It's already supported within transform, was previously known as 'tweak mode' and for some odd reason was a compile time option. This brings it to a user preference (in 'Edit Methods' section).
Basically it means that you don't need the extra click at the end to confirm a drag-move transform, if you're already dragged, you can just let go of the mouse rather than needing to click again. It's a lot more comfortable when you're used to using other applications as well as blender, and much more sensible for tablets.
This started life as patch #7144 by Ed Britton, but this implementation has been changed considerably.
This adds a few settings to control global render quality, for faster
renders when tweaking lighting etc. The implementation is not so great,
and this should really be part of a proper render profile and preset
system. So for now it's a hidden Peach feature, enabled by setting rt
to 1. Before the next release, I'll either remove or improve it.
Settings are:
- Maximum subsurf level
- Child particles percentage
- Maximum shadow map samples
- AO and SSS quality factor
"Insert Key" menu in Action Editor (IKEY) now has a new option: "In Active Group". This only inserts keyframes in the active action group (if available).
This is messy because the files can be left there when blender quits, however saveBuffers and sessions alredy do :/ Some cleanup function needs to Blender that deals with this!
- Material buttons code didn't set particles update flag
- Small change to how particle emit time is interpreted from textures, now the "time" texture output can actually be used for something
- Hair didn't update the visibility flag of each particle
- Changing the disp value gave a too strong update call to particles
- Changed disp value behavior for dynamic particles a bit, now all particles are always calculated for uncached frames so that every particle gets it's data cached. Now the disp value actually does what it's supposed to do, it alters the amount of particles DISPlayed in viewport, but doesn't change the simulations. (With old particles it was possible to only calculate the disp amount of particles too as everything was always recalculated from scratch anyways, but now that particles are more complicated and cached etc. it's not an option anymore.)
-softbody BodyPoint indexes were created with a lag of one leading to use of wrong softbody points for particles when creating path cache
-interpolation points for softbody hair weren't chosen optimally when not yet at the end of a hair
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.
scenes could crash, there was code to make sure osa level is
the same in all scenes, but that was set too late, after sample
tables are created.
Fix for some unitinialized vector warnings with FSA, these were
harmless, unfortunately.
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).
1) Including the Add->Dynamic submenu in the Nodes window header. Previously pynodes could only be added via toolbox.
2) Disabling pynodes execution when using more than one thread for rendering. This prevents the crashes while a proper fix isn't implemented.
First fix in trunk: The "Update" button that appears in the Material buttons -> Nodes panel when a pynode is selected wasn't forcing an immediate update. Added a BIF_preview_changed call to fix it.
Let's pretend I actually knew that button also appeared there :) ... weeks working on pynodes and only right after Nathan commits to trunk I realize that this part of node panels is drawn in the buttons window, too.
Since mul changed into master gain slider, slightly raised limit, so that
color balance doesn't get too dark.
Fixed crash in float->float color balance.