The main purpose for this is to allow rendering motion blurred blender fluids in external renderers (eg. http://vimeo.com/21870635 ).
Python code snippet for interpreting this data here: http://www.pasteall.org/21577 . Cleaned up some ugly hacks in this area too
* Also added read-only access to scene.subframe to RNA - setting current frame and subframe should still go via scene.frame_set()
simple modifier, almost like a hook, except it can deform with 2 object source -> target, has option to preserve rotation and use different falloff types.
- added notes to release todo's.
- renamed view3d view transform matching functions.
- added assert in edge split modifier to make a certain bug easier to spot.
- When strength is 0, there's no need to perform any of the
calculations at all
- When the vertexgroup weight for a vert is set to 0, skip evaluating
the modifier for that vertex as it should result in no-change to the
final result
* Explode modifier was flagged as "nonconstructive", so the "apply as shape" option was shown. And yes I know exploding things probably isn't usually considered as very constructive, but.. :P
Made the new "superknife" tool much stabler
then it was, though a few minor quirks remain.
Rather then the shortest-distance-in-graph method
I was using to rebuild the mesh post-knife I
reworked it to build a triangulation instead,
then merge the triangles into the right correct
faces.
was missing array cap ends, wave map object and shrinkwrap objects.
use modifiers_foreachIDLink() rather then having to list all modifiers ID's in this function.
also add foreachIDLink() for smoke domain.
This fixes a bug where a linked object has as a modifier using an indirectly linked object for the missing cases mentioned above.
Multires interpolation is considerably better
now, though it still has a problem with occasionally
producing little random tangent spikes. Still, it's
far better then it was.
Also fixed a bug in dissolve faces.
Coded a new modifier, "Precision UV Interpolation",
that triangulates, subdivides, then uses brecht's mean
value interpolation to interpolate face data.
Textures on ngon faces get interpolated a bit nicer, in
other words (though concave cases, e.g. 'N', don't work very well).