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).
* 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.
for drivers, which will cause files that include drivers and saved since
then to crash on load, and loading existing files to crash as well. This
commit fixes that problem. So, don't use builds from revision 25736-25743.
The problem is this line, SDNA does not support parsing #defines:
DriverTarget targets[MAX_DRIVER_TARGETS];
Also, forgot to mention in previous commit that I tweaked the path-renaming code to only rename driver targets that were being used, and commenting out some code there that wouldn't work...
* Fixed Driver version-patching code to work correctly again with the new system.
* Fix for bug #20484, by adding a new driver variable type ('Transform Channel') which makes it easier to use object/bone transforms as in the past. The main differences with using this (compared with the 'Single Prop' type) are that this allows for 'final' transforms to get used instead (i.e. constraints are also taken into account), and also that this variable type can only be used for transforms (more limited scope -> less flexibility -> point-n-click goodies can follow). Mancandy now loads correctly again.
* Added toggle for local vs worldspace transforms when working with Rot/Loc Diff variable types, and also for the newly added Transform Channel
* Removed some dead code from sequencer...