(Screen handler is used now to trigger animated screen).
When files get saved with Verse_Blender, it has the verse handler set,
which causes the handler system to run without a means to disable it with
release versions of Blender. This patch disables the Verse Handler to be
set on reading files.
Jiri; you will have to uncomment this code when you sync it with your tree!
* Made the in-camera view dashed border lines less jarring
and disturbing. We will give it some testing here, feedback
is welcome.
* Showing the title safe zone is now an option in the
camera edit buttons. It's not very useful if you're not
making stuff for video/broadcast so you can turn it off.
* Passepartout is now a flag per camera, rather than per
scene. It never really belonged in the render buttons or as
Scene data, though it could be up for debate whether it's
better as camera data or view data (i.e. in the view
properties panel). Old files get converted over nicely with
this so if you had passepartout on before, it stays on the
cameras.
* Added an option to show the current camera's name at
the bottom of the in-camera view, to help keep track of
which one you're seeing when using multiple cameras.
* In the 3D View (non-camera view) the active camera is
drawn with a solid line as before, while non-active
cameras are drawn with a dashed line, to help visualise
which one is active.
- NLA: Hotkey ALT+S resets (synchs) action start/end in selected Strips
- NLA: Panel for Strips allow setting negative "Action start"
- NLA: When transforming strips, the selected keys for that action don't
get included (caused weird errors)
- Action: cleanup of drawing horizontal bars.
- Action: Pulldown menu option "Lock time" was in different location than
for the other pulldowns
The new "lock time" option for ipo/action/nla/time/sound windows did not
work proper... it could accidentally activate other windows, confusing the
2d settings.
- ALT+C "convert action into strip" didn't calculate the mouse position
correct. Also changed menu a bit to tell which action it makes a strip
- Select action strips now activates Object too
- Icons in Object 'row' (denoting NLA override or not) now draw blended
We make a copy of the mesh and perform operations on the new object using
mesh_create_derived_no_deform() for the new object instead of the
original.
Would be really nice if Daniel would look this over to see if it's really
fixed, or if I've just moved the problem somewhere else. :-) I'm leaving
the bug report open until the fixed is verified.
marker on a frame < 0. Weirdly enough, it seemed to be
deliberate, with the line:
if(cfra < MINFRAME) cfra= MINFRAME; )
I removed this, but if whoever wrote it has a good
reason why it should be there, please let me know!
with a single file again (intern/elbeem/intern/solver_main.cpp
includes intern/elbeem/intern/solver_init.cpp and
intern/elbeem/intern/solver_util.cpp when __APPLE_CC__ is defined)
- minor cleanup of inlined functions
When Modifiers are used in Edit Mode to show the deformed result for
editing, all actual coordinates Blender works with are still the ones from
the original Cage. You can notice that with the Transform Widget or
helper lines while transforming.
Even worse, the actual transformations still happened on the original Cage
as well, making it very hard to edit. That caused the feature to be named
"CrazySpace" (baptized by Andy, afaik?).
This commit calculates the deformation transformation per vertex, and
inverse corrects it, so it's more intuitive editing this way.
Unfortunately all the deformation features of Blender don't use matrices
for defining deform, so the existing code cannot be re-used to retrieve
the correct deformation matrix per vertex. The solution I found is based
on calculating per face the transformation based on its first 3 vertices,
and store this transformation averaged in the face's vertices.
The solution can also only work on entire faces, because the full deform
can only be retrieved using 3 vertices. (using 2 vertices will miss edge-
aligned rotation, using 1 vertex can only retrieve translation).
By deriving the deformations per face, small errors will still happen,
especially on very low-poly Meshes with extreme deformations.
The only alternative I know now, is providing each vertex in
a mesh with 2 extreme small tangent vectors, which get deformed using the
existing code as well. That will mess up the existing deformation code too
much though, this solution has the benefit it works with each deform we can
up with later too.
Last note about CrazySpace: it can only be used to tweak Meshes. Do not
even try to add vertices, extrude, or duplicate. Probably we should disable
this... but preventing user errors isn't always power-user-friendly, eh. :)
other libraries local.
Also added some securities in the temporal 'sync pose' testing code. It now
asks with a menu to confirm the object to be replaced too. Later more!
Also, updated the little helper line on the status bar to indicate that
terminating with ctrl-Enter leaves only the verts on the cut line
selected.
Johnny: Please review.
data. This functionality is going to be in Outliner, for now only use
for testing while consulting me. :)
Usage: New option in SHIFT+F1 append window, "Sync Pose". When pressed, you
can append/load an *Object* of type Armature, this then replaces its
Armature and Pose with the selected Objects. After that it deletes the
appended object.
Note: it currently appends also Objects when used in Pose Constraints...
- Added subdivide sck upport for vertex groups
- Brought back subdivide-smooth, but it doesn't work as good as before yet,
it used to catch an exception for subdividing the middle vertex of a quad,
with edge-based subdivide it's not that simple. Will check later.
- made "number of cuts" a static variable, so it doesn't jump back to 2
all the time
Coder level notes:
- removed the old subdivide code (yay, over 30k code less!)
- did some minor layout cleanups in the new code (just consistant syntax)
- removed redundant code parts, to enable smooth & vgroup subdiv
- subdivide smooth can do multiple cuts too, but i like to see that only
as option when our smooth formula is good!
Compliment:
I think Johnny really made comprehensible design and nice code here. Was a
joy to work with. :)
- removed euler branch in favor for a 'better solver to come'
- removed some debug vars from lattices
- removed some garbage related to 'borrowing' collision from particles
note SB collision is completly decoupled from particle stuff to allow
: 1. SB collision targets can be 'anything evaluated by modifier stack' but won't be subsurfed (for performace reasons / possible though / see comment in code)
: 2. SB <-> SB collisions
: 3. ( 1. implies that SB collision targets may be animated, hooked, curve deformed , .. ! )
Now relative filenames that are not below the .blend file
in the directory hierarchy can be used.
CAUTION:
The relative filenames are not updated if the blend file
is moved to another dir or saved into another dir (save as)
We will rely on the smartness of the users for this.
my first official commit - thanks Ton!
DAG_object_flush_update() always used scene layers, causing updates to go
wrong with 3d windows with "Lock" off (allowing local layer and camera).
This fixes a larger amount of potential issues.
Also: fixed menu title for adding IK constraint to Bone (CTRL+I).
modeling!
It detects the rotation based on the average of all half-selected edges and
the extrude vector. The first rotation might go wrong on extruding parts
of very irregular shapes, but in general it does it fine. Of course, single
vertex clicking or entire shape clicking doesn't rotate.
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene.
sorry if this breaks your builds!