Curve modifier on lattice suffered drawing updates, only when the system
was not animated though, missed depsgraph calls then.
Solved it by forcing lattice to always return displist for its vertices,
that's same as for how mesh/curve works now.
Specular render in Blender still had terminator problems... only the diffuse
part got "phong correction" applied. I didn't fix this before to not change
rendering results just before the release. Now there's time I hope?
Render results should only differ minimal, and only visible for low spec
hardness values (like 1 or 2)
Certain actuators hold a pointer to an objects: Property,
SceneCamera, AddObject, Camera, Parent, TractTo. When a
group is duplicated, the actuators that point to objects
within the group will be relinked to point to the
replicated objects and not to the original objects.
This helps to setup self-contained group with a camera
following a character for example.
This feature also works when adding a single object
(and all its children) with the AddObject actuator.
The second part of the patch extends the protection
against object deletion to all the actuators of the above
list (previously, only the TrackTo, AddObject and
Property actuators were protected). In case the target
object of these actuators is deleted, the BGE won't
crash.
This situation corresponds to a group containing only a portion
of a parent hierarchy (the Apricot team needed that to avoid
logic duplication). The BGE will instantiate only the
children that are in the group so that it follows the 3D view
more closely.
As a result, the logic links to the objects in the portion of the
hierarchy that was not replicated will point to inactive objects
(if the groups are stored in inactive layers as they should be).
To keep the logic system consistent, these links are automatically
removed.
This last part of the patch is a general fix that could go in
2.47 but as this situation does not normally occurs in pre-2.47
games, it is not needed.
the aspect of a block could become negative and default when scaling icons.
this is caused by the using viewRedrawForce (transforming a mesh) and drawing icons in the image panel.
must look into why bwin_getsinglematrix can give a negative value, probably because the opengl state is set incorrect.
This is still not correct because the aspect will be wrong. but at least it wont crash.
Blender duplicates groups in the 3D view at the location of objects having the DUPLIGROUP option set. This feature is now supported in the BGE: the groups will be instantiated as in the 3D view when the scene is converted. This is useful to populate a scene with multiple enemies without having to actually duplicate the objects in the blend file.
Notes: * The BGE applies the same criteria to instantiate the group as Blender to display them: if you see the group in the 3D view, it will be instantiated in the BGE.
* Groups are instantiated as if the object having the DUPLIGROUP option (usually an empty) executed an AddObject actuator on the top objects of the group (objects without parent).
* As a result, only intra-group parent relationship is supported: the BGE will not instantiate objects that have parents outside the group.
* Intra-group logic bricks connections are preserved between the duplicated objects, even between the top objects of the group.
* For best result, the state engine of the objects in the group should be self-contained: logic bricks should only have intra-group connections. Use messages to communicate with state engines outside the group.
* Nested groups are supported: if one or more objects in the group have the DUPLIGROUP option set, the corresponding groups will be instantiated at the corresponding position and orientation.
* Nested groups are instantiated as separate groups, not as one big group.
* Linked groups are supported as well as groups containing objects from the active layers.
* There is a difference in the way Blender displays the groups in the 3D view and how BGE instantiates them: Blender does not take into account the parent relationship in the group and displays the objects as if they were all children of the object having the DUPLIGROUP option. That's correct for the top objects of the group but not for the children. Hence the orientation of the children objects may be different in the BGE.
* An AddGroup actuator will be added in a future release.
If you enable the Proxy and Custom Dir options and later disable
the Proxy (but not the Custom Dir options), Blender crash every
time that you try select the strip, because the proxy don't exist
anymore.
The solution: only draw the Custom Dir button if the Proxy
option is enable.
* samples that wernt loaded could crash blender - divide by zero errors from having 0 channels or bits.
* could also corrupt memory when selecting samples with long names. from the sample selector menu.
Small one: changed the string attribute in multilayer exr files to be:
"2.43 and newer"
To indicate that it's about compatibility of the exr file, not the version
Blender saved it in.
Ztransp OSA render did not include z values anymore in pass... this is
not good Z anyway (aliased), but at least it's back now.
Note: for composites using Z values: use FSA for superior results.
Patch submitted by Roelf De Kock (kiemdoder)
The parts of the patch affecting the timeline were have not been committed, as there was a better solution.
When searching failed to find any matches, the pointer to a matching pose was cleared. However, it wasn't reset upon clearing the invalid search-string, so a crash occurred.
When the NKEY is pressed in the Action Editor while hovering over the keyframes area, a floating properties panel can now be accessed. It shows relevant properties for the active channel, however this is currently only for Action Groups. Action Channel support will come later.
The key benefit of this panel is that it is now possible to edit the colour set used by a group. Also, there is a button for selecting all the channels in that group (which can also be done by simply Ctrl-Shift clicking on any group).