* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.
Parenting was just broken, poll would return true but nothing would happen if you dropped on modifiers or constraints
Parent clear now works the same as dropping on a non-ID_OB types but left the actual modifier/contraint instances open to allow for future expansion
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This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.
"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.
See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.
Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
When in material display mode, mesh_calc_modifiers() calculates the
orco DerivedMesh, which uses a different CustomDataMask. In
particular, it does not necessarily include the current modifier's
requiredDataMask, so those layers might get set to NO_COPY. For the
skin modifier, this resulted in a crash when the modifier internally
copies the DerivedMesh and the output does not contain the expected
MVertSkin layer.
Fixed by adding the requiredDataMask to the orco DM's CustomDataMask.
Also added a debugging function to customdata.c:
customData_mask_layers__print(CustomDataMask mask);
This will print out the names of all the CD layer types in the mask.
other places, was mainly due to instancing not working, but also found
issues in procedural textures.
The problem was with --use_fast_math, this seems to now have way lower
precision for some operations. Disabled this flag and selectively use
fast math functions. Did not find performance regression on GTX 460 after
doing this.
* SSE/SSE2 is an unknown option for the compiler (Command line warning D9002 : ignoring unknown option '/arch:SSE2'), so it can be left out because on x64 it automatically builds with SSE and SSE2.
* Add a solo mode for panels, CTRL+LMB on a panel header.
This closes all other panels.
Patch [#22233] by sneg negr (sneg) with modifications by myself to exclude panels with hidden header (like context)
a) Another boundary fix. Resulted in smoke getting "sucked" back into the domain
b) Disabling substeps (internal thing). Fixes arbitrary explosions/instabilities.
Part of my Blender Smoke Development.
Fedora 16 is still using /usr/include/ffmpeg, not /usr/include to store FFmpeg's
headers. Added it to search paths.
Also remove FFmpeg include directory listed in FFMPEG_INCLUDE_DIRS twice
Patch by Arno Mayrhofer (aka azrael3000), thanks!