Tighten test for excluding objects as snap target.
Now exclude all object that are themselves moving (that includes childs of selected objects) as well as objects with moving geometry (like hooked meshes).
The previous situation would cause unfrequent bugs, but especially present in alignment cases (those concerned will understand).
- The cause was indeed corrupted particle settings which should have caused a deletion of the whole particle system. However the particle modifier was still left and that led to the crash.
- A "fix" because there's really no way of knowing what caused the corruption of the particle settings. If anyone else gets this and can recreate I'd love to get a .blend. Now that there shouldn't be a crash anymore the symptom will be a missing particle system after file load in an object that had a particle system before.
* Fix and a little of cleanup to the full screen, minimzed and
maximized code.
* Fix bad argument in the ClientMessage event to support the
_NET_ACTIVE_WINDOW property.
* Fix focus problem in some WM (like TWM), this is because Blender
don't set the WM_PROTOCOLS list, now it does, a very basic list
but it's what we need now.
I reversed the order of attaching shader objects for linking to solve an
issue in the driver before, but now it appears it needs to be the other
way around again? I don't know if these are the same cards that now want
it different again due to changes in the glsl code, but I found another
workaround for the first bug in a forum post (leaving out parameter names
in the declarations), so with some luck both cases work?
http://developer.nvidia.com/forums/index.php?showtopic=596
possible to change the visibility again through python for example.
This is because the actuator kept setting the visibility again each
frame, as a workaround for there being no separate visible and
viewport culling flag, but that was added some time ago.
when pressing P without a camera active, now it should match
the view exactly.
Fix an issue when setting a camera with an actuator and being
in orthographic mode in the viewport without an active camera,
it used a strange mix of the set camera and the viewport then.
The Physics button controls the creation of a physics representation
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.
The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through
Python. By default, the collision margin is set to 0.0 on static
objects and 0.06 on dynamic objects.
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.
Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is
now kept "inside" the object for box, sphere and cylinder bound
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding.
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects.
The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions.
This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects:
center, shape, size, position of children, etc.
The 'opposite' of the "Insert Key" tool.
- Use the hotkey Ctrl-Alt-IKEY to activate.
- Only available in 3d-view and buttons window
I've added an extra var to verify_ipo and verify_ipocurve to save having to make another duplicate of that code. Hopefully the gameengine compiles ok with this.
* Moved all keyframing functions to their own file (keyframing.c)
* Merged all the different keyframing options (needed, visual, fast) into a single API call. The direct benefit of this is that it allows them to be used in conjunction with each other. Also, this means that when using the IKEY, autokeying settings for these are respected too.
* Implemented 'keyingsets' system (instead of directly calling insertkey on relevant channels), which is easier to maintain and cleaner. A keyingset basically defines all the channels that can be keyframed together. This paves the way for custom keyingsets sometime down the track (and also for quick-insert keyframes for previously used keyingset).
Menus for choosing the keying set to use are generated automatically from the definitions.
work in the game player, now the IK lib is linked into the player.
Makefiles/Scons/CMake buildsystems have been updated.
Fix materials nodes to work in the game player.
player did not enable mipmapping when falling back to texfaces.
Also commented out code that disabled mipmapping in the player on
Mac OS X. If that is a workaround for a bug it is a really poor one,
and hopefully fixed now since this code is from 2002 or earlier.
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
Letterbox with bars, the latter doesn't make sense then.