Old & annoying; error() menu doesnt work while rendering, and is still
called for many occsasions. Error also caused Blender window to screw up.
Now error() just prints during render.
- removed obsolete ">>" from several menu buttons
- removed convert to cardinal/bspline buttons, dont work you know :)
- made sure a HOME event on ActionWindow works on epty window too
-- fixed bug #1689:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1689&group_id=9
Reported by Tom Musgrove (thanks), the problem was that Window.QHandle was not passing events to windows that had id's below the current active window. It was a stupid mistake (mine), the code was iterating from curarea instead of from the first area in the areabase list.
-- fixed bug #1568:
http://projects.blender.org/tracker/index.php?func=detail&aid=1568&group_id=9&atid=125
Stephen investigated the problem, reported by Gabriel Beloin, and left hints in the bug report, thanks :). I also implemented what he suggested, now Effect.Get('objname') returns a list with all objname's effects and as before, Get('objname, position') returns the effect at position 'position'. Ref doc already updated.
-- Allowed menu registration lines to appear commented out -- Python comments: '#', of course -- (suggested by Michael Reimpell) in scripts:
Some Python doc tools need the doc strings between triple double-quotes, so to avoid conflicts scripts writers can now comment out the registration code, it should work anyway. Michael also provided a patch for this a few days ago, too (thanks), but to keep changes at a minimum because of proximity to a release I didn't use it.
(well, not on OSX to be noticed :). Discovered thanks to adding filling
of curves in Solid display, and bugreport of intrr that ESC in grabbing
curve gives weird corruption.
from menu code, it left the main window active (for global draw), this
sometimes could screw up drawing calls after... as happens when a command
is executed that draws immediate.
Now the previous window is restored before a menu command is executed
hopefully prevents weird results in grabber... error was that the
editNurb was not used for triangulating.
Also; added drawing the wire as extra in solid display editing curves...
that for unfilled curves as well.
Colorband sliders now activate automatic on a click closer than 12 pixels
away from it. No more clumsy 'act' button stuff.
BTW: Error in utildefines.h, ABS() was defined incorrect.
Deleting only-faces from fgon still draws wires hidden in editmode.
Added extra: when mesh has no faces, it draws wire in solid view, also
doesn't draw the 'fat' outline for selection.
1) Sound window displays 'frs/sec' value correct now (found a 25 hardcoded)
2) LeftMouse click in sliders of IpoWind, NLA, Action allows to make
sliders smaller/larger, for quick zoom. Used to work but disappeared in
early this decade or so :)
- in Solid draw mode, curves without faces draw as wireframe now
- in Solid draw mode, curves without faces don't get fat outline on select
- in Solid draw mode, editing curves shows filled now!
- Undo in texteditor didnt work, event (ALT+U) was swallowed by new undo
menu (ALT+U too)
- global undo doesnt restore UI's as we know... so undo-ing with a text
editor active cannot always restore correct text block you were editing.
As extra service I added that when no restore is possible, it links to
the first block available.
- 1702; edge selection should be evaluated properly before adding face
- 1704; crash in separate, two causes here:
- separate didnt make selection flags consistant (needed badly
there because of evil code)
- after adding quad (Fkey) the face was not selected, but its
vertices were... that can give bad bad crashes
Holding shift, while in extrude transform mode ('n', along normal) popped
the extrusion back to beginning, this due to storage of printing value
in dvec[3]. Simple fix :)
There's a conflict between global undo and editmode undo. The first one
reloads a .blend actually, so pointers change all over. The latter still
uses the object pointers for checks. To resolve that the editmode undo
system cleans its stack based on object names, not pointers.
In previous code I tried something smart to prevent undo stacks being
reused when you delete an object, and add new object with same name.
That didn't go OK in all cases... so I accept this little quirk for now
(rename object still works though, wont clean the undo stack)
When you load sound in sequencer, most buttons for the sound where not
displayed (game engine usage only). But half of these buttons are useful
for renaming file paths or make relative paths. Just brought back the
entire panel, with clear info in tooltip what settings apply engine only
Crash on large mesh while vertex painting. Was combo of using shorts
(signed) and just a too low limit (64k).
Now it uses integer for main lookup table and max is 512k. Still an
artificial limit, but this wont crash when you exceed faces, just give
nice warning :)
When rendering from localview, the lamp layers were not evaluated properly
for "Layer" option in Lamps. This because localview uses layers 24-31. :)
Fix is simple; just not use localview layers for lamp while render.
Just one simple report, 4-5 hours work...
reported was that selecting in action+nla window is slightly off. Quite
annoying. It appeared to be a wrong usage of View2D facilities, causing
part rewrite of a lot of stuff here. Mainly did it as excercise, to get
better understanding of all of this. Would need some testing though!
PLus; fixed crash while using "single user" menu with Ipos in Object.
Changed:
row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];
Thanks emil....
Kent
not affected when using standard (alpha=255) settings.
Only the backdrop for menus and unselected items can be transparent, the
highighted (active) item remains solid colored.
Just fun eyecandy tho :) but the recode of menu enables this easily.
Blender hemilight shadow flag now ignored (reported by varuag).
Texture axes were not exported for procedural textures.
Duplicate armatures were not handled correctly (reported by richie).
Triangle uv-coord splitting (reported by anael, richie & Alvaro).
Additions:
Material 'TexFace' mode now works too, as in Blender it functions as an extra
first texture channel, replacing the base color.
The new noise functions for procedural textures are now supported in yafray,
but is not quite completed yet, still undergoing changes.
(needs yafray from cvs).
The 'power' button has been renamed to 'EmitPwr', since it controls background,
arealight (including lamp with radius) & material emit power.
This button can now be used with the 'SkyDome' method as well to control
background lighting.
To control indirect lighting power, a button called 'GI pwr' has been added,
only use this when really necessary, first try modifying 'EmitPwr' instead.
Removed:
The 'gradient' button. This includes the python code to set
this parameter as well.