method returns a non-functional orientedViewEdgeIterator instance.
The iteration from the end to the beginning of the sequence relies
on orientedViewEdgeIterator::decrement() which is not actually
implemented in the C++ class. As a quick fix, the edgesEnd method
now raises a NotImplementedError.
orientedViewEdgeIterator.
* Simplified Python-related error handling in C++ class definitions.
The definitions of the following C++ methods were simplified and most
code segments using the C/Python API were moved to Director.cpp.
ChainingIterator::init()
ChainingIterator::traverse()
UnaryPredicate0D::operator()()
UnaryPredicate1D::operator()()
BinaryPredicate0D::operator()()
BinaryPredicate1D::operator()()
UnaryFunction0D::operator()()
UnaryFunction1D::operator()()
StrokeShader.shade()
* Moved part of the introspection-based automatic type conversion code
from BPy_Interface0DIterator.cpp and Director.cpp to BPy_Convert.cpp
for the sake of better code organization.
* Fixed an uninitialized member in StrokeVertexIterator___init__().
* When doing realtime recording of animation (i.e. transforming objects + bones while animation playback is running, and auto-keying is enabled), animation will be added to a new NLA Track+Strip combo everytime a single 'loop' of the frame range has finished. This will allow 'passes' over the animation to be less destructive.
* Made the evaluation of the active action (when NLA data is present), be handled as part of the normal NLA system evaluation code (as if it were just another strip in a track at the end). The immediate benefit is that there are now some settings (available in the "Animation Data" panel in the NLA Editor with a strip selected) which allow for the way the active action is combined with the NLA stack results. For instance, the way that the action extrapolates is used in the recording tweaks above.
a) Crash fixed when loading files with smoke
b) changed presets to be more low-cpu friendly
c) smoke looks thicker
Unsolved:
a) 3dview of smoke changes weirdly when looking at front/back. Just move around a cube with smoke and you know what I mean - odd shading. If someone likes to take a look: draw_object.c -> search for "smoke" there
Not working:
a) rendering (since volumterics branch is not merged yet)
b) moving collision objects of any kind
c) saving of collision objects (because that's what I am working on)
d) pointcache
e) A bunch of other things I already know of
So please do not report any bugs on this one yet :-)
The second tweak made (for the case without an icon) was causing superfluous spacing all over the UI for things like checkboxes + combo-boxes + text widgets. This was quite ugly and gave readability issues with the checkboxes in particular.
- trying to determine bone orientation from joint matrix
Looks like DAE joint matrix orientation cannot be relied upon as a source for bone direction. It can be axis-aligned or pointing in
totally different direction:
http://img75.imageshack.us/img75/8778/flufty.png
It seems to me the best solution is to add a bone with custom draw type that has no pointing direction, sphere for example. Will code
this after merge!
you can copy operator strings from buttons or the reporting interface and run them in the console.
- Ctrl+C over an operator button copies its python string to the clipboard.
- Paste in the console (1 line only for now).
- operators run from python no longer require all arguments.
Other code will eventually move out of armature editor (to help reuse).
This solves the issue reported by Cambo on the ml about kernel code calling editor functions.
* When resizing the window, the top position is now preserved,
instead of the center position.
* Fix zoom level not being preserved in various cases, when
changing both with and height. This replaces some earlier code
which did this at screen level but wasn't very reliable.
* Different tabs now each preserve their own scroll.
* When switching between tabs, it now scrolls to show as many
buttons as possible, instead of possibly showing empty space.
There is a trade-off here between doing that keeping the
buttons in the same place, no ideal solution exists I think.
* Change zooming in/out to be symmetric, for example doing
numpad + then - did not give the original zoom level back.
* Added some calls to avoid hanging tooltips when manipulating
the view.
Internals:
* Added V2D_KEEPOFS_X and V2D_KEEPOFS_Y to keep the top/bottom
rather than the center.
* Renamed V2D_KEEPZOOM to V2D_LIMITZOOM (seems more appropriate),
and make V2D_KEEPZOOM preserve the zoom level.
* Attempt to better filter file systems, it displayed all kinds
of devices which are not interesting to the user. The trick
used is now to use mounts starting with "/dev".
* Add / at the end to properly highlight directories in the list.
* Fix for non-linux unixes, this now falls back to showing / again.
Removed all related code. Talked with Ton about this and agreed to postpone it at indefinite time in the future, when things get more relaxed.
Files saved since my first commit should not break although I'm not 100% sure.