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.
* Now cloth reads cache using subframes when rendering.
* Cloth cache also was reset every time on the start frame which kind of defeats the point of the caching.
Fixed bug #23657, "Modifiers dosen't work when you select diffrent mesh for object"
Multires modifier now adds empty mdisps if they're missing, rather than displaying a warning
Switching an object's mesh will now check for a multires modifier; if found the modifier's total number of levels are reset to match the mesh's mdisps
Switching the mesh also forces a multires update so that sculpted changes aren't lost