The new Material "LightGroups" only worked with lamps in visible layers.
Now also lamps from the group that are not visible are included for
rendering, ensuring that a lightgroup always works on that material,
disregarding layer settings (unless lamp is type 'layer lamp').
Sequencer:
Removing feature that allowed live updates of render progress while using
scene strips. In 2.41 and older this also happens invisible, and ESC from
it works now anyway.
Two reasons:
- it is quite annoying, especially on quit renders
- new 'render to window' conflicts too much with the sequencer window
option that shows previews (in code as well as functional!)
When faces (like in cubes) have exactly 90 degrees angles with other
faces, the check for a vertex-normal flip became random, caused by the
infamous bad floating point resolution.
Solved with including FLT_EPSILON in the check.
Also: minor optimize for readability and removed dutch function name
(contrpuntnorm -> check_vnormal)
Made internal ffmpeg-libraries link by explicitly specifying the archive-files.
(Thanks GSR for pointing this out)
Otherwise, blender always links to the system-libs.
I was having to switch out of face select to undo then go back into face select mode.
FaseSelect+WeightPaint is very usefull, while wait painting its very unlikely youd want to be UV mapping faces.
Also Made all space.c's c++ comments into C style.
Material option "Only shadow" didn't work 100% anymore since shadowbuffer
returns 0.0 (shadow) on backfacing normals.
Added extra test in code to solve this.
- Button "relative key" was still there in Mesh Panel (is in Shape now)
- Button "Slurph" also moved to Shape panel, and gave it a tooltip.
(Slurph with value 10 will make the first vertex of a Mesh go 10 frames
earlier than the last vertex. Nice effect for making flexible stuff)
Lens flare: error in counting visibility per halo-flare in the to-be
cropped area of tiles. Halos now don't render in the 2 pixels exta outline
per tile, which is only used by faces anyway.
Material buttons: the Node Panel should draw the active node UI, but it
didn't use the correct width value to draw buttons, causing for example
the "Normal" widget to draw out of bounds.
Ancient issue; when you make a path cyclic, inserting new points resulted
in wrong interpolation. Reason: the knots array was then created with the
wrong tag 'endpoint U'.
Simplified traveling on x/y/z axis and use WASDRF with RF for up and down.
Added cancel to the header tip
Made Esc/RMB go back to the initial view for normal perspective views (previously only worked for Camera view)
Bugfixes:
- Previous seqaudio-patch broke mixdown functionality (no need to init SDL
on mixdown case... || -> && )
- hddaudio-crash at end of track finally fixed.
[ #4434 ] 3d view transform propereties float "Dim" fields lock
float comparison was inaccurate, resulted in code thinking DimX was changed always
with change not noticeable.
Replaced it with comparison against small epsilon.