For anyone who is interested in boxpacking the logic isnt
that complex and lscm could benifit from using it.
Archimap will use this rather then having the boxpacker inline.
- Sunday merger with bf-blender
- Foundations for new Node editor in Blender, generic framework that can
be used for Material/Texture, Compositing, Logic or maybe even Sequencer.
Note: this doesn't do anything yet, nor save! Is just to get this nice
in CVS now. :)
- A Vanpoucke (xand) updated Axis Orientation Copy.
- Additions:
- Campbell Barton contributed the Archimap UV Unwrapper.
- Mikael Lagre contributed Collada importer and exporter (ongoing
work, no support for animation yet).
Thanks to them!
handling callbacks that checked for double names... this was caused by
a bugfix I did a week ago for ESC on rename button in outliner.
Discovered in time by Andy, thanks!
Enabled Striding in NLA to also use FollowPath Constraint. Until now it
only worked when Object was parented to a Curve.
Interesting feature now is that it checks for all FollowPath Constraints,
and it chooses to stride over the first Path found with influence > 0.5.
Note: to make swithing to other paths work, map the time curve for these
paths to match the switch. This is not very NLA friendly... but let the
dudes in studio test it first. :)
Todo for later once; ensure proper blending...
the current frame was outside of strips. This gives potential errors with
playback that skips frames, or for a renderfarm. And, while editing the
poses got 'stuck' if you changed to different frames.
Now if no strips are found on 'current frame', always the first strip to
right is used, or the last strip to the left.
no shadow a little bit. Uses same threshold function as the "Bias" button.
(That latter still works, and will use an automatic bias value based on the
geometry, to prevent terminator errors in raytracing).
Anyhoo, with this manual bias you can get rid of terminator problems for
weird diffuse shaders now as well (like tangent or fresnel).
Committed a few more files than needed, that's just code cleanup.
For some ancient reason, the stride option only worked on a single strip,
and extended always. This made it nearly impossible to integrate it well
with other actions in NLA.
This commit changes it as follows;
- As any strip, the striding-strip also stops at the end of a strip
- This allows to put multiple different actions on a single path, and if
all of these have the striding option set, the actions will each do their
own individual stride.
- To match the different actions, a new "Action Offset" button was added
in the NLA Panel, which allows to internally cycle the action.
- Of course, blend-in and blend-out works nicely too.
Here's a quick AVI test with 2 actions. There's some slipping of the feet
between actions still, because of the stridebone blending. I might look
at that later, for now you can correct it with a simple Ipo on Armature too
http://www.blender.org/bf/0007_0151.avi
a the beztriple, so things like the hidden and handle select states were
set to random values. Added a beztriple.hide attribute so that the
hide attribute can be set/cleared from the BPy API.
Finally (after 10 years!) fixed the issue that was marked in a comment in
the top of the readfile.c... when using multiple library files at once,
the code that tries to map old to new pointers could fail when accidentally
pointers (in different files) had same old values.
Current code now uses proper lookup tables per open library file.
Last issues to solve;
- pointer tables still suffer the 'accidental pointer' error when linking
multiple levels of library deep, with recursive back linking to higher
levels... (I know is stupid, but should be solved!)
- The code for relative paths doesnt work for multiple levels, when the
files use different relative paths.
not use the proper call to increase user count && set the action to get
a tag "extern linked". This caused actions to get lost when indirectly
linked from library files.
- Mirror bone weights contributed by Thomas Oppl.
- Softimage XSI exporter contributed by Elira (with updates by Mal
Duffin).
Again, thanks to the authors mentioned. And to Tom (LetterRip) for
contacting the authors and making suggestions about scripts we should
include.
So... now I understand file reading and libraries again, I couldn't leave
it to do a nice optimize step. This commit introduces bsearch() for finding
the elements in the pointer table, while reconstructing links. Tests reveil
a speedup of a factor 2-5 on complex scenes. And since undo uses same
system, quite nice in general!
(Note; speedup sometimes can't be noticed, when a lot of subsurfs or other
displaylists need to be generated.)
for Groups in official release still, which will give very bad results when
loading an Orange branch file with bf-blender, save over, and read back
in Orange branch.
Now, reading files with Groups in bf-blender will just completely ignore
them (not read nor save). That's destructive, but normal behaviour and
stable.
- Jean-Baptiste Perin updated his bvh to armatures script to use the new
armature module.
- Johnny Matthews (guitargeek) contributed "Shape Widget Wizard". (Moved
it to the Animation menu in Scripts win)
- Benoit Foucque (dienben) contributed "Blender Lip Synchro".
Thanks to the three authors!