Fixed bug #5815, Multires mesh UVs get lost (or crashes!) when adding additional UV layers
* Switching to Face Select mode adds a UV layer automatically, was missing code there to add the layer to multires as well
* Adding/Deleting a customdata layer on a multires mesh should update the multires data first
This is mainly a problem with the interface - it's not clear what effect the
"Time sta:" (more correctly, the time offset) value will have when the speed
is negative. I have updated the UI to change the "Time sta:" button to "Time
end:" when the speed is negative.
Calculate Paths for Armatures didn't work if called from the WKEY menu
before doing so from the Armature Visualisations panel. Was caused by
the absence of version-patches for older-files where the settings used for
path calculation were uninitialised.
* Added an "Override Image" button to the UVProject modifier; this overrides
faces' currently assigned image with the one given in the modifier panel.
This provides some of the functionality previously provided by the "Add UVs"
button - you still need to add a UV layer manually, but you only need to
change the image in one place.
* Note that the "Override Image" option uses the bit position previously used
by the "Add UVs" option, so old files which had "Add UVs" enabled will now
have "Override Image" enabled.
* Removed the "Add UVs" option from the UVProject modifier
* Added a UV layer menu to the UVProject modifier
* Refactored the Displace modifier UV layer menu code to allow the UVProject
modifier to share it
* Added two CustomData functions to facilitate getting layers by name
disp_paint.py - Displacement modifier and sculpt mode replace.
uv_paint.py - making can be used to write colors to an image.
animation_empties2armature.py - Was made when BVH importer could not import direct to armature, Resulting animation has visible errors, errors have been known about for a long time and not fixed.
knife.py - Old slow code, No Multi-UV's, We now have a knife tool that has snap!
If anyone wants to maintain these scripts and have them added back in, mail the bf-python ML.
Scripts that are removed can be found here.
http://projects.blender.org/viewcvs/viewcvs.cgi/blender/release/scripts/Attic/?cvsroot=bf-blender
When scaling in the IPO-editor, axis-clamping was not respected still
(in order to preserve the old behaviour of flipping over the x/y axis).
However, now there is a mirroring tool for IPO curves, so the old
behaviour is no longer needed.This makes things more consistent.
It looks like the changes for bug
#5000 Changin EditMode in Script wrecks memory
break the python interpreter.
Since this is critical, I have #ifdef'ed those out of
BPY_interface.c and Window.c. Did not touch Armature.c.
The ifdefs are tagged with /* bug 5000 */
This means bug #5000 is back in play. Interesting to note
that according to #5846, only scripts run from the script menu
and not via Alt-P were broken.
- Fixed a few bugs in the ac3d importer, found by Melchior Franz (thanks!). Also automatically turning on ztransp for materials with alpha < 1.0 and then also transp shadows for all imported materials.
Fixes bug #5858 (Render to dv skips frames. OSX and Linux PPC).
Caused by stupid ffmpeg dv multiplexer. PAL-fix is easy, NTSC needs varying
buffer sizes...
Replace references to "Gears" in the header by "Grid". This is more consistant with the rest of the UI and even if I like gears better, grid, I think, is what people expect.
variable in the DisplaceModifierData structure, rather than a global variable.
This fixes a bug in layer selection when more than one Displace modifier is
applied to an object.
Bugfix: when ipo-frame-locking is turned off, make the ipo cursor show up
at the correct position and set CFRA correctly, if changed within IPO.
(avoids very annoying snapping...)
* moved from NMesh to Mesh
* made newstyle classes (use less memory)
* optimized mesh creation
* Animation now imports and plays (Bugfix for 5834)
+ other small tweaks
Added mesh.key - was missing from docs
the texture (in texture buttons) crashed painting. Reason was reading
a NULL pointer.
- fix for bufix: commit by Ken Hughes accidentally deleted a bugfix
(yafray render doesn't support bake, and should return)
- tooltip fix
When weights in Meshes are extremely small (< 0.01) normalizing them
can give overflows, thanks to float precision limit.
This is still unsolved, but for now the limit had to be set smaller...
(reason is that Plumiferos uses mixed lattice and vertex-group deform)
Also: running Blender in debug (-d) will print subversion now.
basic workings are the same but its generaly more efficient.
The main problem was it could get the data from every object across all scenes!
This means that on framechange, every mesh would be copied into an NMesh just to see the type was a camera.
Fixed bug #5829, Exiting editmode with TAB key toggles RETOPO
* Moved the retopo_mode setting to ToolSettings.
* Renamed the other retopo_mode to the (more accurate) retopo_paint_tool
Fixed bug #5820, changing multires in edit mode turns the mesh black
* Added a call to recalc_editnormals when building an editmesh from a multires mesh.
If the "UV" texture coordinate option is selected while no UV layers exist,
the UV layer name in the modifier is blank. This is not a problem while no UV
layers exist, but if a UV layer is added the modifier code attempts to use
UV coordinates without handling the missing layer name correctly, leading to a
segfault. This only occurs when the modifier stack is recalculated before a
modifier UI redraw, as the UI redraw updates the layer name.
This fix handles a missing UV layer name by setting it to the active UV layer.
- when rendering a scene, all composite trees of other trees should get
signalled the render output changed. This only happened with a composite
active in render.
- the Mix node "A" option only works in Composite, as accidentally visible
for shader trees.