* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
* Changing Material Preview type (Sphere, Monkey...) should not trigger ND_SHADING_DRAW. Caused Cycles 3D View render to re-start.
It now only triggers an ND_SHADER update, which will be handled inside the Properties Editor Listener and executes a Preview Re-Render.
Addition of a RNA function to toggle between the hair settings and rebuild the cache. This enables the usage of the render step, child number and full display percentage with f12 rendering.
A scaling to the strand radius has also been added for the static bvh. This only matches up with dynamic for uniform scaling.
A very small fix is included for multiple uvs/vertex colours when using child particles.
Previous alpha-overing on black for RGB display wasn't so much useful
for artists, changed in a way:
- Made RGBA display default for node editor backdrop and image editor,
so it'll be clear that image does have alpha channel
- RGB display will ignore alpha channel completely
Reshuffled buttons for RGBA/RGB so now the order is following:
RGBA | RGB | Alpha | Z
Still to come: startup.blend shall be altered to make RGBA default.
Issue was caused by storing BB calculated from final displist in
Curve datablock and not having Object's BB at all. This is not
clear at how could have been worked for so long.
Changed it so Curve's BB is calculated from non-deformed displist,
which matches BKE_object_min_max and BKE_curve_texspace_calc and
made it so Object's BB would be calculated from final displist.
* Disabling Skeleton Sketching now refreshes the view properly, so that strokes
don't linger on even after being disabled
* Added the delete operator to the panel
Although the bug report here wasn't exactly clear about what exactly was wrong,
it soon became apparent that the UI stuff here was in need of some love.
Changes:
* Ported over missing tooltips from 2.49 (i.e. most of them)
* Fixed a few incorrect tooltips (mostly the subdivision length settings)
* Made the autonaming and number/side settings slightly clearer - number/side
are used to replace placeholders in the names of template bones (&N and &S
respectively) when autonaming is disabled. When it is enabled, these values are
determined automatically.
Thought of setting the operator context before so it wouldnt invoke the confirmation dialog, but better leave it by default to confirm since it might be clicked by mistake and start dumping video/image-sequence and can get annoying.
Limit Constraints (i.e. Limit Location/Rotation/Scale/Distance) with 'For
Transform' option enabled would still be applied when transforming objects even
when they were turned off using the eye icon in the constraint panel headers.
The "off" flag was never added to the checks for muted or disabled constraints
to be skipped here.
draw_item *is* optional (it then uses default C function), even though there is not much sense to register a class without it, except for our default UI_UL_list!
Patch by Sergey, .blend by Thomas and some further tweaks by me.
Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
Issue was caused by recursive call of RE_BlenderFrame. Solved by
reshuffling image pool init/free in do_render_all_options.
Should be harmless, but doublecheck on this is welcome.
without NPOT support. Was wrong stride used for memcpy leading
to wrong memory writes in def_internal_icon.
It's a regression since matcap commit.
Should fix the following reports:
- #33993: Crash on Blender startup (Vista x32)
- #33996: Latest build crashes on win xp