enabled is really slow on some cards. Cause might be the large number of
calls to glReadPixels, now it uses the same system as sculpt to store
the depths once, code was already there for the case those depths were
available, it just wasn't storing them.
New keyframes were being added 1 place too early. With just two keyframes, this resulted in keyframes being added in reverse order (which lead to problems until scrubbing timeline)
1. All Ipo channels are now independent.
In Blender 2.45, all 3 Loc Ipo channels were automatically set
together. For example, having just a LocX Ipo channel was sufficient
to fix the X, Y and Z coordinates, with the Y and Z value taken
from the object original Y and Z location in Blender. The same
was true for the 3 Rot and the 3 Scale Ipo channels: the missing
channels were assumed to have constant value taken from the object
original orientation/scale in Blender.
With this patch, all Ipo channels are now independent.
THIS WILL CREATE BACKWARD COMPATIBILITY PROBLEM if you omit to
define the 3 channels of a same type together in your Blend file:
the undefined Loc, Rot, Scale coordinates of the object will
be influenced by the parent/spawner Loc/Rot/Scale in case the
object is a child or dynamically created.
2. Delta Loc, Rot, Scale are now supported with the following
limitations:
- The delta Loc/Rot Ipo modify the object global (NOT local)
location/orientation
- The delta Scale change the object local scale
- The delta Ipo curves are relative to the object starting
Loc/Rot/Scale when the Ipo was first activated; after that, the
delta Ipo becomes global. This means that the object will return
to this initial Loc/Rot/Scale when you later restart the Ipo
curve, even if you had changed the object Loc/Rot/Scale in the
meantime. Of course this applies only to the specific Loc/Rot/Scale
coordinate that are defined in the Ipo channels as the channels
are now independent.
3. When the objects are converted from Blender to the BGE, the
delta Loc/Rot/Scale that might result from initial non-zero values
in delta Ipo Curves will be ignored. However, as soon as the
delta Ipo curve is activated, the non-zero values will be taken
into account and the object will jump to the same Loc/Rot/Scale
situation as in Blender. Note that delta Ipo curves with initial
non-zero values is bad practice; logically, a delta Ipo curver
should always start from 0.
4. If you define both a global and delta channel of the same
type (LocX and DLocX), the result will be a global channel equivalent
to the sum of the two channels (LocX+DLocX).
- Alt+click edge loop select.
- Next to Align X/Y, Align Auto which will pick X or Y automatically,
should give the expected result for nearly all cases.
Now a binary search is performed instead of a linear one to see where to insert a keyframe. It also checks first whether the keyframe is out of the bounds of the existing ones (as most of the time, keyframes are inserted at the end of the array).
When using the .BVH importer to import a particularly large file, the time taken to add the keyframes improved by about 1 second. Other factors probably limited the improvement seen.
* Menus could no longer have their items accessed by number (i.e. W-5 didn't run merge tool in EditMode when accessed by keyboard). This was caused by my commit for BUTM (there was some extra code there that isn't really needed, but was causing havok).
* NumPad can now be used for the above feature too now
* Typo in error message in Constraints PyAPI
The error was causing by the KINEMATIC flag not set automatically when the linear or angular velocity was set on static objects. Note that these actuators still won't work on static objects: the crash is fixed but not the actuator; linV and angV only work on dynamic objects. Fixing the linV and angV actuators on static object requires a bit more reflexion. For the time being, use dRot and dLoc on static objects.
Cleaned the code a bit: added systematic check on the physic controller presence before taking action.
reference black, reference white and gamma.
Added 16 bit TIFF saving.
This needs more work to cleanup code and add 16 bit TIFF reading, but
committing it now so it can be tested.
New rotation alignement fonction
Rotates objects/Pose bones to match the selected transform orientation.
Can be used to align to view, active object (normal) and custom transform orientations.
Accessible in the Object -> Transform submenu and through the hotkey Ctrl-Alt-A (which was previously a fall through for Apply but only Ctrl-A and Ctrl-Shift-A did anything special).
Can be eventually made to work in edit mode (not too hard).