Frame change hotkeys now work in the following places:
1) Outliner - Main region
2) Action/NLA Editors - Channels Region
3) Info View - Reports region
Other places identified by the bugreport (but which I've decided to leave
alone):
- Text Editor (when no file open) - The way the keymaps work here means that
this can't be done without affecting normal text editing
- File Browser - What's the point of changing frames when you're about to
open/save the file?
- User Prefs - Is there any real point here either? Also, this is usually shown
in a separate window.
has been adjusted
Previously, the RNA settings tried to strictly enforce the constraint that the
start frame must be less than the end frame. However, this behaviour was
problematic, as it meant that you had to firstly move the end frame to its new
(higher) value, before moving the start frame. The same also applied in the
opposite direction.
Now, this behaves in the same way that the scene start/end buttons work: if the
new start frame is past the end frame, the end frame is "pushed" along to be the
same value as the start frame. The same applies in the opposite direction.
* Move the "Add" menu from the Info header into the 3D View header.
Patch by Andrew Buttery (axb), with small tweaks by myself. (Patch ID #37241).
Approved by Brecht and Jonathan.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
- Use commit number since last annotated tag as a
revision number replacement. It'll eb followed
by 'M' symbol if there're local modification in
the source tree.
- Commit short SHA1 is included. Helps getting
information about commit used to build blender
with much faster.
- If build is not done from master branch, this also
will be noticed in the splash screen.
This commit also replaces revision stored in the
files with git-specific fields (change and hash).
This is kind of breaks compatibility, meaning
files which were saved before this change wouldn't
display any information about which revision they
were saved with. When we'll finally switch to git,
we'll see proper hash and change number since
previous release in the files, for until then
svn version will be used as a change number and
hash will be empty.
Not a huge deal, since this field was only used
by developers to help torubleshooting things and
isn't needed for blender itself.
Some additional tweaks are probably needed :)
By default, drivers (used to) automatically map the driver result (i.e.
"evaltime" or the x-coordinates in the driver graphs) to results. This evaltime
=> cvalue mapping is necessary when there are absolutely no keyframes or
modifiers on a driver F-Curve, or else nothing would happen.
However, when there are modifiers on these driver F-Curves, and these modifiers
only work within certain ranges, there would be confusing and unwanted
situations where even if you clamped the modifiers to only generating a curve
within certain frame ranges, the final driver output would still ignore the
results of the curve due to the underlying 1-1 mapping.
This commit introduces a check to ensure that this automatic mapping won't
happen during such invalid ranges.
Now exported keymaps will still be usable accross versions, even if some operator properties disappear (write a warning in console in this case, instead of "crashing").
Also factorized a bit of code here!
Internal filtering flags used to obtain AnimData blocks as result were not
working correctly in Action and ShapeKey modes. Instead, in these modes, they
were often returning F-Curves instead, which lead to the grouping operating
failing (and perhaps other unidentified bugs)