Added 12 default color-sets for custom bone colours. There's a temporary button in the theme-buttons for generating the code for these, which should probably be removed once this is done. More colours to come soon...
This fixes several crashes with the new tstripdata_start/endstill.
dupli_seq was cleaned up as well as add_scene_strip (moved to a
seperate function)
New features:
* opacity can be used in replace blend mode
* the scene within in a scene track can be changed now within the panel
Also:
* [#7842] Note: setCodec in FormatTab disappeared...
should be fixed by this. (Not a big change, so I just commit and see :)
http://peter.schlaile.de/blender/sequencer/codec_buttons.diff
Now bounding boxes are computed per object, and checked first before
zbuffering objects. For strands, bounding boxes are computed per
original face in the mesh. Overall the speed improvement from this
is quite small (zbuffering is rarely the bottleneck), but it seems a
sensible thing to do anyway.
Now when previewing poses with Ctrl-L, pressing the Tab key toggles whether the 'original' (i.e. the pose before previewing started) pose gets shown temporarily. This allows the user to quickly compare the pose being previewed to the 'original'. No pose browsing is possible while the original pose is shown.
Keyframes in the NLA Editor could mysteriously disappear sometimes when manipulating the view in the NLA-editor, when an Action Editor was open beside it.
Fixed two issues with the sequencer:
* using blend modes with startstill / endstill in combination with IPOs
failed, since there was no room to store the composited result.
(It was stored into the same TStripElem thereby effectively disabling the
effect of the IPO)
If you have no idea, what this is all about:
A common case was: use a single PNG as a title, extrude and try to fade
in / out using IPOs.
* startstill / endstill are always displayed, so that one can change them
also on movie-strips and scene-strips.
They now also store a list of samples per pixel, and then get
shaded together with the ztransp samples. This comes with a
slight speed hit, but mainly memory might be a concern. However,
testing some peach scenes I haven't problems.
This completes the pipeline make-over, as started in 2006. With this
option, during rendering, each sample for every layer and pass is being
saved on disk (looks like non-antialiased images). Then the composite
and color correction happens, then a clip to 0-1 range, and only in end
all samples get combined - using sampling filters such as gauss/mitch/catmul.
This results in artefact-free antialiased images. Even Z-combine or
ID masks now work perfect for it!
This is an unfinished commit btw; Brecht will finish this for strands.
Also Halo doesnt work yet.
To activate FSA: press "Save Buffers" and the new button next to it. :)
Now when moving keyframes in the Action Editor, any existing keyframes on the frames where a selected keyframe lands (after the transform) will be removed. This is to prevent stacks of keyframes which cause blips and headaches for animators (especially stressed animators with a looming deadline).
I've added an option to the Action Editor's View menu to turn this behaviour on/off (by default, it's on). This shouldn't need to be used too much, and may be removed in due course. If it stays, it'll need a better name...
Added three new tools to the WKEY menu for Armatures in EditMode/PoseMode. These add .* extensions to the names of selected bones based on their position in 3d-space on the axis considered by that tool.
The current naming schemes are based upon the extensions I normally apply. Some people may have slightly different preferences though.
There is one for:
* Left-Right names (along x-axis)
* Front-Back names (along y-axis)
* Top-Bottom names (along z-axis)
Adding the possibility to use 2 or 3 vertice to define an edge or face-like orientation.
Adding the possibility to use 2 connected edges to define a face-like orientation.
Added a new option to the "Vertex Groups" menu: "Remove Selected from All Groups". This menu can be accessed using Ctrl-G in EditMode for Meshes and Lattices.
Previous changes for Constraint Up/Down buttons broke the drawing of some constraints. It seems the lack of any buttons within an pair of uiBeginBlockAlign() and uiEndBlockAlign() caused problems.
Keyframes are now checked for whether they are visible or not before they are prepared for drawing. This should provide some improvements for large data-sets...
In general there don't appear to be any major issues, although in a few situations, long-keyframes may end up appearing/disappearing.
Now the Action Editor doesn't bother drawing channels which are out of view. This should give some performance improvements when there are many channels with heaps of keyframes, as the keyframes that occur in that channel don't need to be sampled (which is a major performance bottleneck).
Vertices that are newly created by a subdivision of a mesh object
with mirror modifiers (with clipping option set) are projected to
the plane of symmetry when they are created on edges that lie on
that plane.
For regular subdivide this is trivial by linearity, so this mainly
effects subdivide smooth, loopcut smooth, and subdivide fractal.
This commit basically prevents nasty seam rips on the mirror when
doing these operations.