Campbell's changes to make this use fnmatch by default had the case-sensitivity setting inverted. This meant that convenient searches in lowercase were no longer possible by default.
* Removed some un-needed armature code stubs
* Manually copying over the values of constraints in the constraint copy() callbacks should NOT be needed. Removed this from the Spline IK constraint. The manual process is only a hacky aspect of the modifier stack only!
This adds MULTICAM-editing support for blender. (Well, the beginning of.)
There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.
Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:
* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top
Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)
Compare that to:
* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
somewhat work.
* cry out loud, using it, if you have to move cut points around
Alternatively, even harder:
* just edit the old way and put strip after strip
You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...
Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
* Take border render into account when drawing grid before for render
result becomes visible.
* Use antialiasing for rendering icon previews.
* Fix Full Sample not drawing render result while rendering.
* Mesh Deform Modifier: also forgot to commit this file.
is still set very low so in many cases it could be even smaller, but being
a bit conservative here to try to avoid breaking rigs.
This is not forward-compatible, i.e. loading new files in older blender
versions will loose the binding.
'Mask layers' should be visible always, they still work to mask out objects on
layers when zmask isn't on (zmask is slightly different.. a bit confusing)
Icon tweaks too
Previously, because the 'Scene' item is encountered first, all sub-items like this would be ignored. Now, when a non-matching item is encountered, it's subtree is checked as per normal, as long as the item was expanded (so that its subtree is still visible).
Ton's commits missed the RNA changes needed to make this work (i.e. the search field was un-defined). This has now been added, and the search field has the 'search eyeglass' icon to make its purpose clearer.
I've also taken this opportunity to restore the search matching flags (i.e. case sensitivity and complete vs partial matches), making these separate toggle options instead. The old searching operator stuff can probably be removed now?
[#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders
Blenfont was not thread safe, that is why one thread can change
the font properties (size, dpi, color, etc) at the same time
that the stamp draw on the image, and then the problem.
To make blenfont thread safe I have to change two important things:
1) Every BLF_* function take one argument, the font id.
2) We have two new function to make font "thread safe":
BLF_load_unique
BLF_load_mem_unique
This two function are for case like stamp, that need and own font
that don't share the glyph cache, so can draw without problem
in a different thread.
Why the BLF_*_unique function ?
Because blenfont keep only one copy of a font and keep a list of
"glyph cache". Every glyph cache have size and dpi, so if two
different thread access the same font at the same time, they can
change value and finish with something like the stamp problem.
Why don't remove the glyph cache ?
Because if we do that, we finish with a font object for every size
and dpi, and the stamp is really a special case that happen in
the rendering process, so I really thing is better keep the
glyph cache and make this two new function to handle this
special case.
(When I say "font object" I mean have the same freetype font multiple
times just to have differents size and dpi)
As Matt point we still can have one case that two thread access
the BLF_*_unique function at the same time, but I am looking to
fix this with some class of thread lock.
For now I test and work fine, so if some one found problem, please
let me know.
Campbell I have to change the python api (python/generic/blf_api.c)
to the new syntax, so maybe you can take a look at this.
Made texture/texture slot context a bit less flaky when dealing with active material and
texture nodes inside a node material in the node editor. Now if the active material has
nodes enabled, and there are no active material/texture nodes inside it, nothing will be
shown in the texture properties (similar to 2.49).
Previously all modifier operators relied on the buttons layout data context pointer to
decide which modifier to work on. This meant that these operators would only work
from from the properties panel, and not from scripting/macros or for operator redo.
This commit makes all modifier operators take the modifier name as an operator
property, so the operators can be re-done or executed outside of the modifier panel.
When invoking the operators from the modifier panel, they automatically fill in the
operator property from context.
This isn't a perfect API design, but it does bring these operators in line with the design
of being able to access all UI functionality via other means like scripts.
Made the loop cut confirmation (when finding an edge ring to cut) happen on
mouse press, rather than release.
This has a nice side effect when using the 'release confirm' option, combining
the two steps into one - with this on you can click once to immediately place the
cut in the center, or click+drag to move the cut line where you want it to.
See: http://mke3.net/blender/devel/2.5/loopcut_releaseconfirm.mov
Note that this is not the patch by dfelinto on the mailing list, since that fix would cause compiler warnings. Also, the invoke() (with the extra wmEvent* arg) is superfluous here, so there shouldn't be any problems with making this exec() only instead.
Select from last selection. This new setting allows to select all files from the last selected to the current. (Works like SHIFT+SELECT in Windows file browser)
Keymap is LEFTMOUSE+ALT for now since LEFTMOUSE+CTRL is already used for renaming (like in outliner)
would convert from quat to matrix and back if the bone had any constraint,
but did not normalize the quat first as done in other places, giving a
sudden jump when starting transform on some bones with constraints. Two
changes:
* Normalize quaternion first.
* Only do this conversion on bones with limit rotation constraints,
instead of all bones with any constraint.
* new icon for split view (at least temporary)
* icon buttons in header rather than popup menus for better efficiency (can easily be changed in python UI script again)