All node group operators which move nodes directly between bNodeTree->nodes lists now make sure the node names are indeed unique in their new environment (the node group tree or the parent tree).
Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
unwrapper flush the correct aspect flag to mtpoly after unwrap. Faces
that have been unwrapped with correct aspect option will fix their
aspect each time a different image is assigned to them. I hope fix works
100%, I can't say that I really understood the bizarre aspect ratio
system.
This commit reshapes a bit runtime button info getter, by adding a new uiButGetStrInfo() which accepts a variable number of uiStringInfo parameters, and tries to fill them with the requested strings, for the given button (label, tip, context, RNA identifier, keymap, etc.). Currently used mostly by existing ui_tooltip_create(), and new UI_OT_edittranslation_init operator.
It also adds a few getters (to get RNA i18n context, and current language iso code).
Finally, it adds to C operators needed for the py ui_translation addon:
*UI_OT_edittranslation_init, which gathers requested data and launch the py operator.
*UI_OT_reloadtranslation, which forces a full reload of the whole UI translation (including rechecking the directory containing mo files).
For the first operator to work, it also adds a new user preferences path: i18n_branches_directory, to point to the /branch part of a bf-translation checkout.
when specific circumstances are met.
Mainly issue was caused by checking ImBuf pointers, which used to fail
when some post-processing flags are changed. This was caused by the
fact that freeing old ImBuf and allocating new one could lead to new
ImBuf have the same pointer as previous one, which confuses cache.
The problem was that the physics shapes for the near and radar sensor were getting turned into characters because CcdConstructionInfo::m_bCharacter was defaulting to true. Now it defaults to false and is explicitly set to true for only Character physics types.
There was some bad recursion introduced recently that caused crashes
when a Material node is the same material as the material itself (e.g.,
if Material.001 has a node with Material.001).
This commit attempt to correct this by keeping track of the material
at the root of the node tree, and doesn't recurse further if it
encounters it again within the nodetree.
Joshua, please review!