The render pipeline has been extended to better work with
Freestyle stroke rendering. Struct Render has a new member
ListBase freestyle_renders to keep Render instances generated
through stroke rendering in Freestyle. The number of
elements (LinkData instances with LinkData::data pointing to a
Render instance) in freestyle_renders is the same as the scene
render layers of the scene being rendered. When the k-th scene
render layer has the Freestyle option enabled, the k-th element
of freestyle_renders refers to a Render instance that holds
Freestyle render results for the scene layer. This association
between the scene render layer and the Render instance is used to
merge the Freestyle render results into the corresponding render
results for the scene render layer.
if compositing, sequencer, fields, etc should be rendered, or if the
render does that itself. The weak point is that this only applies to
rendering, so if you open the compositor, it will still run on the
rendered result. Enabled by default, set to False to disable.
1) glCopyTexImage2D - www.opengl.org/sdk/docs/man/xhtml/glCopyTexImage2D.xml
2) dome post_draw. Now dome mode can also use scene.post_draw. It only runs for the last scene. It's really useful. I'm working on a nice showcase for this (a dome visualizer for the dome mode running with bgl. In the mean time this is a (lame) example of both working together (the buffer is being copied and draw on top of the window):
http://blenderecia.orgfree.com/blender/tmp/dome_bgl_copytex2d.jpg
Based on the assumption that requiring object targets to be OB_EMPTY makes any other object compatible as a target. If the assumption is wrong can be reverted. Only the Cast modifier uses this at the moment and to me it looks like Cast only uses object transform so should be fine.
* Update several Property Windows for Physic Modifiers in the Physic Tab.
* Update several Property Windows for ND_DRAW Notifier, used by Camera Data, Object Force, and general Object settings.
Removed some code that I never finished working on to try and make the sketches get added relative to the owner. Perhaps will come back to that someday, but maybe we can just do without.
This commit removes the Old Track method (used to be found under Object -> Animation -> Track), with all existing instances of this being converted to Track To Constraints. In fact, while performing this removal, I found that this was supposed to have happened in version 2.27 already, but for some reason the options were left in, and this function managed to survive for a further decade.
I've left the tracking axes around still, since it seems some curve tools still use that. However, that usage should probably get faded out in future too?
Misc notes:
* Fixed compiling error with constaints from harkyman's Maintain Volume patch.
* Subversion of 2.52 now bumped up to .2
Note that users should not be doing this anyway (and to some degree, I wish that they have to learn this the hard way - i.e. a crash as was before) since it is always bound to cause troubles of various sorts.
Having said this, the old tracking code was previously crashing if this sort of setup was created since a stack overflow would happen while bouncing between each object being recursively recalculated. I've fixed this by commenting out that recursive recalculation (solving the cyclic problems for n >= 2, while n=1 should still be fine without this pre-depsgraph hack), and also removing such cyclic dependencies in the n=2 case.
(PS: Perhaps this is just a good opportunity to just remove this old feature instead ;)
Render resolution set to 0 is correct in both of U and V cases
(if render resolution is set to 0 values from resolution_* will
be used while rendering)
Flatten handles option was an ugly mix of snap to nearest integer values and set the handles to have the same values as the key. Removed the nearest integer snapping from this, since it doesn't seem that useful in retrospect. It could be restored later if there's any demand for it.
* Added operator (Ctrl Shift Alt I) to show menu for changing the active Keying Set in the 3D view (todo item from last commit)
* KeyingSetInfo (i.e. the Builtin Keying Set classes) can now be accessed from Keying Set instances with ks.type_info
* Added ks.remove_all_paths() function to remove all the paths for a Keying Set.
---
These two changes mean that builtin Keying Sets could be refreshed in response to context changes by doing:
<code>
ks = bpy.context.scene.active_keying_set
if ks.absolute==False and ks.type_info:
ksi = ks.type_info
# remove existing paths to fill with new
ks.remove_all_paths()
# check if Keying Set can be used in current context
if ksi.poll(bpy.context):
# call iterator() which calls generate() and re-populates paths list
ksi.iterator(bpy.context, ks)
</code>
And then, once this has been done, the paths that the Keying Set will operate on can be accessed as
<code>
paths = bpy.context.scene.active_keying_set.paths
</code>