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.
Sky - Solid - Halo - Ztransp - Edge
And added better info in the tooltips for it. It's important to know that
Halos will always be covered by Ztransp, if rendered in 1 RenderLayer.
Window.py added note about the view offset being flipped.
editview.c Fly mode timed redraws so motion is the same speed erespective of scene complexity.
"Render Result". (Image name vs Image ID name).
Also solves: when you saved Render Result image (with pulldown), Blender
was reading that image from disk on a re-render.
Sequence render: when a Scene strip renders from within the UI (because
the sequencer preview option demands so), the render-result for this
rendering was not stored or accessible for redraws in render window.
When using the button in a RenderLayer node to render a single node, the
new 'render to fullscreen' crashed in end. Reason; the node editor was
still handling events after a render, as if the node editor was still open.
When using multiple RenderLayers, each with own 'edge render', the buffer
holding edge pixels wasn't cleared from scratch, so the edges of previous
layers were showing too.
Found reasonable OK solution for a cyclic dependency that was bothering
a lot of (character) animators. They would like to drive bones with
Objects, but that lagged when you parent these Objects to the
armature, since that's a circular dependency.
Since Driver relations are only looking at local object properties (i.e.
it's local position/rotation) there's a simple way to solve it. In case
such Objects have an Ipo, it reads driver values directly from the
Object Ipo (on correct time) instead of Object values.
the other functions in blender check for it.
Important note; this builtin generated image, also "Viewer Node", should
not be used as input for composite, or for Image texture. I should make
this excluded from browsing probably...
The Mesh Bevel tool doesn't look at selection (works on all) but it called
a recalc-normals that assumed selection. Added a select-all prior to bevel.
(bevel doesnt even respect hidden!)
New option "Loop to region" selection crashed when no valid loop was
selected. Just a NULL pointer check.
Also: unified function declaration syntax, so it matches with rest of code.
3D Window preview render accidentally called Yafray. That's a not working
feature yet. Could work for external renders though, but that's for
another time i think. :)
The Stucci texture now returns an 'intensity' value too, this wasn't too
interesting though... not reflecting all options for the texture itself.
Now it shows better in preview renders.
- strip handle selection now properly uses the new clamped handle size, instead
of the old triangles
- fixed an issue where a strip resized inwards would disappear when the original
start < window edge < resized start, and vice versa
solution could have been much simpler, but since that would have required
altering blender code (only a single line though)...
also fixed a minor bug reported in the yafray forums, when spotlights had the
shadowbuf flag set and then switching to yafray, yafray still rendered
shadows which to user was unexpected since there was no shadow flag enabled
in the yafray lamp panel, so now ignores the blender flag.
but they got this case! :)
Bug was that for autohandle, the previous position of handle was used for
calculating the position too, which I really don't remember why... (that
is code from 10 years ago). Problem with that approach is that extreme
changes in handles don't go correct immediately, but need to itterate a
while. Or even worse, can give NaN values, resulting in this:
http://www.blender.org/bf/ipobug.jpg
Now the handle points are fully recalculated, as it should.
Commented almost all variables in fly() to say what they do
Added BIF_view3d_previewrender_signal so preview is redone after flying- its not working at the moment but it shiould :/
Made the 3d view use the cameras near/far clipping while flying.