nice little 'debug' feature
SHIFT_ESC breaks baking without throwing away the baked keys
so you can check the solution calculated so far
baked sb replay checks for NULL pointers in keys -> motion will stop there
even saving and loading to file works here,
but i would not expect it to do so
humm .. may be i'll add a dirty flag for that
Crash using Shape Widget Wizard script, was an error in customdata copy.
The script still throws a python error though, but that seems unrelated
to this crash.
Added a callback instance_init() so that any particular instance of a
texture plugin can initialize data. Updated the clouds2 and tile example
plugins to have a (dummy) call back.
- New perspective projection capability. If a camera is used as the
projection object, the modifier detects whether to do perspective or
orthographic projection based on the camera type. If any other object
type is used as the projection object, orthographic projection is used.
- Orthographic projection actually works properly now.
- The projected UVs are scaled and offset so that the image is centred in
the projecting camera's view.
- AspX and AspY inputs have been added to control the aspect ratio of the
projected UVs.
Also:
- I have added the Mat4MulVec3Project() function to BLI_arithb.h; this
function converts a 3-dimensional vector to homogeneous coordinates
(4-dimensional, with the 4th dimension set to 1), multiplies it with the
given matrix, then projects it back to 3 dimensions by dividing through
with the 4th dimension. This is useful when using projection matrices.
UV edit option 'constrain to rectange' didn't restore correctly on ESC.
(note, on ESC it doesn't undo the constrainting, in case the edited face
was not a quad).
Also:
- The UVs pulldown in Image window was far too large, moved the scripts to
an own sublevel menu
- Previous commit in vpaint.c had warnings
- SHIFT+K in weightpaint+faceselect combo crashed (caused by my commit for
real undo in painting)
- weightpaint+faceselect combo didn't draw correct anymore (caused by
commit for custom mesh layers)
==========
Bugfix #4951: This might be a serious change for python script writers.
-- ob.getMatrix('localspace') did not return the correct matrix when the object
had a parent; this has been corrected.
-- ob.setMatrix(m) did not work predictably (more correctly, in an easy-to-
predict manner) when an object had a parent. The method has been changed
so that if thee is a parent, it ASSUMES the matrix is "localspace",
relative to the parent. The documentation now states this.
-- ob.mat and ob.matrix are now read-only attributes, while ob.matrixLocal
(which calls Object_setMatrix() ) is now read-write.
Ton is not thrilled (is that a fair summary, Ton? ;-) with this method since
the ob->obmat is calculated from the loc/rot/size attributes of an object.
I'll let him speak on this, but I believe his desire is for this method to be
deprecated in the future and replaced with something else.
Bake-render:
Quad faces still didn't get handled properly, error visible for vertex
color or UV textures.
Also: added error meny when a Bake cannot work because there are no Images
or no Images with buffers
Random seeding is still not perfect in render, especially lack of good
thread support still.
- VectorBlur node was calling seed for each exec, causing other nodes to
get fixed random too.
- added seed in non-OSA main loop for render
- use BLI_srandom, is better than BLI_srand
CurvePaths: if the path has vector handles, or when it's a Poly curve, the
amount of interpolated points on the path was too limited (6 actually).
Now the 'resolu' of the curve defines the amount of interpolated points.
This enables motionpaths or deforming with sharp corners.
3D window, preview panel, didn't give correct specular for Ortho.
The view-vector was flipped negative then, so more view-depending
code (like tracing) would go wrong then.
2006/11/19 00:07:32 CET
Fix for bug #5250: inaccurate conversion between edit and pose mode bones.
Two very bad bugs:
- replacing atan() with atan2() should also remove the M_PI correction!
This is the equivalent:
angle=atan(x/y); if(y<0) angle+=M_PI;
angle= atan2(x, y);
- the new NormalizedVecAngle2() call was negating an input vector, causing
calling code to screw up. All arithb.c calls should not alter input.
Yesterday's commit from Brecht broke armature editmode, damaging armatures
in a way you cannot rescue. This rewinds the main changes. After commit
I'll try to find the error...