The paint cursor code is fairly muddled still and needs futher cleanup
(commented in the new file.) Over half the paint_stroke code was just
called from the cursor draw function.
There should be no functional changes from this.
through Object.dm_info('SOURCE/DEFORM/FINAL')
this is to help tracking down issues with modifiers where loosing data
layers between modifiers can cause bugs, also to helo with comparing
bmesh/trunk's modifier stack.
it exposes sensor.controllers and controller.actuators
this is how the data is exposed in blender.
to have controller.sensors or actuator.controllers is not that straightforward
This script was defining an operator within the panels draw function, while its possible to support this its really asking for trouble.
the fix is to raise an error when this happens.
also fix crash passing non classes to register_class/unregister_class
Curve points of tracks curves now can be selected for X and Y channels
separately and can be moved along Y axis of curve viewer, points currently
can't change frame they belong to. This allows to smooth spikes caused by
unwanted marker jump.
Also fixed some mistakes in cancel transform in cases when locked tracks
were being trying to be moved; fixed incorrect calculation of marker speed
for curve drawing.
- in the case of deform modifiers this is very safe (assuming the mods themselves dont need tessface data), since the DM is freed right after, so this is an easy speedup.
- in the case of bevel and split edge modifiers this should still work out fine since mods that need tessface data will generate it.
incorrect flag handling in CDDM_from_BMEditMesh() broke editmode deform verts (they would never be copied), issue was exposed when re-aligning layer values with trunk.
- make red outline more obvious (was hard to see when the camera was selected)
- remove text, red-alert text IMHO should only be used when something is wrong (example - its used when FPS cant keep up), but this is just information.
realize out UI isnt dealing well with added view3d options but dont think its good to solve by displaying options as text overlay.
red outline for the camera is just a hint which users notice when enabling the camera, think its acceptable.
- was swapping matrix incorrectly, would fail when the object had any transform
- wasn't calling mesh_update_customdata_pointers() when adding MCol's in some cases
- was calling do_shared_vertexcol() twice when it didnt need to (blur painting only)
=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools
Major features include:
*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)
All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
and length of the meta strip properly, only its contents. Also overlap check was
done too soon giving false positives, should be after meta strip update.
WARNING: This commits modifies how translated unconnected child bones with *no Inherit Rotation option* are positionned. This means that if you open a posed/animated armature using such (corner-case) setup, you'll have to adjust manually the locations of such bones: now, disabling Inherit Rotation/Scale will no more move the bone, only affecting its rotation/scale.
Many thanks to Bassam Kurdali (slikdigit) for his advices and tests of the patch!
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Dev notes : the pchan_to_pose_mat() func was added to BKE_armature.h, which computes two matrices to get the pose transformations (pchan) of the bone directly in pose (i.e. armature object) space. The first matrix is the rotation/scaling parts, the second one is for location.
That new function is used by (hence deduplicating and simplifying their code):
* The pose evaluation code (where_is_pose_bone()).
* The interactive transformation code (add_pose_transdata(), in transform_conversion.c).
* The snap to cursor/grid code (through armature_loc_pose_to_bone()/armature_mat_pose_to_bone()).