changed extrude, rip and duplicate to disable proportional editing however this gives a different problem now.
Commented in transform.c
// XXX If modal, save settings back in scene
this changes disables the option whenever the macro used used.
* Only F-Curves and Drivers that affect selected bones will be visible when this happens.
* Moved the function to grab text within a pair of "" following some prefix to blenlib.
Deal with this by adding ED_view3d_init_mats_rv3d(ob, r3d) which initialized the region mat's and is used in mesh_foreachScreenVert, mesh_foreachScreenEdge etc.
bpy.ops.mesh.primitive_torus_add(major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=16)
- experemental dynamic menus, used for INFO_MT_file, INFO_MT_file_import, INFO_MT_file_export and INFO_MT_mesh_add. these can have items added from python.
eg.
- removed OBJECT_OT_mesh_add, use the python add menu instead.
- made mesh primitive ops - MESH_OT_primitive_plane_add, ...cube_add, etc. work in object mode.
- RNA scene.active_object wrapped
- bugfix [#19466] 2.5: Tweak menu only available for mesh objects added within Edit Mode
ED_object_exit_editmode was always doing an undo push, made this optional using the existing flag - EM_DO_UNDO, called everywhere except when adding primitives.
It will check if either the operator or operator type flags are set on top of the user preference before grabbing the pointer.
I've set that flag for 3d view navigation operators, others should be set too (no transform, I'll deal with that one).
- removed custom invoke function, use generic names (was misleading since conversion is done on selection, not just active).
- made convert mesh to curve use the 'keep_original' option.
again. The saved image would still point to the render buffer,
which was freed again on render. This is not a real solution but
avoids the crash for now.
* Fix crash trying to enter particle mode when the particle modifier
is disabled in the stack.
* Fix redraw being very slow due to the draw function causing the
object to be recalculated on each redraw (through PE_draw_object).
* Removed the system where PE_get_current would automatically create
the particle edit, this would run from poll() functions, which gave
all kinds of issues, now it only creates the data on enter/exit
and switching active particle system.
In Animation Editors, F-Curves for Pose Channel Constraints now include the Pose Channel and Constraint names in the 'owner' part of the name displayed, making it easier to identify which Pose Channel some constraint F-Curve belonged to.
e.g. The influence setting for an IK Constraint on bone "Boney"
Old Version: Influence (IK)
New Version: Influence (Boney : IK)
We can experiment with different representations of this later (maybe '>' instead of ':' ?)
belongs here still, but this came up often, it avoids having to
switch tabs a lot when creating things.
Also renamed uiLayoutFreeBlock to uiLayoutAbsoluteBlock.