Quick patch for action-filtering system, so that the IKEY (Insert Key) -> "Key Only Selected" doesn't key in channels that are hidden. Documented the convoulted logic there a bit.
Note: constraint channel keys in group channels seems to have become broken again at some point before this commit
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon
material objects that are created.
Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together
with a single material). However, the number of materials that are created right now in the converter is much higher
and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial)
that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end
of the game).
For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a
svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
Fixed a long standing bug in IMB_dupImBuf: refcounter should be better 0
within the duplicated ImBuf...
Finally removed this strange STRIPELEM_META mumbo jumbo.
On a way to asset management: made METAs behave like true input strips:
* proxying should work
* input filter options should work (including transform and color balance :)
* IPOs now work in replace mode
Quick feature for setting Preview Range in Action Editor: the hotkey Ctrl-Alt-P sets the Preview Range so that it matches the extents of the active action.
The latter is now obsolete and will be soon
removed.
Some tiny build tweaks for darwin committed
in preparation of bigger changes for proper
SDK suport both on intel and ppc
- check that an object has been created before setting the physics environment
- check that there is an active camera before using it
- when a camera is deleted, remove it from m_cameras list
The claim was:
Bugfix: don't do full sample merging on re-rendered layers in
the compositor.
But result was that rendering didn't happen at all for scenes
with a composite.
I also don't understand the commit, seems like it's incomplete?
Reworked seq_cut completely. Now it is equivalent to: dup and set startofs /
endofs, which is what most people probably expected...
Fixes:
[#8388] Sequencer Cut on empty meta
[#8546] Sequencer: 2 different problems cutting some metastrips
* Attempted fix for bug #8599c (inserting new keyframes mucked up existing IPO-Keys). Now it calls make_ipokey() regardless of whether they exist already (if ipokeys are being shown in the IPO-Editor). This might be a bit slower on some files.
* 'Auto-Sync PoseLib' button is now only visible when there's a PoseLib
Insert-Key in Action Editor didn't work correctly for Constraint Channels yet. This was because a pointer to constraint data was not being obtained (it's now hacked to assume that 'Influence' is being keyed all the time).
Deleting the first Action Channel in an Action Group acted odd. In some cases it crashed, other times it corrupted stuff (removing all subsequent Action Channels). Was missing a call to remove the Action Channel from group(s).
* Fixed whitespace in many places...
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Bugfix #6543: Blender.Library.Load() could segfault if called more than once
with a library of different endian type. In the process discovered an
invalid memory reference in other another function calling library_append().
Thanks to Brecht for the pointers on tracking this old bug down.
A new tool for for fixing colors on meshes imported from other files with
conflicting color palettes has been added to the FLT toolbar script. This
will find the closest match for all the colors in the faces of selected
meshes and update their baked vertex color representation.
Also added a small tweak to the 'update all' tool which will fix black faces