When navigating the 3d-view with a bone (or bones) selected, 'Rest Pose' enabled for the armature, and 'Orbit Around Selection' turned on, a "Pose Edit Not Possible" warning would pop up every time the view was manipulated.
Was caused by a missing check for the 'TFM_DUMMY' transform mode used when calculating center to use (based on active item)
-Particles were being recalculated a bit too aggressively. Normal particles didn't care, but since reactor particles have dynamic birth times they lost crucial information in the recalculation.
-The particle dupliobjects were using the objects trackflag in combination with it's rotation causing strange behavior. Now the trackflag is ignored and only the rotation of the object being duplicated is taken into account.
When adding poses to a PoseLib, it is now possible to make them be added on the current frame. It is still recommended to use the default method (plain Add New), as it is prevents poses stored in the PoseLib from being overwritten accidentally.
All of the reference to the original Material class were renamed to FrsMaterial to resolve a name collision with Blender. To keep the window context necessary to draw the strokes after RE_Database_FromScene has been called, the display_clear function is used.
Note: yuck, this is a horrible way to do it -- python devs should
think about splitting the python stuff into separate libs if they
only want to partially include it in the game engine.
* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0
* Generated images arnt animated - use for a test to see if the textures animated.
We assign the material name before check the pointer.
Please Benoit check this and also I have a compiler warning
about the second argument in the previous call of
ConvertMaterialIpos, the argument is NULL but the function
need a dword.
animated textures
I have added a dependsOnTime function for the Displace modifier which checks
if the displacement texture has IPOs, is a plugin, or uses an animated image.
There were several buggy things here (in order of significance):
1) PyAPI method didn't check to make sure that there was an active posechannel when deleting posechannel constraints. This was required by constraint_active_func() to be able to update the 'active' flags for the constraints in that stack
2) PyAPI method removed the links to the constraint data from the constraints list, even though that wasn't necessary, and may have caused memory leaks.
3) constraint_active_func() had no error checking for no constraints-stack being found
Flags control the behaviour and grouping of markers. At present, Ctrl+M places a marker with TMARK_EDITALL set for testing purposes.
I have also split the text area event handler into separate methods for marker handling and the existing text tools. This makes the events system much easier to follow as it was getting a little hairy.