That was due to a current limitation on dag system.. that leads to cyclic dependencies.
So now you can attach the origin of a simpledeform to an empty and mark whether its
affected by the relative position of empty or the global one.
brecht found a workarround to solve the cyclic dependency by
using a parent of both the mesh and the control empty:
empty_parent
|
|-> empty controlling simpledeform
|-> mesh with simpledeform modifier
Preliminary support for multi threading. Fixed at 4 threads now, will make it use the option eventually.
Need a better mecanism to wait for at least one finished threads.
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set.
* Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places.
* allow setObject(None), since no object is valid for actuators, Python should be able to set this.
* added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
* removed macros that were not used much, some misleading.
* removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one.
* use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
Now when doing normal projeciton is possible to ask it to project along the normals
that the vertex would have if it was subsurfaced... this gives "better" projections on
low polys.
Point of this commit is to add the feature request from Eclectiel
http://blenderartists.org/forum/showpost.php?p=1181531&postcount=9
workflow as Eclectiel wanted is now possible:
to archieve a nice low-res retopology that aproximates a high-res mesh when subsurfaced:
1 - make base low-poly retopo
2 - apply a shrinkwrap with projection along normal.. and with SS level = N (where N>0)
3 - add a Subsurface with level N
4 - run bretch's script (ss_fit)
somewhat random crashes, which I think was caused by the error print
using python objects that were freed too soon. Now it frees the dictionary
after the print.
*removed commented code about the dropped shrinkwrap options
*Removed references to "cut plane", "limitMesh".. its now called "auxiliar target"
*Added option to shrinkwrap over an selected axis
*"Normal projection" mode is now called "projection" since it can now project over "normal, and any combination X, Y, Z"
make soft bodies spawn threads on a mid level
use G.rt == 16 to switch to 'old style'
i am going to remove that G.rt switch if everyone is fine /* i do not intend to keep 2 versions of code up because of "BAD STYLE" */
so .. give feed back ..
* New Tool: Switch Direction
This tool switches the direction of selected bones in EditMode, and can be found under the Specials Menu (WKey). It also adjusts the parenting, so that continuous chains can still be linked.
* Bone Locking:
Removed Lock/Unlock functions from Specials menu, and moved this functionality under the Toggle/Set/Clear Bone Settings tools (Shift/Ctrl-Shift/Alt W respectively)