blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
Poll function was too strict for this case that's why there was
no options in operator panel.
Additional changes:
- Added 'direction' parameter to operator so now extruding
could be made from script by providing direction vector.
- Fill this direction vection in operator's invoke functions
so abjusting offset/steps in operator panel gives better visual
feedback -- direction stays unchanged so user could easily see
final result.
- Made some tweaks to soft limits, so adjusting values by mouse
drag isn't such confusing now.
Tested in normal mode (from 3d view), as script and in background mode.
Haven't noticed any regressions.
- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.
As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.
checked all local functions for consistency/correctness.
Keymaps for subdivision_set operator were only added for Object mode.
Since this is useful for meshes in particular, added these in EditMode
keymap for mesh editing too.
Vertex offset, which was used to update referenced keys was calculating between
editmesh (which represents shapekey data) and base mesh (ob->mesh) which represents
Bases key.
This commit fixes bug with incorrect ofsset calculation for case when some keys
got other (not Basis) keys as relative key by calculating offset using EditMesh
(new shapekey data) and keyblock data (which was used to create EditMesh when
entering edit mode).
This commit shouldn't lead to regressions, but maybe there's something else
which should be fixed for such kinda complicated cases -- more testing would
be welcome.
Ctrl+Click on mesh or curve view was using the selected points location or the cursors.
if either of these was behind the view it would add the point at (0, 0, 0).
now fallback to the view orbit pivot, added this option as an argument to view3d_get_view_aligned_coordinate().
Using search for operators showed ambigious names like "Duplicate" or "Delete".
Default names should give at least a descriptive label. In case operators
are collected in a group name-shortening should be handled separaly.
also found curve click-extrude was always aligning the new points depth to (0,0,0), now work the same as mesh edit - align to the selected point or the cursor if none are seleted.
on smooth/flat flag on faces. This does give better results for low poly
game models, but there's just too much functionality that depends on this
(modifiers, displacey, editmode tools, extrude, ...), that there's not
enough time to fix these before the release.
was not recursively restoring sound strips on paste.
also found many duplicate functions were defining the transform mode as in int but getting as an enum, use enum for both now.
into account that some tools use normals for things other than display. Now
we properly initialize vertex normals at flat faces too.
Also fixed a normal refresh issue, and deduplicated CDDM/mesh normal
calculation code.
move calls to the classes register/unregister function into register_class() / unregister_class() and add docs.
also other minor changes:
- remove face sorting keybinding, was Ctrl+Alt+F, this is quite and obscure feature and face order normally doesn't matter, so access from Face menu is enough.
- add commented out call to mesh.validate() in addon template since its useful to correct incomplete meshes during development.
weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.