Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.
Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.
(updated select group toolbox and header menu)
Added 2 copy property options - Replace All and Merge All, since there was no way to remove all properties, or set all objects game properties to be the same as the active objects.
Added set_ob_property(ob, prop) to property api.
bugfix in python api, copyAllPropertiesTo, it didnt check for duplicates or that it wasnt copying from/to the same object.
Three features that were on the main UI interface are now
moved to the Advanced Settings panel:
Margin, Actor (that becomes Sensor Actor) and No sleeping.
Sensor Actor is now a feature: it can be turned on and off
for all types of objects, and not just static objects.
Select the Sensor Actor button to make the object visible
to Near and Radar sensor.
The button is selected by default for dynamic objects
and unselected by default for static objects, to match
previous behavior.
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
Curve modifier on lattice suffered drawing updates, only when the system
was not animated though, missed depsgraph calls then.
Solved it by forcing lattice to always return displist for its vertices,
that's same as for how mesh/curve works now.
Instead of making it an exception compared to other objects which
don't draw z-buffered either, it now draws without lighting in the
wire color like it did before.
reverse wire draworder logic from r4059, wire-only meshes were not using a depth buffer which meant they would not be visible at
all, if they were after an overlapping solid object in the scene (had this problem for peach too).
could cause crashes.
Fix related to bug #10198: particle mode didn't respect undo steps
set to 0.
Also made the memory statistics print (ctrl+alt+shift+q) use the
more human readable form to give an overview, instead of printing
out a python script.
(Also: removed the ugly arbitrary 2 x rgb color hack that tried to make
shadeless color "useful" in opengl solid mode. Without overflowing
color it at least now shows the color you created.)
active face drawing didnt always work since it used the last selected element for drawing.
moved stipple into glutil.c rather then using 128 bytes in the stack for each stipple draw.
object on top of everything anymore. It can be useful to see objects
that are in front too, and if you don't want to see them you can
just go into local viewmode. It's also more consistent with editmode
which doesn't draw on top either.
The following is a commit of Levi Schooley's bevel code and
the bmesh library it depends on. The current editmode bevel has
been replaced with a new per edge bevel function. Vertex beveling is
also availible.
To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges
or vertices.
Recursive beveling is turned of for the time being.
- Keyed particles work again for all visualizations (previously only "path"), they still need some work though to be fully operational.
- Keyed particles weren't saved or loaded correctly.
make for example feathers. Also made dupliparts work within groups.
One issue still is that in particle editmode, the duplis can interfere
with brushes and selection, though tweaking the dupli object position
can alleviate the problem.
=========
- The render and realtime button for the particle system modifier
and the enabled button for particles now work seperate again,
made a bad design decision to tie them together. Now with only
the render button and not realtime enabled it renders.
- Fix for bug #7948: particle mode crash while constraining axis.
- Fix for bug #7945: crash loading effector groups from an old file.
- Fix for bug #7942: crash for reactor particles emitting from particles.
Submitted by: David Bryant (digikiller)
This patch adds two new drawtypes for empties in Blender:
* Sphere
* Cone
These draw with wireframes which are slightly more complicated than for other empties. However, this shouldn't really be an issue.
=========
- Normalize strand coordinates over the length of the strand, not
cut off when with e.g. length texture control.
- Weight paint and particle mode x-mirror now works with deformation
and shape keys active.
- X-ray is now disabled in particle mode, messed up depth tests.
used for clipping were being stored in the mesh, but modifiers
can result in two objects with the same mesh having a different
bounding box. Solution is to store bounding box in the object.
=========
- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
Amount. The render amount particles are now only distributed and cached
at render time, which should make editing with child particles faster.
- Two new options for diffuse strand shading:
- Surface Diffuse: computes the strand normal taking the normal at
the surface into account.
- Blending Distance: the distance in Blender units over which to
blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
grass. This is a work in progress, and has a number of known issues,
don't report bugs to me for this feature yet.
More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/