July 10 commit accidentally included a testing line for a selection debug
session in IRC... that line saved a /tmp/rt.png file on each border select
in EditMode with 'visible selection' on.
Particle distribution error when using Vertex Weights.
In the unlucky case the last face in a Mesh has no weight (zero), the code
that tries to distribute particles evenly accidentally could assign it
still a particle, because of the 'remainder' calculus.
Also only happens in cases where the remainder has a value.
So a workaround is also to increase/decrease amount of particles.
More additions for Mesh.faces.extend(); allow faces with 2 verts or duplicate
verts to remain in the input list (although they are still not added to the
mesh) so that indexList option can return None for them. The goal is for all
faces which are discarded to still be ignored but return None.
New keyword parameters for Mesh.faces.extend() method:
* ignoreDups: turns off checks for duplicate faces in the input list and
existing mesh faces. Intended for constructing new meshes where the
faces are known to be unique.
* indexList: makes the method return a list of new faces indices, which
can be used to index new faces to add other attributes like color. If
duplicate faces are removed, None is placed in their list slot.
- this patch adds verse support for SCons, which can be enabled by
giving WITH_BF_VERSE=1, ie. on command-line
- this patch also adds a custom lib dir possibility. From the patch description:
"To set a custom ../lib dir, put LCGDIR="path to lib dir, including the platform folder name!" in your user-config.py."
* Fixed win32-vc-config.py so that it links to the proper library. Reported by Brandano.
of the fluidsim can now be disabled with the
flag: BF_NO_ELBEEM='true', e.g. for irix systems.
(The number of ifdefs from the original
patch was reduced, and the defines are now
only necessary when elbeem is switched off.)
- particle generation option is available again
(inverted, normalized, transposed)
making an inverted copy of an objects matrix used to be.. (2.42)
imat= Mathutils.Matrix(ob.matrixWorld)
imat.invert()
# inverted.. I added but now removed
imat= ob.matrixWorld.inverted()
# with copy (current functionality)...
imat= ob.matrixWorld.copy().invert()
- CTRL+Click bones in editmode gave too small envelope distances (was 0.1
instead of 0.25*bone->length)
- PoseMode: ALT+S in Envelope drawmode only scaled the Parent Bone(s).
[ #4337 ] Cant refresh the C:\
[ #4710 ] Wrong paths in file selector under user prefs
[ #4353 ] Using ^ char + click on Open/Load = Blender crash
Details:
Fixes for root paths like C:\ on Windows, where Blender still used '/'.
Also contains fixes for relative paths:
- no relative paths for the default dirs (forced to absolute)
- message if using relative paths when .blend file hasn't been saved.
Lastly also added '.' for refresh in root paths. Windows
FindFirstFile/FindNextFile also return '.' and '..', but not in root paths like C:\
This fixes my commit of august 13th, that cleaned up the code for
drawing optional buttons for Constraint targets.
Now, Bone target buttons are corectly drawn, when a target is Armature.
(also bug report #4907)
Compositor: Image nodes used for Movie files didn't convert the relative
paths (if used), so it could not load the movie file.
This bug explains why sometimes movies worked in the Compositor... so for
the current release the bypass is to disable the "Relative" button in the
File Window.
The Blur node didn't pass on a buffer when the 'factor' value was not
exactly zero. Tiny values (like 0.0000001) or even negative ones were
still handled by the blur code.
Vertex Snapping for 'Knife Exact' tool was originally set at 75 pixels. Now its adjustable via the 'threshold' value in the editing context of the buttons window. I also changed the tooltip to reflect this.
Boundbox code for display lists lacked a check for empty Curve/Surface
objects, causing a boundbox to be giant (initialized huge values). That
frustrates code like 'view3d home', or 'centered object view'.
(Commit in view.c is only a little bit code cleanup)
The Object Buttons, Constraint panel, didn't show Object constraints for
armatures when Armature was not in PoseMode. It was always drawing the
constraints for the active Bone...
Solved with a decent check in beginning of function, and have all types
use that.
Reports came in that Elephants Dream files crash on quit or loading other
files. Was caused by freeing Material Nodes, which was accessing memory
that potentially was just freed before (node->id). Apparently only Windows
really gives issues then, which is actually a good thing :)