Action Channels can now be collapsed/expanded to show/hide Constraint Channels, lessening clutter. In future, this could (will probably be) expanded to
show the show/hide individual transform channels.
User Notes:
* Expansion is off by default
* NKEY popup now features option to turn expansion on/off
* Changed behaviour of protection a bit - now if an action channel has protection
on, constraint channels under it are also automagically protected
Developer Notes:
* I've gone through doing a lot of whitespace/linebreak tweaking to get the code looking more consistent with itself
* To save typing (and to make it easier to make future revisions), a set of macros
is now used to check for some commonly-checked settings (i.e. selection, visibility,
and protection).
Preview Range is a useful tool for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames.
Hi Ton,
Attached is a patch (I know you've already got lots of them in the tracker ;-) ) for a feature that I've sometimes wanted. It seems that this sort of thing is supported in other packages, but I can't be sure.
Note: I may have left in a few bits and pieces I didn't mean to in the patch (this is off a source tree which had quite a few revisions in it, all of which was experimental)
== Preview Range ==
Preview range is useful for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames.
* 'Ctrl P' in Action/NLA/Timeline sets preview range. Click+drag to form selection-box defining region of frames to preview
* 'Alt P' in Action/NLA/Timeline to clear preview range
* 'Pre' button beside Start/End fields in timeline toggles whether start/end fields refer to scene or preview
* 'Ctrl Rightarrow' and 'Ctrl Leftarrow' jump to start/end of preview region when it is set
* 'S' and 'E' set the start/end frames of preview region when it is set (just like normally) in Timeline only
* In Action/NLA editors, frames out of preview region are now drawn darkened when preview-region is set
See the following page for more info later:
http://wiki.blender.org/index.php/User:Aligorith/Preview_Range
Made "Select Grouped" functions and "Select Linked" use BASE_SELECTABLE macro so they wont select objects they shouldent.
Made "Select Grouped" push an undo
Made "Select Grouped" and "Select Linked" only push add an UNDO if they make a change to the selection.
Fix for own bug. "Select Group" -> Hooks option could crash blender if an objetc hook was in another scene.
* When the mouse is over an Action or Constraint Channel, you can now
rename it by pressing NKEY (like for Shapekey channels). You can also set
the 'protection' status for the Action/Constraint channel in this way.
* Removed the double confirmation when deleting Action-Channels. Also,
markers are now not deleted when deleting action channels.
When using international fonts, blender was assuming that the
default language on the system was chinese.
Now it checks to see what language code you have selected and
if its chinese or japanese it converts those to utf8 and then
continues to translate them.
I can't fully check this so will need others to test it. This
should at least be better now.
Kent
removed most custom add_*data* wrappers from Main.c
removed makeCurrent() from Text.c (was never in a release), use "bpy.texts.active = text" now
clamp new image sizes
made add_empty_action accept a string rather then a blocktype since the blocktype was only being used to choose one of 3 strings anyway.
Fixed bug #6153, Blender Crash during rendering (internal) with object selected in edit mode.
* Added a render parameter to several of multires's functions. If render==true, multires won't push data onto the undo stack, and regular Mesh data is always used (as opposed to EditMesh data.)
better support on low-end Macintoshes with integrated Intel graphics
chipsets. Patch received from "UncleZiev" on #blendercoders, but I
adjusted it so other video chipsets and platforms are unaffected.
The only visual difference is that on MacBook and iMac machines, the box
select outline is drawn with solid, not dashed lines like other platforms
and not invisible as they were previously.
Added option "Load Factory Settings" in the "File" menu.
With this, users don't have to remove .B.blend if they want to load the default data stored in Blender. Thanks Ton for ok'ing it and suggesting a better place in the menu (I had put it as "New (factory defaults)").
Removed special Sculpt Mode undo code. Sculpt Mode undo is no longer so useful, since in order to make it more correct it has gotten slower, so normal BIF_undo_push is used now. Fixes bug with Shape Keys, sculpting on a shape key wasn't doing undo properly.
* Replaced get_tex_angle() with tex_angle() and set_tex_angle(). This removes the need to do a bunch of error-prone NULL checking everywhere the texture angle is used.
When in sculptmode, enter editmode, add faces or vertices, exit editmode,
then undos/redos screw up mesh.
Now the stack for sculpt is freed. Later on one could precisely test why
this undo isn't resistant to such changes.
Armature undo was incomplete; no less then 6 places needed undo pushes.
