Spin tool now uses the 'clockwise' setting again. This was disabled
because degrees accepts negative values, but it seems to cause confusion,
and there's no reason both buttons can't work at the same time.
Fixed bug #6056, Brush Grab in SculptMode don't works for ShapeKeys
* Grab Brush stores active vertices differently from other brushes, need to read from a different List when updating shape keys.
Fixed bug #6046, updating edge data after applying multires
* Changing the Edge level in the Multires panel should update the edge render flag as well as the draw flag
* Replaced get_tex_angle() with tex_angle() and set_tex_angle(). This removes the need to do a bunch of error-prone NULL checking everywhere the texture angle is used.
it turned out it was already in there (center_currframe), and already
had an event entry in the View menu. It only lacked an actual menu entry.
Added the menu entry, along with hotkey Shift-C. Consistency with other
window types would indicate it should be C-key, but that is already taken
by what's probably an obscure curve edit mode function. With event refactor
in the future, I'm loathe to start changing hotkeys ;)
adding menu slot ScriptTemplate
new script scripttemplate_mesh_edit is a template for an editmesh script.
The function Text makeCurrent() is a dummy until I can get it working when the script runs from a menu.
When in sculptmode, enter editmode, add faces or vertices, exit editmode,
then undos/redos screw up mesh.
Now the stack for sculpt is freed. Later on one could precisely test why
this undo isn't resistant to such changes.
- possible fix for crash mentioned in [ #5781 ] Sculpt Brush Tool not working correctly
- workaround for possible compiler glitch with floating point conversion.
- New Softbody panel now is named "Soft Body Collision" (instead of II)
Also made it start tabbed, and made Fluids panel start untabbed.
- Infowindow: skip drawing buttons when width is smaller than 320 pixels.
Fixed bug #5990, Adding 5 levels of Multires crashes blender 2.43rc3
* Caused by old values in hashedgetab hanging around after all the edges were deleted. Fixed by just calling free_editMesh before building an editmesh from multires.
Armature undo was incomplete; no less then 6 places needed undo pushes.
Added undo pushes, and made sure deselectall_armature/posearmature played nice
and only did undo pushes when they're called with AKEY.
This seems like a fairly old issue. I guess people just didn't notice it enough
to file a bug report. :)
Report showed a Mesh that crashed on entering editmode and use some tools.
Appeared to be a mesh index 4 equal to one of the other indices (which
makes a corrupted quad). Fix is a sanity check in addfacelist() for enter
editmode.
Save .blend file: when setting option "Relative Paths", blender tried to
save in the root directory.
Saving .blend files is always with a real path, do the relative option
should be skipped.
Also removed the totally annoying error popup when trying to save something
before you saved a .blend. That warning was almost never correct. I left
in this warning for loading files btw.
[ #5833 ] 2.43 RC2: Incorrect Bone rotation when 3D cursor set as Pivot
There's really ugly stuff going on with pose mode rotation in transform which I'll have to fix later, in the mean time, this commit fixes the problem (which happens when you rotate bones in post mode around an arbitrary point) and includes some juicy comments to further document the actual architectural problem.
end of the selection code. That gave bad errors, especially in solid
drawmode.
Instead, when an object is not selectable it is excluded from the opengl
selection code entirely now.
Reverting Aligorith's fix for bug Bugfix #5833 (the fix was incorrect, see bug report for details).
That means the translation part when rotating "free" bones in pose mode is still broken.
When rotating bones around the 3d-cursor in posemode with a rotated
armature, rotation was around strange points other than the cursor.
This bug has been around for quite a few releases now. Somehow, the
maths used to convert the world/global space locations to local locations
only worked on things in editmode, but not bones.
Fixed bug #5917, shift-c doesn't work in the sculpt mode
* Added CKEY and SHIFT+CKEY to sculptmode's shortcuts (behavior is the same as for non-sculptmode.)
Bugfix: sound ipo calculation occasionally failed, leading to silenced
strips. Now we do it just like the video strips directly before usage...
Makes the code definitely more clean and even faster ;-)
Bugfixes:
- Effect dependencies sometimes went wrong. seq3 was always calculated,
even if the effect already told the upper layer, that there is an early
out available...
- On render, only free _all_ buffers, if memory usage is above the memcache
limit. This made my render times drop from 17 hours to only 4 hours on
a 2 hour movie.
Ton: I don't want to start an edit war at this point, but if you really
need the old behaviour, just use a very low, non-zero memcache limit in the
preferences. (In most cases, the default of 32 Mb _is_ very low ;-)