Bone extension string was not long enough for new extensions .bot and .top. This was surely causing some stack memory to be overwritten...
Warning reported by JMS on french newsgroup.
only becomes correct after a frame change. This also caused errors in
vector blur with strands. Cause was the BONE_UNKEYED flag, which is
not valid anymore after file read with proxies, and should be cleared.
1) Trying to bring back compatibility with Python2.3.
2) Adding some stubs to compile blender player again on linux.
Please tell me if Blender still doesn't compile with py 2.3 or if the player isn't compiling. There was a binreloc related stub I needed to add, so probably the player wasn't compiling before the pynodes commit.
Thanks PanzerMKZ for reporting and testing part of the fix to py 2.3.
* Optimised transform constraint a bit
* PyConstraints now show the script-selection menu correctly when a new constraint is added (i.e. it now displays the correct initial value).
Also made rem_from_group return if it removed the object which save some looping.
Added a node in the blender help message that background mode dosnt load the .B.blend file as a bug was reported recently because of this.
* Action Editor now doesn't draw channels which are out of view at all, which should help to provide (some minimal) improvements in some situations
* Typo in comment in constraints code
Added a new brush option, "Anchored". When enabled, the brush doesn't move with the mouse, but rather stays in it's initial location and grows larger or smaller to follow the mouse. Good for brushing alphas on to the mesh. (Note that this option isn't available for the grab brush, and ignores the smooth stroke option.)
Fixes:
- Cloth event refactor to solve 2 unknown cache bugs
- Cloth vgroup refactor (faster + scalable stinnes now working)
- Cloth + Collision modifier on one object crash
- Editmode + faceextrude on baked cloth crash
- Stiffness groups would get pinned
- Correct scaled stiffness calculation
- Fixes freeing error under some circumstances
- Deactivating reset/cache freeing when in editmode
- Autobaking setting doesn't get screwed up anymore
- More than 1 collision object in a scene could explode
- Pinning + not protected cache didn't reset cloth
- Start simulation on first frame and not on 2nd
- Maximum structstiff now correct (copy-paste error)
- Loading file with baked cloth calculate the spring length correctly
- Loading file behaviour improved with cache
- Collision object is evaluated first (untested)
- Debug output activated with rt>0
Be carefull: Files with some cloth cache or something should be
regenerated.
Now bounding boxes are computed per object, and checked first before
zbuffering objects. For strands, bounding boxes are computed per
original face in the mesh. Overall the speed improvement from this
is quite small (zbuffering is rarely the bottleneck), but it seems a
sensible thing to do anyway.
Added three new tools to the WKEY menu for Armatures in EditMode/PoseMode. These add .* extensions to the names of selected bones based on their position in 3d-space on the axis considered by that tool.
The current naming schemes are based upon the extensions I normally apply. Some people may have slightly different preferences though.
There is one for:
* Left-Right names (along x-axis)
* Front-Back names (along y-axis)
* Top-Bottom names (along z-axis)