Age | Commit message (Collapse) | Author |
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empty to refer to self object
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It is now possible for Action Channels to be displayed using the colour of its group. The colour for an Action Group is only set when it is auto-created by keyframing (controls to tweak this may/may-not be added, time permitting).
To enable the display of these colours, the View -> 'Use Group Colors' must be enabled. However, this is disabled by default.
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using persp as a flag which worked but isnt correct.
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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.
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computations with the option disabled. Also small memory usage
optimization for vertex groups.
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changing ipo's.
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debugging, also added a name for each dependency relation, and when
a cycle is detected it now prints the full cycle to the console.
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also added some checks for sculpt mixing with other modes (was possible to mix sculpt+posemode)
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with geometry, and makes halos look more volumetric.
Patch contributed by Markus Ilmola, thanks!
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with edited hair.
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adding missing init on handleEvent callback
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* Changed default UV wire drawing do be a grey line with a black outline, highlighting aroudn selected points.
* Moved some draw options out of the View menu into the View panel.
* Changed header buttons to make Vert/Face modes less confusing.
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Added flash video menu entries. (Encoder was compiled in anyways)
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* Added fromDupli MTex setting to python api
* Shift+RMB was setting the active face in the UV view.
* Armature scripts menu was broken
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Transinfo transform event callback is not cleared once
a transform event is over, this casued handleEventBevel
to dereference a null pointer. Added a check for this,
but it seems the callbacks should be set to NULL when
transform loop is done?
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Documented obscure environment variables
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numbers, number string was too long.
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act as if the object was in its original position, instead of being
different for all instances. However, this is desired behavior in
some cases and so breaks compatibility. Now it only does the new
behavior when enabling the "From Original" option.
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kill the process. Some time ago SIGVTALRM was replaced with SIGALRM
to solve issues on linux, but this signal can kill the process on
solaris, so now it uses SIGVTALRM again there.
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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.
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sync tip and root selection intuitively.
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routine because they were trumping a fix I had made earlier
to deal with subdivide smooth and mirror modifiers.
Campbell, could you please check that this commit is compatible
with the results you were expecting from commit 14227? Here
is the log of that commit:
http://projects.blender.org/plugins/scmsvn/viewcvs.php/trunk/blender/source/blender/src/editmesh_tools.c?root=bf-blender&view=log#rev14227
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number.
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()
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* Fixed typo in tooltip for IK Constraint
* Beautified Limit Distance constraint a little bit
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=======================
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.
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terrain baking)
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that is normal behaviour for all other modifiers, too.
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buttons_object.c:2326: warning: too many arguments for format
buttonns_object.c:3829: warning: ordered comparison of pointer with integer zero
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computations for each pixel making it quite slow.
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both char and float buffers.
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Please email me or report a bug when such problem arise, it's simpler if done properly the first time.
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when snapping was enabled (even though the CTRL key was not pressed)
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UI panel issues with soft bodies
code cleaning .. remove some G.rt code
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scriptlinks by default
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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.
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I'm not sure about the intent for this one:
warning: too many arguments for format:
sprintf(md->name, "FluidParticleSystem", BLI_countlist(&ob->particlesystem));
Something for Janne ?
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sneak in .. springs preload
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Unneeded size optimisation.
There's much better way to tackle this if it really is a problem.
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