also added note that adjusting bone radius changes the parent bone for connected child bones, and fix typo on failing to read startup.blend (both pointed out by MikeS on IRC)
- no rotation resulted in NAN location.
- subtraction of pivot done in wrong order made the constraint give odd results when rotating on more then 1 axis.
Removing a scene would set the active scene, assuming the scene removed was the current scene. This broke UV Export which used a temp background scene.
* The SPH fluid particle algorithm was implemented a bit wrong. This problem could for example result in the fluid moving sideways after being dropped straight to a horizontal collision surface, a very big no-no as far as real world physics are concerned!
* After some extensive code shuffling the algorithm is now much more true to the paper it was implemented from, and more importantly now the physics should be correct too!
* The main thing was that fluids calculations can effect many particles simultaneously, so just a single loop through all particles can't work properly. As a side note this also means that the actual fluid algorithm can't be made threaded :(
* To make things work I also had to reshuffle some general particle physics code, but there should be no functional changes what so ever to other physics types, so poke me immediately if something strange happens.
Note to users: these changes will most probably effect the way previously done sph fluid simulations look, so some parameter tweaking will be needed to get things back looking the way they were.
OpenGL viewport render gave squeezed results in cases.
Reason: some graphics cards only give offscreen buffers in multiples
of 256 or 512 (my case).
Current fix uses the actual size returned by graphics card, which
is also safe for too large renders.
More elaborate cropping or matching is for another time.
(Added printf for feedback on this, might disappear)
When using Material Nodes, there was no indication in Material
Property window which node was active. The context/channel widget
now shows this.
Better would be to be able to browse nodes in this list, and
to have option to preview only this material (not node tree
result). Enough todo for future :)
this is a can of worms, at the moment blender depends on broken behavior for metaballs:
find_basis_mball() can return a metaball object that fails a is_basis_mball() check which makes this logic very confusing (added note about this in mball.c).
Metaballs needs a refactor however at least make drawing fail consistently,
For wire draw is_basis_mball() wasn't being checked, for solid drawing it was (hence the strange wire frame).
For now the motherball needs to exist in the main scene else it wont work.
scene.frame_set() was sending out a frame change notifier which would update the scene loosing any un-keyed changes after a script ran.
for now use a window redraw notifier.
Operator redo in 3D window now moves context to the main region,
makes knife cut work (and probably others)
Todo: this callback should be shared with other redo panels. On the
todo list.
Editmode undo operator was using the operator OPTYPE_UNDO flag as well as its own EM_DO_UNDO option.
This gave 2 problems.
- python suppressed undos would fail (as in the report).
- Undo push was called twice on exiting editmode for no reason.
Use the operator undo in this case.
Tweaked keymap for Graph Editor Ctrl-LMB so that the popup menu for displaying reports won't get dismissed immediately. Changing keymap here from KM_PRESS to KM_CLICK
* Keyframing operators now use the reports system for displaying all its error messages.
- The benefit of this is that users no longer need to check the console for error messages if keyframing fails.
- Unfortunately, reports are not currently viewable in any space/view in Blender, so...
* Added a temporary operator (UI_OT_reports_to_textblock), which can be accessed in the UI from the button which appears in place of the icon when more than one report exists. This dumps the current list of reports to a textblock "Recent Reports", from which they can be viewed.
This isn't really nice, but at least we now have a way to view these again, which makes debugging some things a pain.
* Bugfix #24606 - when trying to add keyframes to F-Curves with F-Modifiers already which alter the curve significantly enough that the keyframes will have no effect, there are now warnings which aim to alleviate any confusion.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
Disable projection painting for soften tools.
Also it looks like smear tools support projection in the code, so
enabled project paint menu for such tools
Here is a image of it in action:
http://www.pasteall.org/pic/show.php?id=6351
What it monitors:
* VRAM used by textures created via bf_gpu and BL_Textures
What it does not monitor:
* VRAM used by the Blender ui
* VRAM used by 2d filters
* VRAM allocated by the user via KX_Scene.pre_draw and KX_Scene.pre_draw
from Dan Eicher (dna)
Made some edits to the patch because only the first spline was getting the updates.
also added path functions for splines and spline points (request from ZanQdo so splines can be keyframed).