This should help silence complaints from some about "dloc",etc. not being easily keyable.
It's also a nice way to have instances of animated objects located in different places, by animating either the standard transforms or the deltas, and then modifying by not animating the other version to keep the instances from going to a single point. This was a common newbie problem in 2.4x.
more of a request then a bug but shows up a strange limitation with curve deform modifier,
The mesh bounding box would set the deform axis start/end to map the deformation of the curve to. This means it ignored offset in the object location and object data location (you could use a dummy vertex to trick it).
Old files wont change, added an option (next to stretch), called 'Bounds Clamp', old files have this behavior but newly made curves have it disabled.
Double checked this gives useful results with stretch on/off and negative axis.
- Fixed incorrect working of "from mix" insert keyblock operator property
shapekey coordinated are applying on curve's data when creating displist,
so curve's nurbs can't be used as unchanged data -- use basis keyblock data instead
- Fixed tilt damaging when loading editcurve -- made a typo in array indexes
Fix#21498: Edit curve Shape key /252_r 27318
Added full support of shape keys for curves and nurbs surfaces including
topology changing in edit mode, undo stuff, updating relative keys when
working under basis and so on.
- the length of a new text object wasnt set on creation.
- tex3d and controllers rna name was being set to its body (rather then ID name)
- remove reference to wave objects which are very old and not used anymore.
- if a group has one or more objects in it, it gets a refcount of 1 on load (unchanged from before)
- dupli-groups, and materials no longer add/remove a reference.
- now groups are only freed when they contain no objects or when manually unlinked.
Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags.
Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
- blend load/save uses os message.
- image load gives os message. (remove check for slash at end of line, just let the os report an error)
- python api load image/font/text raise errors with message (was just retuning None for image and font)
- minor edits to py api errors.
* Fractional frames support has been changed to use a new var, scene->r.subframe.
This is a 0.0-1.0 float representing a subframe interval, used in generating a final float
frame number to evaluate animation system etc.
* Changed frame_to_float() and some instances of bsystem_time() into a convenience function:
float BKE_curframe(scene) which retrieves the floating point current frame, after subframe
and frame length corrections.
* Removed blur_offs and field_offs globals. These are now stored in render, used to
generate a scene->r.subframe before render database processing.
What was happening; if
the old code (2.49) was changing the status from 0 to 1 inside the interface code. e.g. if (!ob->status) ob->status = 1;
Initializing it properly (in blenkernel) and making sure the new status is ever 0 (in rna_object.c) should fix it.
And yes, the log is bigger than the patch !
Reorder callning of add_keyblock and do_ob_key in insert_*key.
do_ob_key shouldn't be called for object with uninitialized key blocks.
NOTE: this commit not fixing problems with slurph
- effector list wasnt NULL'd on copying a particle system
- copying an object would initialize the cloth modifier, then copy it, witout freeing its effector weights created in cloth_init().
eg. character.blend -> anim.blend -> comp.blend
... Would link the character.blend directly into comp.blend because on driver ID's.
In this case id_lib_extern doenst need to be called because the object its linked from is a library.
* The test is now only done when some object that uses cache has actually changed.
* The added scene->physics_settings->quick_cache_step is only an internal counter, not a user changeable value.