was calling screenmain() before executing the python script which meant it was never executed (therefore no crash :) )
Moved screenmain() back to the the end of main() and added a TESTBASELIB_BGMODE which checks for G.vd and uses the scene layer if its not there. Of course python should not be running stuff that uses G.vd :/
Also made python scripts stay attached to screens when LOAD UI is disabled. This means you can load a new blend file and the python console can stay open, has been tested for a while in the apricot branch.
Added BLI_split_dirfile_basic, that only splits the path into directory and file. without checking the dir exists or creating it, without changing the original string that is passed to it.
[#8067] external texture plugin thread-safe modifications
Submitted By: David Anderson (davywavy)
It makes it so the "result" array is passed in, instead of a global var.
I expanded the patch so it will play nice with older plugins that are not
thread safe as well.
I also updated the existing plugins in the release, so they are thread safe.
--------------- What do people think of this.... ------------------
This should maybe be talked about in the functionality board or something,
but what do people think of adding in default texture/sequence plugins.
or making a seperate tree like lib for plugins.
The reason I ask is we have had a couple of upgrades to the plugin system.
(supporting float buffers for sequencer, and this one for textures)
http://www.cs.umn.edu/~mein/blender/plugins does not store revisions of
plugins I just make sure they work with the latest version. This is
getting messy. I haven't upgraded a lot of them to use floats (I know,
I'm lazy, and now this will also make modifications to the plugins)
It would be nice to have some of the standard ones under revision control.
We also seem to be having an explosion of platforms supported. It would
be nice to have platform maintainers compiling plugins as well for releases.
(Its getting to be more work for me to keep up with things...)
I'll go back to my corner now and be quite. ;)
Kent
Unfortunately, my previous fixes here to get gears working resulted in this problem. The flip side of that was that gears worked for quite a few cases.
Alas, it is not to be... The bug is now fixed, but gears no longer work any more. Sadly, there is not much I can do about this.
sprintf(str, "/bin/su root -c 'cd %s; /bin/tar cf - \"%s\" | (/bin/cd %s; /bin/tar xf -)'", from, file, to);
return system(str);
This would ask for a password in blenders terminal, in ubuntu there is no root user...
If this feature is added back it should be written in a much nicer way.
Also made HKey toggle hidden files in the file selector.
somefile_##.png -> somefile_01.png
somefile_########-image.png -> somefile_00000001-image.png
Before, A hash at the end of the string would be replaced by a number with 4 characters. This is still default if no #'s are in the string, so nothing has changed.
To use this function from the python api use scene.render.getFrameFilename()
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc.
The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time.
The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
-Handling of fluid particles was not coded at all
-Now things should work properly, but as fluid particles are not very familiar to me I'd appreciate some thorough testing