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.
When through and replaced the obvious ones but there are still a a few Id rather not touch without more about whats going on.
Did quite a few changes to export-iv also.
Export mesh data with modifiers and objects matrix applied. export not only mesh data but text, nurbs etc (thanks to BPYMesh getMeshFromObject)
Small updates to ply import, dont set the TEX of a face (no pink faces anymore)
made ngon loop-reduce function faster by replacing dicts with sets
off_export has some errors, modernized the script.
added a python 2.3 reversed compat function - just uses ls[::-1]
Further 2.3 compat testing needed.
- Jean-Michel Soler (thanks!) pointed that the 3ds importer was missing
license info. Added a GPL license block copied from the 3ds exporter by
the same author.
Report noted the slow icon renders for menus, which indeed is an issue,
especially when texture images need to be loaded (not to mention that
will eat up loads of memory).
Added a flag in scene to disable loading of images, makes it 50 times
faster, at least :)
FTF_GetStringWidth() was calling for translations, whilst translation was
not set even, causing crashes in strings.
Probably this was instable for many cases using Internation Font...
When a curve guide animates, it doesn't correctly work on dynamic particles.
This because the guides work on a fixed starting position (the birth of
particle) and then defines a full path for the entire particle. It is clear
this was only coded with static particles in mind...
Nevertheless, I've added a line of code to at least put the curve guide
on correct location for the moment a particle gets born.
Report moved to the todo tracker; this should be a spec for particle recode
No fix... the Object "TimeOffset" option to work on own ipo doesn't work
at all, not since NaN days. Enabling it is easy, but might screw up a lot
of previous saved files.
I moved that report to the todo, for a make-over of the entire internal
timing system. Added tooltip in button this option doesn't work.
Curves without bevel/extrude don't react to buttons to fill front/back.
That is coded that way, so added this info to the tooltip
Bug report #4566
Creases drawing became very awkward in commit in august last year. Flipped
the drawing order so the fat lines - denoting creases - are drawn first.
That way the value of crease is visible, as well as edge selection state.
Wave Modifier defaulted to Y waves, even when both X and Y buttons were
disabled. That case isn't very useful, nevertheless... if buttons allows it
then it should just work!
Another thread render issue, now in Image texture, the 'repeat' value was
still a global... how did I think that would ever work? Just forgot about
that one I guess. :)
Sequence renders, calling scenes with compositing, didn't execute composite
correctly. Confusement caused by the rule that a "Render" handle has same
name as Scene, which gives conflict for the case when a Scene has
sequencing with Scene strips with its own scene in it.
The previous solution for that conflict caused composite not to work. This
commit solves that, but it is still hackish. Main reason is the still
bad global G.scene, in use by compositor.