Actually a minor tweak:
Auto-IK fails on correcting for constrainted bones in chains.
For that reason it stops including constrainted bones for it.
Now it does include constraints with influence zero, or which
were disabled by user input.
Transform crash on autokey during animplay.
Transform event handling requires Context, for inserting keys.
Marked it with XXX warning; we have to be more careful with which
API calls require context; like inserting keys shouldn't need it?
Originally Context was meant for operators; to define user level
or scripted context, not for underlying APIs to work.
- Proportional circle size is printed in header
Allows you to find out if you make it smaller when it's large
- Proportional size is clipped with view3d clip-end now
- Added the size to rna, so you can inspect values via UI and py.
Auto-texture space now is more responsive and correct.
- on transforming it, the buttons get redrawn to show option was reset
- on enabling option, texture space is recalculated/reset
Code changes are minimal, re-using the code as already was there.
Options are in pulldown menu, or SHIFT+T and SHIFT+ALT+T
Might be that Martin likes to see it different... do we need
a special operatortype for it?
Auto-IK: applying back the IK transform on bones fails for constrainted
bones themselves. This would require the post-transform of IK to be
converted to a pre-transform for the constraint. That's too much of
a headache for bugfixing days.
To keep the autoIK feature work it now stops IK chains at constrainted
bones. Added todo item for a matrix wizzard to fix this one day.
(What would be really cool is a matrix-api for armature to easily
get all the required pre- and post transforms and apply. There's a lot
of duplicate exception handling for hinge bones for example.)
- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
In sculpt mode, Object transform still worked, which was:
1) Not undo-able (sculpt undo stack)
2) Clearing the entire sculpt undo stack on operator redo
3) Had keymap conflict for R
Simply added check for this case and return trans operator.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
After using loop-cut with multiple edges, transform widget
disappeared. Reason was a variable being set in function
not being called on cancelled operators. Now it's in Posttrans()
This would have made bug #25003 very simple to find.
- Objects had their quats normalized when calculating their matrix, this is inconstant with pose bones and isn't useful for animation.
Also it wasn't normalizing the delta rotation so these would give bad rotations.
- Converting between rotation modes BKE_rotMode_change_values() assumed normal length quat. changing quat to euler rotation for eg could change the bone.
- Clear rotation and transform were not normalizing the quat when 4d loc was disabled on quat rotation, corrected and also made it so the quat scale is restored after conversion so animations curves dont jump.
There is 1 case in mat3_to_quat_is_ok() where quat_to_mat3 on an unnormalized quat is needed, for this I had to add an ugly static function quat_to_mat3_no_assert(), but overall its worthwhile IMHO to be able to find incorrect use of rotation conversion.
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.
from Josh Wedlake (joshwedlake), who provided a reference script used to apply changes in ED_rollBoneToVector().
- Obvious bug fixed where Z-Up didnt work right.
- More align axis options to Recalculate Roll operator: X/Y/Z/View Axis & Negate.
- Axis Only option, ignore the axis direction, use shortest rotation to align bones.
ED_rollBoneToVector() changes:
- would give bad roll when the axis wasn't normalized or perpendicular to the bone.
some callers accounted for this but not all.
- option to align to the axis but not the direction.
[#24652] Project vertices button showing in object mode and leads to wrong behavior.
Removing soft redraw (code is still there in case we need it eventually) on mouse move, now that events are compressed.
* Keyframing operators now use the reports system for displaying all its error messages.
- The benefit of this is that users no longer need to check the console for error messages if keyframing fails.
- Unfortunately, reports are not currently viewable in any space/view in Blender, so...
* Added a temporary operator (UI_OT_reports_to_textblock), which can be accessed in the UI from the button which appears in place of the icon when more than one report exists. This dumps the current list of reports to a textblock "Recent Reports", from which they can be viewed.
This isn't really nice, but at least we now have a way to view these again, which makes debugging some things a pain.
* Bugfix #24606 - when trying to add keyframes to F-Curves with F-Modifiers already which alter the curve significantly enough that the keyframes will have no effect, there are now warnings which aim to alleviate any confusion.