Modified behaviour of IKEY in Action Editor a bit, so that the keyframes added have been updated to reflect the current state of an object/bone. Previously, it only used the current values of the ipo-curves they were being keyframed (maintained as fallback method now).
When adding a new Action Strip to an Object which didn't have any Action Strips previously, NLA-override mode is turned on by default for that object (the Action/NLA-icon beside the expand/collapse triangle).
This broke theeths UV-Exportscript.
updated and added 2 missing decref's, as well as a check not to write a list of faces greater then the size of the NMesh (mesh and NMesh face lengths can differ)
* Moved the multires vertex data from struct MultiresLevel to struct Multires. There's no longer any reason to store data seperately for each level; it was just taking up extra memory.
* Incremented the subversion to 2 and adjusted do_versions to correctly load older files.
* Refactored the multires update process (which handles propagating changes to other levels)
Manipulator drawing, enabled or disabled, with the exception of the
combo manipulator, was leaking a GLU quadric on every redraw.
I don't think this caused trouble in practical situations though, it
leaked about 1 MB when running Alt+A for 20 minutes here.
Small Action Editor feature to hopefully make keyframing quicker. Just press the IKEY in the Action Editor. Feedback on the (annoyance factor of the) popups welcome.
FINALLY! With this commit command-length problems are History. Thanks go to xuru from #scons for giving the nice pointer.
src is now again one lib, and further libsplitting should be rather unnecessary, unless we somehow reach the 37K limit (for internally used CreateProcess, by subprocess module)
* Geometry node: Front/back output
This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov
Give 1.0 if it's the front side, and 0.0 if it's the back side.
* Extended material node
This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it.
== Comp nodes ==
* Invert node
Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node:
- makes it a lot faster to set up, rather than all the clicking required with the mix node
- is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree.
- has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too.
There's also a shader node version too.
* Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor:
- adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input
- making the fac value on RGB curves still work when there's nothing connected to it
The hotkey Ctrl-G in EditMode for Meshes and Lattices, brings up a menu giving the user options to assign/remove selected vertices to a new/the active Vertex Group.
The hotkey Ctrl-Shift-G in EditMode for Meshes and Lattices, brings up a menu giving the user options to change the active Vertex Group and delete the current Vertex Group.
This fix is windows specific. AVIs are now evaluated by the pre-FFMPEG code first, failing that only by FFMPEG. Adding the 200 frame testfile from the bugreport http://projects.blender.org/tracker/?func=detail&aid=6707&group_id=9&atid=125 now goes fine with Add>Movie. Add>Movie+Audio will complain about the fail first, but it will be added anyway.
notes :
it compiles but is non functional
lacks the platform specific changes in ghost ( i cant test windows)
lacks the code for plug-in.
the platform specific code will be added when we sync with Ettore work
the plug-in itself cannot be added here
Lattice.c - removed warning
Mesh.c - (own error) when running me.update(key="...") didnt update the right keyframe.
mesh_cleanup.py - Bugfix from a report by plumiferos that started uncovering all the memory leaks.
Removing NAN verts didnt work with mesh keyframes.
Data from Armature.c and logic.c still leaks.
Mostly todo with PyList_Append adding a refcount and the bpython api not decrefing.
Also added some features needed to fix a bug in mesh_clean.py (ob.pinShape and ob.activeShape)
Removed the error that showed up when trying to paste a pose onto protected proxy bones. By definition, you shouldn't be able to keyframe/pose protected proxy bones, but nothing obeys that currently.
*if a vertex group was renamed in the outliner, the name was not updated
correctly in visible buttons window
*certain buttons in Render panel didn't update other buttons windows in
case their value was changed
*same goes for Logic context of the Buttons Window
*also cleaned up unnecessary code from Logic context and made Timer
field to work correctly when pressed with left mouse button
[ #6690 ] Shift and widget translation cause an uncontrolled move in side or front view
There was a tentative fix for that earlier, but the limit used was too low. This fixes it and ensures sane output.
Vector blur error in Ztransp: sometimes black lines (on edges) appeared,
which didn't get blurred away. Caused by zero-init of speed vectors in
sample buffers. (Zero speed -> no motion).
Error in Blender since vblur was added.
Now Action/IPO-Curve/Constraint Channels draw so that they open downwards. The only noticeable differences are that when expanding/collapsing channels, all the channels above won't get shunted out of the way again. Also, on loading some older files, all the channels may be out of view (TODO: make version patch for this...)