Added undo pushes, and made sure deselectall_armature/posearmature played nice
and only did undo pushes when they're called with AKEY.
This seems like a fairly old issue. I guess people just didn't notice it enough
to file a bug report. :)
when sculpting
This bug was caused by the main event queue overflowing. This commit fixes the
bug by increasing the size of the main event queue from 256 events to 4096
events.
Fixed bug #5756, Rendering artifacts when MRM is not set to maximum
Several changes were made:
* Added function multires_level_n to get the nth level from a multires mesh
* Removed the changes I made some time ago to init_render_mesh for multires meshes. Previously it was making a full copy of the mesh object in order to be able to apply deformations to the Pin level and propagate them to the Render level.
* Added two functions to DerivedMesh.c, multires_render_pin and multires_render_final. These two functions work together in the mesh_create_derived_*_render functions to apply all modifiers to the Pin level, then create the DerivedMesh from the Render level, and lastly restore the mesh to its original (undeformed) state.
* Added a check in multires_del_lower and multires_del_higher to ensure that level indices are properly clipped to the actual range of available levels.
Moved function used for 'Visual' keyframing, to live with the rest of the
API calls I added for Pose-Mode bone snapping. Now, it is in a more
'releasable' state.
Since 2.40 (and a few pre-releases around then), armature joining has not
worked correctly. Constraints and other attributes of bones in posemode
(IK DOF limits, transform locks, custom shapes, etc.) were not preserved
on the armature(s) that were joined onto the last selected armature. This
was a serious production problem, as it meant that you could not easily
add pre-made rig segments and merge them with the rest of your rigs without
having to redo all the constraints. After a few attempts, I've finally
managed to fix this.
All constraints and parenting relationships get name corrections for the post-
merge armatures. Action channels in actions don't really get any corrections
yet unless the action is being used by an Action Constraint.
Python-API people: beware, I may have broken something in this commit.
Minor workflow tweak - Add New Empty Action as New Action Strip.
Hotkey: Shift N.
Menu Entry: 'Strip' menu
Creates a new action, and adds it as an action strip at the bottom of
the list nla-strips for an object. Useful for creating additional strips to
correct poses of prior strips.
Changes to CustomData:
Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.)
Still todo:
* UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier.
* Vertex Colors still don't support multiple customdata layers.
* Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
(Empty space will get OSA options, that I add tomorrow or so)
- Removed a lot of old unused variables in renderdata. Also meant I had
to remove this from python API... please check if this gives valid
scripts?
- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
Snap/Grid icon button in 3D view header (edit mesh). FIXME NOTICE: make nice looking icons (yes, that's for you Matt)
When snap is on, a drop down appears for the target method (closest, median, center)
Hotkey to toggle snap is Shift-Tab (this was previously used for a not totally equivalent to Tab. Ton said OK to scrap it). That hotkey is currently restricted to edit mesh (where snap is currently restricted).
Changed a couple of ugliness on how snap settings are stored.
Vertex snapping now works with backbuffered selection modes. Previously
backbuffer sampling had no way to check whether or not the indices that
it retrieved were selected or not. To resolve this I added two optional
arguments to sample_backbuf_rect in drawview.c. The first argument tells
the function that some additional testing of the retrieved index values
needs to be done and the second argument is a pointer to a function to
do the testing. findnearestvert() in editmesh_mods.c now makes use of this
and passes sample_backbuf_rect() the appropriate argument when being used
for vertex snapping.
The Plumiferos Team have requested some improvements to the
ghost and path drawing tools for armatures. These changes make
these more useful, with more customisable settings. A new panel in
the editing panels for armatures has been added to house these
settings.
-> Ghosts
In addition to the existing method of showing ghosts either side of the
current frame, it is now possible to show ghosts from a given frame range.
This is useful for visualising how the poses in another part of the animation
changed, while editing another part. The colour of ghosts goes from light
(earlier on) to darker (later on).
-> Paths
Several new options for path drawing have been added.
* It is now possibly specify a frame range in which to calculate paths too.
This offers speedups for longer timelines as a shorter span of time can be
sampled.
* Keyframes from the active action/action strip can be shown in a different
colour (in the default theme, this is yellow) on the path.
* Frame numbers for the highlighted positions on the path can be drawn.
Two notes of caution:
* For ghost range: keep the frame ranges relatively small (20-50 frames),
otherwise you will experience a slowdown.
* For path frame numbers: if you have a graphics card which is picky about
text in the 3d-view (like x,y,z labels on empty), this may cause issues.