Read today's meeting minutes for a description.
Bjornmose: We'll need some example and screenshots for the dev pages of blender3d.org. If you can do some, neat, if not, I'll do them.
Matt, Emilie and Chris: Please review UI addition. Pixel alignement and all that fun stuff has not be overly looked for (though I did some cleaning by adding alignment blocks).
Moved get_con_target from editconstraint to constraint kernel file and renamed to get_constraint_target
Make scene.c use constraint functions from kernel instead of doing the switch itself (regrouping specific constraint code in one file).
Add LockTrack as an option in the Make Track menu (Ctrl-T)
Adding fun for vortex forces in 3D window, the representation now match the orientation and direction of the force (this is code will need optimisation). I'll probably be slapped for mixing two things in one commit but some function calls needed to be fixed for the new spelling and since this is really isolated code I didn't feel like wasting time getting a fresh copy, doing the changes and then readded this after commiting.
Fixed some warning regarding implicit casts and constants (this last one is a MSVCism where you need to explicitely tell the compiler to use floats with an f. AFAIK, it doesn't affect/bother other compilers).
Removed a useless commented piece of code in readfile (there was an uncommented copy a couple of lines before)
* Armatures that had constraint targets inside other armatures
weren't transform()-ing correctly
* Issues with lattice deformed objects that are parents of bones
when rendering an animation. Seems to be mostly OK now with the
exception of the first rendered frame -- weird bugs like this have
plagued blender for ages, which leads me to believe that
RE_rotateBlenderScene() is a piece of garbage that nobody understands
(especially me).
* made a few helper functions to clean up some repeated code related
to clearing constraint status and rebuilding displists.
This is a temporary fix, but a complete fix will require a rewrite of of some part of the where_is_object function, and that would take too much time before 2.31.
This is done by disabling the object position refresh call when calculating these constraints. From the tests I did, this doesn't cause any problem at all.
The main point of this is to create pistons and the like.
For coders:
the detect_constraint_loop function now takes an additional parameter that determines the constraint type of the object it's looping from.
Axis options for TrackTo
LockTrack
FollowPath
Auto creation of TrackTo constraint from Ctrl-T (old track still an option)
Auto creation of FollowPath when parenting to path (Normal parent still an option)
Backward compatibility stuff to convert the per object axis settings to per constraint when a Track constraint is present.
Function to convert old track to constraint (commented out)
Revamped the constraints interface with Matt's work from tuhopuu and the stuff we were discussing earlier.
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For coders:
unique_constraint_name and *new_constraint_data moved to the kernel (constraint.c)
new Projf function in arithb gives the projection of a vector on another vector
add_new_constraint now takes a constraint type (int) parameter
add_constraint_to_object(bConstraint *con, Object *ob) to link a constraint to an object
add_constraint_to_client(bConstraint *con) to link constraint to current client (object or bone)
add_influence_key_to_constraint (bConstraint *con) to (eventually) add a keyframe to the influence IPO of a constraint