- the "number/string button widget", or sbutton(), button() and fbutton()
calls, were using button event '1' or '2' to denote events, whilst this
could also be an other defined event.
Bug showed as unwanted display changes in ipo window after using marker
renaming for example.
- slider buttons for Action Window were expecting ints, while using short.
- cleanup in blender/src for warnings
If you set the value of undosteps in userprefs to zero, and tried to save
defaults, the value would get reset to 32. Caused by out-of-place version
patch.
since it was being overridden by blenderqread() in toets.c The existence of
this stuff here alongside the hotkeys in space.c is just plain evil, bring on
the events refactor! :)
Fixed bug with 'grid-stepping' with scaled actions. Now, when holding the
Ctrl key or with auto-snapping in this mode, keys move in 1.0 frame intervals
all the time (not just when action was unscaled).
Minor workflow tweak - Add New Empty Action as New Action Strip.
Hotkey: Shift N.
Menu Entry: 'Strip' menu
Creates a new action, and adds it as an action strip at the bottom of
the list nla-strips for an object. Useful for creating additional strips to
correct poses of prior strips.
glDrawArrays() for a closed line loop (polygon) crashes in some platforms,
but why we couldn't find any reason for.
Replaced code with regular glBegin() and glEnd().
UV ImageWindow, composite preview screwed up view matrix, so UV editing
doesnt work with it. Simply fixed it with not allowing this preview panel
unless image type is OK. With new image API a trivial check.
When adding keyframes to a very-short action scaled to long-lengths in the
NLA editor, exisiting keyframes would disappear. The culprit was a very large
threshold value used to cull duplicate keyframes. This bug was even present
in 2.42(a).
Although this fixes the bug, further work is needed on preventing future cases
of badly scaled actions. Actions with length of 0.9 frames representing motion
of 200 frame ranges is not on.
Changes to CustomData:
Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.)
Still todo:
* UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier.
* Vertex Colors still don't support multiple customdata layers.
* Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
There's a new selection-box on the header of the action editor, which
sets the mode of auto-snapping for transforms. By default auto-snapping
is off.
There are 3 modes of auto-snap:
* Off - transforms per normal
* Frame Step - grid-step transform (may have errors with scaled actions)
* Nearest Frame - true snap-to-frame (takes into account nla-scaling)
These translate to the following hotkeys when transforming:
* Off - no keys press/held (as it's always been)
* Frame Step - Ctrl (as it's always been)
* Nearest Frame - Shift (replaces old shift-key behaviour which was not useful)
(Empty space will get OSA options, that I add tomorrow or so)
- Removed a lot of old unused variables in renderdata. Also meant I had
to remove this from python API... please check if this gives valid
scripts?
- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
Window.c was calling undo_push_mesh, even for non mesh objects, exiting editmode would crash for any non mesh object (found with the armature symmetry script), bad juju.