jpeg versions of the render results are downloadable from the web interface.
Notes:
1) They are generated (and written to disk) on demand on the master in the same Blender instance, so this will increase memory usage (until there's a way to free and image buffer from memory or it's run in a separate process).
2) They are darker then the real results, since multilayer exr contain the result before gamma correction (for the linear workflow) and that's not applied when loading them as an image.
3) They are NOT thumbnails, they are the same size as the results (albeit at 90% quality jpeg compression)
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator,
working nicely using rna properties (fixes#19475 and some todo items)
This ended up being a bit more work than expected, it involved converting the
colour picker to use RNA properties directly, rather than temporary values. This has
several advantages, including being able to type in RGB values greater than 1,
however there are still some redraw issues with sliders.
Also removed the alternate color pickers after this time spent testing, the current one
should be sufficient, or alternatives to the wheel can possibly become preferences
in the current design.
Converting the picker to RNA also made it very trivial to make a cool new
ColorWheel template, which can be embedded in UI layouts. I've enabled it already
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
Saves an image to the specified path. Uses format and other parameters from the scene (simpler this way than having to explicitly pass them to the function).
Slave and Master options to delete files when closed (default True for slave, False for Master)
Web interface option to remove files (on master) when deleting a job (or all jobs)
Web interface button to pause a job
* Now, while rotating a 3D view with MMB held down, you can hold shift to switch to Pan or ctrl to switch to Zoom, without having to let go of MMB. While it sounds simple it makes things really smooth to use and eases repeated presses of MMB. One thing I liked from Max. It's also in the modal key maps, so you can change it to whatever you like.
* A similar thing, when panning a 2D View, you can hold LMB to switch to zoom, effectively making MMB+LMB zoom. This is not very useful on a mouse, but it's very nice for tablet use, being able to navigate with one hand (side switch+stylus press) very easily. This one's from Fusion.
Fix#20516: subsurf modiefier+pressing add for smoke sims results in crash.
Fix retopo not working correct on subsurf mesh.
Various deforming modifiers were not correctly taking into account that a
derivedmesh is not necessarily a CDDerivedMesh, made utility functions for
this now.
Added GHOST_TUns16 numOfAASamples parameter to GHOST_CreateWindow to specify the number of AA samples (null if no AA wanted)
Implemented it in the cascade of GHOST classes.
Full implementation currently done for OSX/Cocoa, stubs for other OSes.
Moguri : it's ready for your win32 implementation !
Note that fallback to a non AA window (if gfx card doesn't support AA) is done inside GHOST OS specific layer, so that blender windowmanager still gets its window created properly.
* Cleaned up dead code, removed all traces of socket selection
* Modified border select so it's possible to have border select on mouse tweak.
With this change, by default, click+dragging on a node will select and move it,
but click+dragging on empty space will border select.
This works with operator properties - if you pass the name of a scene and renderlayer to
the screen.render operator, it will render that layer as a single layer re-render.