Sliders in for FCurves in the animation editors were leaving space for
one extra setting that they didn't need to be accounting for (and which
wasn't shown, as it isn't valid for FCurves).
After some testing of the behaviour of this stuff, it became clear that the current
pressure handling here isn't very useful. The initial point would invariably get a
low pressure value (due to the way that the initial tap needs time to "take"), while
the end of the stroke suffers from similar issues (i.e. when the pen is released).
Meanwhile, the line thickness would flicker while drawing the stroke, as the endpoint
pressure varied.
So, until we find a better way, all straight line segments are now drawn without
pressure sensitivity.
Use first material slot for until multiple materials are fully supported.
Also respect setMaterial()'s return value to avoid drawing unnecessary
geometry.
Make it so CCGDM reports 0 number of geometry when it uses GPU backend for
drawing. This screws up a bit statistics in info header and requires to have
some special handle of CCGDM in the drawing code, but makes it so non of the
areas will try to access non-existing geometry.
Mirror modifier was reporting that it depends on geometry of the object
used for mirror center which is incorrect -- only object matrix is needed
for modifier evaluation.
The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
The old method:
The "old" method used the node dimensions to get a number of lines and checked if they intersect with the node link. Issue with this is that only a small part of the actual node surface is checked, making the method a bit unpredictable or unresponsive.
The new method:
The new method checks for intersections within the entire node surface. If multiple links are intersected, the node with the smallest distance from the *upper left corner* to the link is chosen.
Reviewed by @campbellbarton (tm)
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing.
Example:
```
import bge
own = bge.logic.getCurrentController().owner
own.playAction("SomeAction",0,20)
print(own.getActionName())
```
>> SomeAction
Here is an example file, just open the blend file with the terminal opened
and press P, you can see how the current animation is being printed:
{F217484}
Reviewers: moguri, hg1, panzergame, campbellbarton
Reviewed By: panzergame
Subscribers: campbellbarton, hg1, #game_engine
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1443