Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)
This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.
Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
mode for case there was no animation at object before enter editmode
- Fixed memory corruption for case of fcurve groups
- Fixed bug with incorrect re-naming "spline[%d].smth" pathes
TODO:
- Also update drivers' curves
- Enable I-key menu and autokeying
Will do this after consultation with Aligorith, shouldn't harm atm.
Render bug in spothalo (weird horizontal line).
Appeared to be precision error... even for doubles,
before doing division a check for FLT_EPSILON works
better than DBL_EPSILON (if there's an alternative).
* Tracing objects with IOR < 1.0 (like air bubbles under water) wasn't working correctly as a refraction was always assumed to be the first thing that happens for transparent materials.
* This fix is ok, but the fact that the internal renderer is not a physically based one is starting to show, as for example blurred reflections in this case are not really possible nicely without some slightly heavier modifications to the ray code.
* Also some cleaned up logic and better comments for my previous total internal reflection commit.
* [#25638] 'Insufficient thread locking' for sounds
- Actually a workaround for an msvc bug, msvc STL containers are buggy
* [#25922] Sound does not play in BlenderPlayer(r34579)
- Windows OpenAL doesn't seem to have clear context error state on initialising
Running 'make' starts an out of source build with CMake in ../build/OS_CPU, creating the dir and configuring CMake if necessary.
So casual users can just run this without changing dirs:
'svn up ; make'
* This was wrong since 2006!
* Raytrace code assumed refractions to go "air -> glass -> air -> glass -> air.." so actually only the first total internal reflection was calculated correctly, but everything after that was wrong.
* Now after a total internal reflection there needs to be an actual refraction before the ray escapes the "glass" object.
Marker selection operators now use a special poll() callback which
checks that there are some markers before trying to run them. This
means that when there are no markers, the full screen range is
available, instead of just those areas above the region masked off for
markers which can be quite slim when trying to save space by only
showing the summary channel.
- use BLI_math functions for removing rotations from objects and pose channels.
- add unit_axis_angle() to avoid setting the Y axis inline anywhere rotation needs removing.
Migrating "redraws" settings from TimeLine view data to per Screen.
The options are now still shown in the TimeLine "Playback" menu
though.
This means that whatever redraw settings you set in a TimeLine editor
will be used throughout a screen (i.e. editor layout) to determine
which editors will get updated during playback, instead of only
certain editors doing certain things at vague times.
---
Also, I moved some version patches pre 2.56 version bump into a
version-check for 2.56. These must've been missed when doing the
release...
While animating, I realised that actually the 'only selected' and
'include hidden' DopeSheet filtering options are also useful in the
Action Editor, especially while tweaking the animation for some
characters, where you'd like to focus only on some of the character's
control (i.e. eyelid tweaks, hand tweaks, etc.).
The other DopeSheet filtering options aren't so relevant here, so I've
excluded them from this.
Rotation brush used to be crazy because it depends on normal of area
under brush, which is used as axis to rotate vertexes around and
this normal used to change during stroke.
Calculate normal from original mesh state for rotation tool too.
* Only the first object (in scene object order) that instanced a dupligroup was rendered properly, because particle instances were checked for only after creating the render object (and even this check was done wrong).
* Now the actual render object is created only after both object and particle instances have been checked.
Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to
browse screens or switch scenes nicely.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.
Example usage:
blender.bin --background --python source/tests/batch_import.py -- \
--operator="bpy.ops.import_scene.obj" \
--path="/data/testfiles/obj" \
--match="*.obj" \
--start=0 --end=50 \
--save_path="/tmp/test"
Also found my name was spelt wrong in some places :)
calling
bpy.ops.wm.read_factory_settings()
... would clear a scripts namespace if running directly, not in a module.
Fix by backing up and restoring the __main__ module.
Also found BKE_reportf wasnt printing all reports in background mode as BKE_report() was doing.
While doing some animation work over the past few days, I found that
it would be useful to be able to tag keyframes as a another type yet:
"jitter" for fill-in secondary motion (i.e. blinks/hand-keyed camera
shake). Of course, what you really use these for is up to you, but
this is one more option when you need it :)
- "CONSTRAINT_IK_AUTO" flag for targetless IK constraints was being
set in the wrong place. This is for the IK constraint data's flag, not
the generic constraint's flag
- Converting stack var "targetless" from type bConstraint to
bKinematicConstraint (i.e. constraint baseclass -> specialised data),
since it was only used in one place with a cast used there.
- When using targetless IK with no specified chain length, bone
rotation locks are taken into account too, saving a bit of extra setup
work
- bpy.data.*.load() functions were only accepting UTF-8 paths.
- rna functions/properties now accept byte values rather then strings for file paths.
- bpy.path.resolve_ncase now supports byte objects.
- operators which reload G.main would crash blender if called from python and then accessed bpy.data.*
- WM_read_homefile_exec was setting the contexts Scene to NULL as a signal for the event system, this didnt work in background mode, crashing when property update functions expected scene to be set.
- now writing to RNA is disabled when inside render() call.
- disallow calling operators when writes are disabled.
Rendering runs in a thread so running operators from the thread is not safe unless rendering becomes a blocking operator again.
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?
Area split error: if the first split position was exactly aligned
with another 'edge' it merged the edges, causing the subdivision
layout to go haywire. Only happens in rare occasions, good find
this report :)
* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense.
* Added a missing notifier for the Node backdrop move operator.