-Particles were being recalculated a bit too aggressively. Normal particles didn't care, but since reactor particles have dynamic birth times they lost crucial information in the recalculation.
-The particle dupliobjects were using the objects trackflag in combination with it's rotation causing strange behavior. Now the trackflag is ignored and only the rotation of the object being duplicated is taken into account.
When adding poses to a PoseLib, it is now possible to make them be added on the current frame. It is still recommended to use the default method (plain Add New), as it is prevents poses stored in the PoseLib from being overwritten accidentally.
Note: yuck, this is a horrible way to do it -- python devs should
think about splitting the python stuff into separate libs if they
only want to partially include it in the game engine.
* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0
* Generated images arnt animated - use for a test to see if the textures animated.
We assign the material name before check the pointer.
Please Benoit check this and also I have a compiler warning
about the second argument in the previous call of
ConvertMaterialIpos, the argument is NULL but the function
need a dword.
animated textures
I have added a dependsOnTime function for the Displace modifier which checks
if the displacement texture has IPOs, is a plugin, or uses an animated image.
There were several buggy things here (in order of significance):
1) PyAPI method didn't check to make sure that there was an active posechannel when deleting posechannel constraints. This was required by constraint_active_func() to be able to update the 'active' flags for the constraints in that stack
2) PyAPI method removed the links to the constraint data from the constraints list, even though that wasn't necessary, and may have caused memory leaks.
3) constraint_active_func() had no error checking for no constraints-stack being found
These are for use in pose mode or armature edit mode, to let you quickly traverse up and down a chain of bones.
It's quite useful for bones that are in hard-to-click places.
The tools are:
*Select parent/child ( [ and ] )
selects the parent or child of the active bone, deselecting the original active bone
* Extend select parent/child (shift [ and shift ] )
selects the parent or child of the active bone, adding to the selection
Thanks to Joshua for reviewing this so promptly!
PS. I'd like to use these [ and ] keys more widely in blender as consistent 'select next / previous' tools. I can imagine it being very useful for a lot of things like keyframes, nodes, mesh edges, etc.
* Material.c - functions for get/setRayTransGlossSamples were not being used.
* BPY_interface.c - removed function GetName(), since everything else just uses id->name+2.
* header_info.c - added ifdef win32 around copy_game_dll since its not needed for other os's yet
This fixes:
[#16655] Blender crashes when Fraps videos are added to the sequencer
(sorry, color conversion is not supported by swscaler for some reason,
so currently, only the crash is fixed)
Fixes:
[#15082] Sequencer: for image strips, the Input file field disappears if the cursor is out of the selected strip
also it wasn't really a bug, since the file name of image input strips
_has_ to depend on CFRA.
Well, we choose the next possible image strip, which is most likely the thing,
most people expected...
This fixes:
[#17405] Sequencer: unselected black strips are unreadable
using
[#17418] Fix for bug #17405: unselected black seq strips text unreadable
Thanks to Roelf De Kock for providing the patch and
mindrones for the bug report :)
Some WIP code for 'nicer' drawing of thick 2d-strokes that will hopefully result in smoother lines, particularly with abrupt direction changes. Currently the code is hidden behind the rt button (for rt != 0), as in some cases, it still looks rather bad.
Under Windows, all DLLs are copied to the same folder as the runtime .EXE, so that the process becomes a single click and deploy solution.
Linux doesn't require this ( thx for info centralnoise ) and will update to work on OS/X after I do a bit of research on .a and .so files ( thx for info kaito ).
Doh - I forgot to add a comment to the previous commit.
This adds a file exists check for Make Dynamic Runtime for the GE. It also removes this menu option for now, as the required file ( blenderdynplayer.exe ) hasn't been included with the Blender app for quite a few releases ( therefore the feature has been broken ).
I also renamed the option, to make it a bit more understandable. This might even be better moved to the Game menu, but I didn't want to do that ( yet :) )
Improved accuracy of the eraser a bit. Now it does a boundbox test first before trying to erase strokes, which means that other (rather unrelated) strokes are less likely to be affected as well.