- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
[#25284] Traceback error on "System Info" script
- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
- equals_v2v2
- project_v2_v2v2
- isect_seg_seg_v2_point
which would be necessery for my further multires interpolation commit
M_Geometry_LineIntersect2D now uses isect_seg_seg_v2_point(). Behaviour of this
function was changed a bit -- it haven't returned intersection point in several
cases when two segments are making angle.
This would have made bug #25003 very simple to find.
- Objects had their quats normalized when calculating their matrix, this is inconstant with pose bones and isn't useful for animation.
Also it wasn't normalizing the delta rotation so these would give bad rotations.
- Converting between rotation modes BKE_rotMode_change_values() assumed normal length quat. changing quat to euler rotation for eg could change the bone.
- Clear rotation and transform were not normalizing the quat when 4d loc was disabled on quat rotation, corrected and also made it so the quat scale is restored after conversion so animations curves dont jump.
There is 1 case in mat3_to_quat_is_ok() where quat_to_mat3 on an unnormalized quat is needed, for this I had to add an ugly static function quat_to_mat3_no_assert(), but overall its worthwhile IMHO to be able to find incorrect use of rotation conversion.
- skip fixing file paths on undo.
- simplify bpath alloc and free functions, also pass Main structure so as not to rely on G.main, (needed for file load).
- loop over sequencer plugin and texture voxel paths.
- fix leak in python bpy.utils.blend_path() and use PyUnicode_DecodeFSDefault() to ensure correct paths with different encodings.
- operators to make paths absolute & relative now redraw the view.
- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.
from Josh Wedlake (joshwedlake), who provided a reference script used to apply changes in ED_rollBoneToVector().
- Obvious bug fixed where Z-Up didnt work right.
- More align axis options to Recalculate Roll operator: X/Y/Z/View Axis & Negate.
- Axis Only option, ignore the axis direction, use shortest rotation to align bones.
ED_rollBoneToVector() changes:
- would give bad roll when the axis wasn't normalized or perpendicular to the bone.
some callers accounted for this but not all.
- option to align to the axis but not the direction.
The main reason to have this is so renders can be scripted to write to a specific file without having to do annoying tricks like set a dummy start/end frame range, render an animation and work out the current frame image will be written to, then rename after rendering.
Also made some 'char *' args into 'const char *'
- incorrect range check broke ZYX euler rotations, use MIN/MAX constants so this doesn't happen again.
- BGE Armature PyAPI also wasn't using correct min/max with rotation modes.
- clamp on file read rather then when calling the rotation functions, so developers don't use invalid args without realizing it.
- added assert() checks for debug builds so invalid axis constants don't slip through.
Now object_apply_mat4() can be used as the reverse of object_to_mat4().
Noticeable result is fly mode and 'Apply Visual Transform' dont jump when deltas are used, also means setting matrix from python works as expected.
Define WINVER=0x0501 for MinGW due to some stuff requres this winver, but
MinGW's default is 0x0400 (thanks AlexKu for point)
Better to replace all #include <windows.h> with #include "BLI_winstuff.h" to
avoid possibility of different functions prototypes in different modules.
Added extend option to lasso.
also...
- selecting bones wasn't checking their layer of if they were hidden in a number of places.
- fixed memory leak.
small unrealed changes
- added PBONE_VISIBLE macro
- renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's.
- removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific.
Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
- fixed this error 7 different functions (deform groups, uv layers & similar).
- support for numbers over 999.
- renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils
mat4_to_eul & mat3_to_eul are already working this way.
Without this we get problems with constraints, eg:
rotation on the Y axis over 90d can be represented by setting the X and Z to -PI, Y would decrease to 0 (infact 180d).