- loop over sequencer plugin and texture voxel paths.
- fix leak in python bpy.utils.blend_path() and use PyUnicode_DecodeFSDefault() to ensure correct paths with different encodings.
- operators to make paths absolute & relative now redraw the view.
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
* Old boids didn't have all of the necessary data for the new system.
* Changed the particles code so that a check for all necessary data is always done before starting actual dynamics calculations.
* Rendering a scene strip updated all animation data to it's frame, so fcurves were left with the wrong value.
* Now the animation data is recalculated to original frame after rendering each scene strip.
* Cloth now uses the original derived mesh for simulation and a new dm only for applying the simulation result.
* Reverted Campbell's temporary workaround r33406.
check for alpha channel while saving images that have been painted onto.
It would be nicer to do this while in paint mode except this isn't so simple with project paint using multiple images at once.
* Separate caches were causing quite a lot of problems both in principle and practice.
* For example it doesn't really make sense to have different frame ranges for normal and high resolution smoke, but this was fully possible before.
* Also to fully bake the smoke you had to do a "Bake All Dynamics", which completely defeats the whole point of the feature!
* As a result of this change the smoke cache usage is much much simpler and less error prone.
* This is quite a big change, but hopefully there should be less rather than more problems as a result :)
Some other related changes:
* Changing the cache name now works for disk caches properly too, it now just renames the cache files so should be faster too!
* Smoke is now always forced to disk cache with step 1 on file load as there were some strange cases where smoke was trying to use memory cache.
* Disabled smoke debug prints from console.
* Disabled changing smoke parameters when smoke is baked.
Note to users: The unfortunate side effect of this is that old high resolution simulations have to be baked again, but in return you get much better and more logical functionality. Sorry none the less!
This fixes Orig Dimension display (mostly).
* orx, ory both didn't get calculated, if dimension already matched
* putting them into Strip instead of StripData ment, that using images
of different dimensions in one strip could lead to incorrect results
Still TODO: on file open, timeline display happens before preview
display which means: orig_width and height are calculated after the
first draw of N-keys dialog. You have to hit refresh (or scrub one
frame) to get the right values displayed.
- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.
Crash was caused by invalid utf8 sequence pasteing from the clipboard.
Prevent memory corruption by giving utf8slen() the same rules of bytes checking
as utf8towchar() does.
Binding code had off-by-1 error, which meant that when "Even Divisions" was disabled the length of the wrong bone would get used.
This error was most noticeable when the lengths of the bones were quite different - for example, a chain with 3 bones of increasing length. Thanks to "Julius" on BlenderArtists for catching this. Cheers!
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Also, simplified the binding code loop a bit to prevent this sort of error in future.
Crash in snapping, bvh tree. Wrong check for numFaces here.
Fixed the crash by adding test for face pointer, but not sure
what the coder intended here. Needs investigation, left XXX remark.
- ortho grid now draws scaled by the view3d 'Scale' setting, venomgfx noticed this was missing.
- so as not to confuse add scale next to unit display text, so rather then "Metres" it shows "Metres x 1.5" otherwise its confusing that grid lines are not in exact units.
- changed grid spacing to grid scale (needed for more logical behavior with units)
- when units are enabled grey out subdivisions.
Playback now works. The problem was that material/texture nodetrees were getting ignored completely, as I was assuming that all of these existed in the main->nodetree collection when in fact only the "group" nodetrees lived there. I don't really agree with this, but that's the way it is...
TODO: animation editor support still to come