----------
Particle patch from Cédric Paille: bugfixes and child-particles export improvements for .getLoc(), part.getRot() part.getSize(), part.getAge() methods.
Also fix a bug with part.randemission getter (was using PART_BOIDS_2D instead of PART_TRAND), plus typos and duplications in API documentation.
from Luca Bonavita (mindrones)
- adds the method "rebuildProxy()" useful to rebuild all the strips at once: the user can do
- adds a BlendModes dictionary under the Blender.Scene.Sequence module: the user can see the blending option with
- adds the getter/setter "blendMode"
- adds a function seq_can_blend in sequence.c as requested by Peter, useful for these purposes but also to solve a bug
after
- the bug is you can apply blend modes to an audio strip that doesn't make sense: changed the test and now you cannot
assign blend mode other than Replace to audio strips
Omitted DNA cleanup part since its only whitespace and Id prefer to have a useful "svn blame" output.
* 2 returning errors without exception set another return None instead of NULL.
* a missing check for parent relation
* BPY matrix length was incorrect in matrix.c, this change could break some scripts, however when a script expects a list of lists for a matrix, the len() function is incorrect and will give an error. This was the only thing stopping apricot game logic running in trunk.
Also added a function for GameObjects - getAxisVect(vec), multiplies the vector be the objects worldspace rotation matrix. Very useful if you want to know what the forward direction is for an object and dont want to use Blender.Mathutils which is tedious and not available in BlenderPlayer yet.
* OB prefix is needed when specifying the object for the Message Actuator, this is very bad since other object fields in the BGE dont need this prefix - a real fix would need do_versions to keep old files running.
* RotationMatrix was all nans if the rotation vector axis was 0,0,0, Changed so in this case just return a matrix that doesn't rotate anything,
spent some angry hours to find these issues, maybe this will save others the hassle ;)
* python Blender.GetPaths() - absolute=0 wasnt working
* BLI_cleanup_file and BLI_cleanup_file were treating the // prefix as a duplicate path, now ignores //
* BLI_convertstringcode was removing the trailing slash from a path
(tested these path functions didnt mess up with some of the peach files and with pointcache)
a script error with a script that has an interface would not stop the interface from running again immediately, causing an annoying
error message loop.
Bug #13277, reported by Juho (bebraw) Vepsalainen (thanks!) - a typo made pynodes w/o input socket definitions fail with an out of range error when accessing the output sockets in the script.
* scene.object.context and scene.object.selected had broken get_item
funcs so scene.object.context[i] returned the wrong object.
* aligning the view to an object (numpad*key), did not disable the
ortho view grid.
* long standing problem where opening a relative image would fail with
no message. BLI_convertstringcode was returning a path with /../../'s
that need to be cleaned before the path could be read, the path was also
invalid from unix shell so its not a blender path reading problem.
* python api render() would clamp the endframe to a short.
* python api's render() and renderAnim() would not render compositing because the name they gave to RE_NewRender was NOT G.scene->id.name, added comments to
G.scene->id.name
Patch from Jean-Michel Soler (with slight modifs)
Small BPy feature to help script writers deal with armatures and vertex groups (calls the bone heat method to create and assign groups)
fixing [#11362] Blender.Draw.Image() method does not clip properly
also return silently on zero zoomlevel rather then raising an error, only raise an error on negative values.
- "Memoryblock free: attempt to free NULL pointer" messages related to the Material node (Add->Input->Material). Deleting it and quitting Blender would bring 2 or 3 of these warnings. Trivial fix (check if NULL) in blenkernel/intern/node.c, though Nodes devs may be interested. Found while testing to fix the following bug:
== PyNodes ==
- Bug #11715 reported by Alexanter Feterman:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=11715&group_id=9
Adding a Dynamic node and setting it to a pynode script would crash Blender if no Material Node (MatNode) was present.
Thanks Alexander for reporting and Brecht for assigning it to me.
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)
There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
Bug #10104 reported by bebraw: missing check for how many node sockets were being created by a pynode script. Too many (more than MAX_SOCKET == 64) would crash Blender.
http://projects.blender.org/tracker/?func=detail&atid=125&aid=10104&group_id=9
Notes: moved the MAX_SOCKET define from node.c to BKE_node.h so I could use it in Node.c. Also improved error reporting in pynodes when errors occur in the init stage.
Thanks Juho (bebraw), Tom (assigned the bug to me) and Brecht (mentioned the MAX_SOCKET define).
* in scene.c in blenkernel, set_last_seq (defined in src - editseq.c) is called... this may/may not need some stubs for game-engine stuff
* removed unused vars due to old particle-effects stuff