* Sequence speed effect was functional in theory, but very difficult to actually use.
* Now the effect works as follows:
- "Speed Factor" (formerly "speed fade") controls the current speed of the sequence (can be animated).
- "Use as speed" (formerly "f-curve velocity") is now the default behavior so that the "speed effect" by default changes the "speed" of the sequence.
- "Multiply Speed" (formerly "global speed") is a scale factor that's applied to the calculated frame (can't be animated).
- Without animation "Speed Factor" and "Multiply Speed" work exactly the same (in this case "multiply speed" could perhaps be disabled in ui, but currently there's no easy way to check this).
- If "Use as speed" is not checked the effect simply remaps the current frame to the given "Frame Number" (can be animated).
- "Scale to length" (formerly "f-curve compress y")scales "Frame numbers" from 0.0-1.0 to the length of the target strip to allow easy animation.
* Tooltips added for all values and options.
* Code for frame blending was nowhere to be seen, so I commented the option out from ui.
* This should fix at least bugs #20979 and #21309.
* The cache was reset almost constantly because smoke didn't save the first frame into cache. Although not necessary for smoke, it's vital to pointcache.
* Added info message to smoke cache panel for non saved files.
* Now smoke also only updates with a framestep of 1, so that scrubbing the timeline doesn't mess up the simulation.
* Among other things fixes report #23731.
* The existence of cached frames was checked each frame causing hundreds of disk operations per frame update.
* Pointcache now keeps an updated array of the cached frames for fast "frame exists in cache" queries.
* This fix also speeds up some other pointcache operations nicely.
All sculpting used to disappear before. Save MDISPS if new mesh has got the same faces amount.
NOTE: maybe some other layers should be saved?
- Apply multires modififier if MDISPS was auto-created.
Multires's applyModifier used to return unchanged DM when MDISPS was auto-created.
- Set multires totlvl from MDISPS layer when new multires was added to mesh with existing MDISPS layer.
* Fix turned into a thorough cleanup and reorganization of particle collision response code.
* Collisions are now much more accurate, stable and even a bit more in agreement with real world physics.
* Only still remaining problem is rotating/deforming deflector objects, but that's something for the future.
* Visible changes should only be positive, i.e. no leaking particles, no strange instabilities etc.
* normal offset not taken properly into account
* wrong usage of BVHTree (epsilon != radius) caused massive slowdowns in calculations, for example just opening test file took about 30 s on my machine, after fix about 0.5 s :)
* Velocity for particles that were born at exactly integer frames was calculated wrong when they were born.
Note: If you had a raytrace acceleration related bug, please clear the pointcache for all particles, toggle a particle setting to reset pointcache and rebake to create a valid simulation.
This runs after changing a property and allows correcting incompatible options.
Returning True will redraw the UI.
Currently this is used for setting the write extension when saving files, so changing the image format also corrects the extension.
The same is accessible from python where its used when saving SVG/EPS/PNG files.
This fixes: [#23828] obj export problems, [#23760] Exporting OBJ and filetype ending
also fixed document submission operator.
Now the filename in the file selector is the one used for writing this means we remove the "Save Over" popup which could be overlooked too easily.
Instead display the filename field with red tint, and a note in the tooltip.
- BKE_add_image_extension now sets the extension rather then appending. (no more image.jpg.tga)
- py/rna functions which have no return value now raise an error if a non-None value is returned.
- added back the red-alert flag so buttons can have a red highlight if somethings wrong.
- rna buttons with units set now use the units base value for snapping.
- bone head/tail radius could be set negative.
matt: removed a check in ui_is_but_unit() which made angle buttons return false, what was this for?
from Lorenzo Tozzi (oni_niubbo) with minor edits.
--- from the tracker
The present situation is this: due to bug#22274, during editing, UTF chars are stripped from buttons with a unit associated
(length, angles, etc.).
Example: if the button displays '90°' and you click on it with LMB, the editing string will become '90'.
The problem arises if you use microns: '34µm' becomes '34' that blender interprets as 34 meters. So clicking on a button
and hitting enter won't confirm the previous value, but will change it (very badly also).
Of course nobody is using microns in blender, but the problem will arise when we will implement areas and option 'Separate
Units' will be enabled. The value '2m² 3cm²' will become '2m' during editing.
This patch solves the problem rewriting the string in a smarter way than just stripping the UTF chars: the unit is translated
from unit->name_short ('µm') to unit->name_alt ('um'). So clicking on '34µm' the editing string will become
'34um'.
--- end
note: rather then allowing empty strings in name_alt field I made it so if the unit system was the default one a NULL name_alt will just strip the string, since its the default its not needed.