187 by kupoman
Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject.
#38180 by kupoman
The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information.
#38179 by kupoman
Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling.
#38177 by kupoman
Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method. Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself.
#38167 by kupoman
Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations.
#38166 by kupoman
Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
CCGSubsurf has already a function to disable calculation of normals,
but seems it wasn't used. This patch changes subsurf UV and
subsurf_calculate_limit_positions() to not calculate normals, and also
not allocate space for them.
Should be no functional changes, just a small speedup/less memory use
during subdivision for these cases.
Code review link:
http://codereview.appspot.com/5558058/
The structs stored in the anonymous void *default_value in bNodeSocket are now handled completely inside node_socket.c. All allocation/freeing/duplicating for this has been replaced by the appropriate calls to generic API functions (declared in NOD_socket.h).
This will make the default value handling more reliable for future node socket code. Group socket copying and value conversion has also been moved into the generic socket API file.
Detect feedback loop and do not bake to images detected in this loop and show
nice warning message in such cases.
It's a way which wouldn't overcomplicate code trying to duplicate images and so
without real benefit.
=============
* refactoring, separate common functionality to functions.
* enable each uv to check independently for other stitchable uvs. This allows to limit stitch uvs belonging to the same vertex, while previously this was impossible.
* made changes to island rotation when calculated from sole uvs when using midpoint stitch. It should now be evenly distributed across islands.
There are still some glitches with vertices that have multiple uvs per island for the snap island + midpoint stitch combination. The solution is to precalculate the static island rotation/translation in this case. If I haven't managed to make this work correctly I may turn this combination off before release. It's more like an extra feature than really necessary.