Bugfig #4527: add more robust bitfield checking for Mesh.mface.flags;
unconfirmed bug report that an exception was caused with RC3a that could
not be reproduced. It was possible that a pre 2.42 .blend might have
some additional flag bits set that would have caused an error.
They're getting rare, but here's another bugfix from issue since NaN days:
Orco texture coordinates for surfaces didn't work *at all*!
(Try 2 nurbs spheres in 1 object). Fixed!
Ancient issue in making screendumps in Blender. It used to support making
dumps of popup menus, but that disappeared a while ago. However, when you
press CTRL+F3 in a menu now, Blender hangs in some eternal loop in ghost.
This commit fixes making menu screendumps (nice for docs!).
- press CTRL+F3 *twice* for an exact copy of a menu. (first press exits
menu, 2nd press opens filewindow)
- note, it is ALT+CTRL+F3 in OSX
- what is saved is only the topmost open level of a menu
- full-screen dumps work too by holding SHIFT extra.
Using the 3d window preview render, fluidsim objects gave drawing errors.
Was caused by missing object recalc signals after creating the render
database (happens on different resolutions for fluidsim).
Note to self: the separation between 'render' and 'display' is still a
weak part in the Derived/Displist code...
fixed some other UI logic in the python menu script
Added an option to use a vertex group for a reduction weight map to force reducing some areas more then others.
Mesh epydocs activeGroups can be None as well as string.
Bugfix #4605: mball_to_mesh() doesn't create edges for new mesh, so
me.getFromObject() wouldn't display the new mesh until edit mode was entered.
Added a call to displistmesh_add_edges() to calculate them and then insert
into the new mesh.
Hurmf, then you bring back old backbuffer, and they want to have fields
work on that!
OK... here it is. Although using Compositor features will make this much
easier and advanced to control. :)
Bone renaming goes over a complex series of checks, which includes
checking all objects that have relations to the armature. the call
modifiers_usesArmature() didn't check properly for existing pointer...
ESC for OpenGL render (in anim) was hanging, so a 2nd anim render always
returned immediately.
Own bug collection: the SHIFT+NumPad-0 option didn't do an undo-push.
Option "rotate view about active object" was disabled when object was in
editmode or posemode. Removed this limit so the option just always uses
active object as center, disregarding mode.
Node Editor: selecting Material buttons in header crashed, when no buttons
window was opened. Code didn't check for proper window it was called from.
Also: autoname "Cyan" was spelled dutch! :)
Outliner happened in Oops block view. I found this was caused by commit of
of a new .B.blend in may 2005 (after 2.36, before 2.37). That file had
already opened Oops views stored, which have to remain that way of course.
A full cleanup of .B.blend i rather not do now, so I've added a patch in
code that on read of the built-in .B.blend it sets all existing Oops
windows to Outliner.
And while working on it anyway, on first opening of a new Outliner, the
current Scene level is opened, but showing objects closed.
More Driver fixing...
Commit of over week ago to make drivers update correctly on cyclic
situations, forgot to fix another driver call... which then got called
always with 'current frame' set to zero.
Error only happened with animated (Ipos) Object-Object driver relations.
Also in this commit: when loading file, lattices with hooks were not
updated correctly.
- patch from Douglas with endian fixes
- Makefile adds static libiconv.a from lib/
- this version will use OpenEXR libs from lib/ too, and is latest release
with threading support
- openAL is missing, added it as default to not include it
- Halos were not sorted, for ages! Meaning that they were rendered in order
of creation, instead of back to front.
- Made ESC testing for halo render to check per halo, is a fast routine now
anyway.
Images saved with "Save..." menu in Image Window ignored the RGB or RGBA
setting in Scene Output panel.
Also:
- changed menu in "Save As..." to indicate it can change type/name
- added proper info about image in properties panel (RGB, A, Z)
The "generator" class for nodes then better completely disappears, also
from theme color choices menu. Since there was room for it, made the
generator themecolor to become color for 'Convertor' node types.