* In some cases fluid particles could be born at the exact same locations. Now these cases are just ignored and such particles don't effect each other.
note: BPY_class_validate() could come in handy later if we need to check classes for properties/functions but for now there is no point in keeping it in.
Fixed join meshes, and an annoying modifier bug (making modifiers
not work in editmode). Also fixed a tesselation bug.
Also got edge slide to work right, yay! Dunno why I couldn't get
it working right before; took me twenty minutes to fix.
Was trying to free audio data from sequencer strips that don't even have audio. Corrected the error in several ways so this will definitely not happen again :-)
this also means we can have a version string like '2.56a-beta' without using buildinfo.
release/VERSION was only used by scons, NSIS installer.
Possibly helps to fix bug [#26062] too.
A very Bad Bug!
On every draw-object, a function free_old_images() was called which
was freeing "unused" images during renders/bakes
This was a left-over from 2.4x code, missed it altogether.
I'm sure this fix will solve a lot of render crashing... :)
problem and crash
- It turns out we still need the "copyob" still, if for nothing other
than making sure that the unkeyed transforms can get restored. This
was removed originally as I thought that just reevaluating the
animation would work.
- Removed a buggy line of logic that was causing crashes when there
was no animation data. It's better to just assume that if animation
data exists, that something exists there.
- Make Duplicates Real was not clearing data such as the new animation
data or constraints.
So, it turns out that dupliframes weren't that bad to restore... the
old version didn't do truly accurate transform freezing as it didn't
update ancestors too. However, as a modelling tool, this will probably
suffice.
intended as a standalone library for use in other applications that
want the same tangent space as Blender.
This also keeps blenkernel clean(er) from extra math functions.
the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
- rename rna collection structs Main prefix to BlendData: eg, MainObjects --> BlendDataObjects
- printing python collection now prints its type (when available)
- renamed shadowed vars in bpy_rna.c.
- when making functions static I also made debugging/test functions static, reverse and add definitions to headers instead.
- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
The changes here were breaking old rigs, for example the right eyeball
in the Sintel rig (which uses the Mirror Modifier and its vertex-group
mirroring functionality)
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
* Particle duplis are now always created with render percentage if G.rendering is set.
* This is not yet a perfect solution (hair for example won't yet work correctly), but
it's good to have even partial functionality here until a proper way to handle this
is implemented.
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
==========================
Removed limitation of armatured-only objects for sculpting -- now all
deformation modifiers are allowed in sculpt mode. Use crazyspace corrections
like from transformation modules was used to support all deformation modifiers.
Internal change: all crazyspace-related functions were noved to crazyspace.c
P.S. Brush could make quite unexpected deformation for meshes which are
deformed in specified way. Got patch for this and discussing with Brecht
if it's really needed or maybe it could be done in better way.
- modifier code was using sizeof() without knowing the sizeof the array when clearing the modifier type array.
- use BLI_snprintf rather then sprintf where the size of the string is known.
- particle drawing code kept a reference to stack float values (not a problem at the moment but would crash if accessed later).